GestureLab Posted November 11, 2019 Share Posted November 11, 2019 Hi, I'm new to this and I'm trying to set up SRanipal in Unreal so that I can get the eyetracking data. I have followed the manual and can get to the point where I have to enable the plugin, but it does not show up in the list of plugins in Unreal. Any ideas what could be wrong? I tried copying the unzipped 'Plugins' folder into the project folder and also tried copying the 'SRanipal' folder into the 'Plugins' folder of the game engine. Best, Maartje @Daniel_Y @zzy @Corvus Link to comment Share on other sites More sharing options...
VIVE_Jason_Lu Posted November 13, 2019 Share Posted November 13, 2019 Hi @GestureLab Can you let me know which version's Unreal Engine are you using? In my Unreal 4.18.3, the plugin shows up in the list correctly after I copy the Plugin folder into a new project. Regards, Jason Link to comment Share on other sites More sharing options...
GestureLab Posted November 13, 2019 Author Share Posted November 13, 2019 Hi, I'm using 4.23.1, I get the following message when trying to restart the environment after copying the folder: "The following modules are missing or built with a different engine version: SRanipal, Would you like to rebuild them now?". I clicked yes and it tries to rebuild it, but maybe this doesn't work? Best, Maartje Link to comment Share on other sites More sharing options...
GestureLab Posted November 13, 2019 Author Share Posted November 13, 2019 I tried installing the 4.18.3 engine and trying it out for a project created with 4.18.3. It does show up in the list there, but I cannot enable it. I get the following error messages: @Corvus @zzy @VIVE_Jason_Lu Link to comment Share on other sites More sharing options...
VIVE_Jason_Lu Posted November 15, 2019 Share Posted November 15, 2019 Hi @GestureLab It's weird since after you rebuild the plugin, it should work. Can you help me check some details? 1. Check the Plugin's binary files, it's in: Plugins/SRanipal/Binaries/Win64/. The binary files should include 5 dlls and 1 lib file. 2. Check the OS you are currently use, it should be Win10 64bit. 3. You can either try some work around. Open the file: Plugins/SRanipal/SRanipal.uplugin and change the "Installed": false to "Installed": true. Regards, Jason Lu 1 Link to comment Share on other sites More sharing options...
GestureLab Posted November 15, 2019 Author Share Posted November 15, 2019 Hi @VIVE_Jason_Lu Thanks for your response! With the work around (#3) it is now working in 4.23.1. Best, Maartje Link to comment Share on other sites More sharing options...
bipul mohanto Posted May 21 Share Posted May 21 Hi @GestureLab@VIVE_Jason_Lu, I am using Unreal 4.23.1 (VRS modified version), and SRanipal 1.3.3.0. I have also tried with SRanipal 1.3.6.8 and 1.3.6.6. All have the same problem, the gaze position is not moving, it is fixed at the center of the screen. Otherwise, the eye calibration and sranipal runtime are working fine. I am using win10 OS. Also, changed `SRanipal.uplugin` "Installed": false to "Installed": true as suggested here. No effect. Link to comment Share on other sites More sharing options...
Tony PH Lin Posted May 22 Share Posted May 22 Hi @bipul mohanto, SRanipal was legacy SDK which now we encourage all developers to move OpenXR. Here is the tutorial of OpenXR eye gaze for your reference. https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/eyegaze/ Thanks. 1 Link to comment Share on other sites More sharing options...
bipul mohanto Posted May 24 Share Posted May 24 @Tony PH LinThanks for the suggestion. If I replace SRAnipal with OpenXR eye gaze, then how I will further enable and modify variable rate shading? In the same blueprint as your shared link showed? Link to comment Share on other sites More sharing options...
bipul mohanto Posted May 27 Share Posted May 27 @Tony PH Lin, the OpenXRViveTracker might serve my purpose, but the documentation says it is built-in for UE 5.1 or later. I am using vive modified version UE 4.23.1. I need eye-tracked variable rate shading, currently just getting static variable rate shading. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now