Skip to main content
SimonArcher
New Participant
June 7, 2022
Solved

Problem attaching collision component to socket

UE: 4.26.2
Quest: 40

Hand-tracking only: Default


I'm making a touchscreen interaction for interacting with widgets with your hands. I get the socket location from the socket name "index tip".

 

Index finger collision

 

When I play preview from unreal everything works as it should, but when I package for Quest the socket location is not working as expected(it seems like the location is tracking the socket, but not correctly placed).

Is there any other properties for the sockets when it's running locally on the quest instead of from the computer via link? 

Any input or knowledge is appreciated.

Thanks

    This topic has been closed for replies.
    SimonArcher
    New Participant
    June 8, 2022

    I figured that I instead had to use the "Get Bone Name" under the Oculus VR category, and plug it into "Get bonelocation by name" with the desired hand as target, and returning the value to "Get Closest Point on Collision"

    3 replies

    SimonArcher
    SimonArcherAuthorAnswer
    New Participant
    June 8, 2022

    I figured that I instead had to use the "Get Bone Name" under the Oculus VR category, and plug it into "Get bonelocation by name" with the desired hand as target, and returning the value to "Get Closest Point on Collision"

    New Participant
    April 3, 2024

    Just want to say thank you for posting the solution, I'm having exactly the same problem today (in year 2024) and your post saved me!
    I found that using "Index Tip" or any bone name under the oculus hand component returns the location of the root bone.
    It turns out that the name should be "Index_Tip" instead of "Index Tip" according to the get bone name result.

    SimonArcher
    New Participant
    April 4, 2024

    Happy that the solution solved your issue! And thanks for pointing out the need for underscore in the name.