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kutlaytunc
Inspiring
February 9, 2025

Unreal Engine 5.5.2 Hand Pose Recognizer Request

  • February 9, 2025
  • 4 replies
  • 1189 views

Hello there,

I came across the Unreal-HandPoseShowcase project, which allows users to define custom hand poses and use them as inputs. You can find it here: GitHub - Unreal-HandPoseShowcase.

Initially, I tried copying the plugin into my project, but it resulted in numerous errors that I hadn't encountered before. After searching through forums, I discovered that Interaction SDK has replaced this project. However, upon further investigation, I found that the Unreal Engine version of the SDK does not support custom hand poses, unlike its Unity counterpart: Unity Hand Pose Recognizer.

I really wish the Unreal Engine version had this feature as well!

Edit: In this issue I've shared a solution that fixes compile issue on 5.5.3 

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    4 replies

    Honored Contributor
    February 23, 2025

    try this sample instead
    https://github.com/oculus-samples/Unreal-HandGameplay
    I think you need to recompile using visual studio

    kutlaytunc
    Inspiring
    March 3, 2025

    Yep I checked every sample project and finally used https://github.com/oculus-samples/Unreal-HandPoseShowcase I changed a line on source code that you can find it in the issues tab of GitHub. After that it works like a charm but still, I think we need new hand gesture recognizer sample.

    Thank you for your suggestion!

    Stratosh
    New Participant
    March 6, 2025

    I completely agree. I would appriciate Unity Hand Pose Recognizer counterpart for Unreal! Currently I hesitate to use OculusHandTools cause it's designed originally for UE4 (I'm on 5.5), it is problematic to even integrate and I suppose it should be replaced with Integration SDK version soon. I hope.

    kutlaytunc
    Inspiring
    March 7, 2025

    Yeah, even the Interaction SDK doesn't allow full freedom for custom poses. It supports "custom grab poses," but not "recognized gestures". Also, the pointer indicator lags behind in my setup. I checked every folder to find the mesh that the plugin uses, but I couldn’t locate the one that appears when we point our fingers at widgets. This also feels bad for the experience, so I stopped using that SDK.