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Piotr Karkocha

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  1. Hi guys, thanks for posting, the hand tracking helped me a lot. Yet there is one thing that bothers me - i work currently with 4.27 and whenever I enable OpenXR plugin, there appears a kind of jitter/unstability of the image. When switching back to SteamVR, the image is very stable and the whole experience more fluid. Have you ever encountered this effect? I just ported the project from @MariosBikos to 4.27 and this kind of jitter also appears now (it's definitelly not there on 4.26). I am using the Focus 3 headset.
  2. Hi, i am trying to use the wrist tracker as an object tracker in UE4.27.2 with the OpenXR plugin enabled for PCVR. For this purpose i am using this plugin: https://github.com/ValveSoftware/openxr_engine_plugins/tree/main/unreal_engine/ue4/OpenXRViveTracker So, first of all i needed to make some changes (the changes to the engine's OpenXR plugin recommended in the github link above crash the engine). For the plugin to compile, I needed to remove the function definition and declaration virtual void AddActionSets(TArray<XrActiveActionSet>& OutActionSets) override; from the OpenXRViveTracker.h and .cpp. After that i was able to compile the project (OpenXR engine plugin left in its default form), use its functions and the Tracker scene component. The problem is, i am not geting any positional data from my wrist trackers. Now, I am fully aware that removing functions may lead to problems, but that seemed the only way to compile the plugin and run the project. Apart from the fact that the plugin doesnt send any data, its performance is stable. Can you help me with setting it up to work? Maybe there are other working solutions? Before i was using the SteamVR plugin and obtaining tracker's positonal data with the GetTrackedDevicePositionAndRotation. But as i need to use handtracking in my app, i switched to OpenXR and needed to deactivate SteamVR. I have assigned a role to the tracker in SteamVR.
  3. Hi, i am trying to use the hand tracking in Focus 3 in my UE4 (4.26) project built for Steam VR. Before i start streaming form PC via cable, tha handtracking works well in the lobby, the blue hands move smoothly. Also when packaging the project for Android the tracking works well. But when i am streaming (using the ViveHandTrackingGameMode with the ViveHandTrackingPawn or the WaveVRPawn) it looks like there isn't any hand detection. Please help - how should i set it up? Thanks, Piotr
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