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SRanipal, Unreal Engine 5 and HTC VIVE Pro Eye

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Hello everybody,

I am currently working on a project using the HTC VIVE Pro Eye and Unreal Engine 5). Unfortunately, the Tobii SDK has no support for the HTC htc VIVE Pro Eye and SRanipal is incompatible with UE5.
I made some adaptions in the Plugin's source code (downloaded from here: https://developer.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/) to be able to build and compile my project in UE5.
However, as soon as I 1) manually start the SRanipal Runtime, 2) Tick "“Enable Eye by Default" or 3) Include the "Start Eye Framework” function in a "Begin Play" Blueprint-Node, UE5 crashes during "Initializing" without any error messages.
I would appreciate any help. Whether it might be further changes in the SRanipal Plugin Source Code or using another Plugin (In the header of the Eye and Facial Tracking SDK it states "We won’t be releasing any news and support for VIVE Sense. We invite you to join OpenXR PC VR". So when someone can tell me how I access the eye-tracking data using the OpenXR Eyetracking Plugin, I would also be more than happy.)

Has anybody had similar problems and/or has an idea of how to solve these issues?

Thank you very much in advance!

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On 11/24/2022 at 3:24 PM, sabrinagado said:

I think I solved the issues by using the version of SRanipal.

hi Sabrina, could you send us the plugging compilation for version 5 of unreal. From Vive it doesn't look like they are going to update the sdk.


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2 hours ago, cifulicitico said:

thank you very much, it works perfect!

Hi cifulicitico,

unfortunately I am still struggeling with getting the gaze data.
I aim to get the "target point" in the world a person looks at (as a vector) and maybe also the name of the looked-at-object. Do you have any idea how to achieve this (Focus? GetStereoGaze?...) and would you mind sharing some blueprints of one can implement this?
So far I am only getting the eye openness and pupil dilation but no "valid gaze data" can be obtained.
Any help would be awesome 🙂

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