VR Hand Tracking in Unreal Engine 5.3 | Tutorial for Beginners
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- Опубликовано: 5 янв 2024
- Setting up hand tracking in Unreal Engine 5.3.2 is easier than you might expect! In this tutorial I will be going step-by-step on how you can implement this amazing feature. It works beautifully in Unreal Engine 5 and doesn't require a single line of code. By the end of the video you will have working hands that track the movement of each finger, and it works with all Meta Quest headsets.
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#unrealengine5 #metaquest #metaquest2 #metaquest3 #metaquestpro #ue5 #unrealengine #vr #virtualreality #meta #facebook #gamedevelopment #oculus #technology #tech #gaming #extendedreality #augmentedreality #davinciresolve #blender #handtracking #development #gamedev #headset Наука
My bro seems excited doing his job
I like how full of life you are, thank you for the video!
Love how enthusiastic you are. Thats a good trait in life
Because of your video I have mustered up enough courage to finally start unreal, thank you
This is the best tutorial, you learn without getting bored, thank you
Really loved the tutorial ....loved to see another one in any topic (keep making more videos)👌
I love the way you are and how you explain things !
Would you be doing a tutorial on hand gesture recognition ? Like fist bump, open palm, etc... ?
Happy I found this video ur one of the few creating tutorials like this
Love the energy bro and thanks for the tips.
Thanks for this one!
perfect. thank you very much Techno V
Nice tutorial, thanks a lot!
Good job, you are going to be an excellent teacher. Keep going on. 😃
Woah! Thanks!!
Damn my yt had randomly suggested me this, TOTALLY WORTH ITT
I love you're methode you're amazing
Thanks!!
Hey dude love your attitude and videos, can you make a video tutorial for interacting with this hands?
Thanks a lot for this. Do you think you could make a tutorial on how to interact with things and maybe even climb using hand tracking?
Keep it going! I love your cheerfulness; it reminds me of my brother years ago! Thanks for the clear explanation
Dude U are Good
ty so much
i love your attetude bro amazing vids
I loved your method brother.
Can you please make a video on 1) Game Instances & 2) Passthroughs.
Didn't realize you have to create a Marketplace folder. Thank you!
Loved you on Ted Lasso!
Such a great video! I've got a question tho, how can you make those hands interact with objects on the level? Like poke or grab interactions, maybe even make them collide with an object.
Thank you very much for the video lesson! Very informative and positive. But I have a problem(. After all the settings, when entering the VR project, neither hands nor controllers are displayed. The Meta XR error is written. If I turn it off, I see only the controllers. Do you know the reason? Thanks in advance!
Awesome Video! Do will you make another with teleport movement integration?
thankyou so much best tutorial. btw we have to enable hand tracking in quest2 settings. mine turned off by default.
Nice. Can you do a video on how to recognise gestures and hand positions in your blueprints? Thanks
Thank you Das ji
hello bro at the last step when i run the vr preview it is playing the map in stimulate mode so i cannot continue my vr mode . what should i do?
thanks
Fantastic, could you do one tutorial using mixed reality in Unreal?
Would it still work like that after packing the game and playing it?
Красавчик, спасибо
Locomotion using hand tracking tutorial?
Please
Hello, it is working there, But when I connect to PC/Desktop no hand tracking, I need to enable to use in Unreal Engine
👌👌
How do you move now?
make more content for VR in unreal engine 5 ......... love you
Hi man, great tutorial! I would like to know if you can help me? I"m creating a game similar to gartic, but interactve, for school-age children in brazil. But to make it more accessible, my group and i, need to do the hand tracking via webcam, could you help us with a tutorial for this?
How to change the hand model
Thank you so much for the video! I would like to know if my vr device is different from yours and my vr device is PICO, can I still use this workflow, maybe there is another way? That's important to me
Thanks for watching the video! So about your question, yes the device is different as mine is the Meta Quest 2 and yours is from Pico. If you're using the Pico 4, then hand-tracking is a useable feature, but the setup will be different from the method described in the video. I personally do not own a Pico headset, but when doing some research, I found this link that may help you: developer-global.pico-interactive.com/document/unreal-openxr/hand-tracking/
Super Nice Tutorial! Straightforward to the point, positive attitude and fun! I followed your steps and it worked with the only issue that it was laggy af in my headset when i connected through airlink. Does this have to do with my local network or could it be something else? Thank you!
Thanks for watching! There are many factors that could affect this: network speed, system specs, and many more. I would try to use a link cable and see if that helps just to narrow down the possibilities. If it works, sweet, but if it doesn't work, check if your computer specs meet the recommended requirements (not just the base requirements).
@@technov12Hey, thanks! It works fine when my Meta Quest is connected through cable with the computer. However, there is another issue now. The right lens (eye) of the device is deactivated when I am launching the app. Is there something specific I should activate in the camera of the VRPawn or in the project settings?
It should be working out of the box, but yeah...you may want to go back into the video and make sure that all the project settings are the same. If it comes to it...try turning off lumen and see if that works and then turn it back on. You may also want to try playing some pcvr game to see if any problems are caused there (where none should occur if everything works smoothly).
Thanks for your video well explained. but mine is not working (once I launch the VR preview in Unreal, it does not even display on my headset). I did every exactly as yours. the OpenXr runtime is greyed out and the Developer Runtime is active as yours. please what do you think am doing wrong ?
Update: for any person that might encounter the same problem all I did to solve the issue was disable all the OpenXr plugins and updated Meta quest link software.
Thank you, I made this and it's working great. A question.. How can I interact with the hand mesh using this unreal setup? I want to change the mesh or add glowing effects around the hands.
Thanks for watching the video! About your question, all of that can easily be configured through the OculusXR Hand Component!
@@technov12 thank you. I'll start there. Still trying to navigate unreal as an absolute beginner!
I want to use motion blur in VR in UE5.
VR preview works perfectly fine for me without hand-tracking, but once I enable the Meta XR plugin, it suddenly stops opening as a VR preview on the headset. Did anyone encounter the same issue?
Just figured it out: you need to turn off OpenXR as they are not compatible with MetaXR.
you just saved me@@m.anticore . Thanks!
I have done but still only works with controllers not hand
Hi. I've followed your example to the letter, but I am not seeing the hands and am getting the following error:
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7916 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:299)
Any thoughts?
Try making sure that the OpenXR Runtime is enabled in the Oculus PC App under Settings -> General. Also make sure that the version of the MetaXR plugin that your are using supports your engine version, otherwise you'll need to either update the engine or downgrade the plugin.
When I pack the game to my Quest3, it simply do not load. So it only works with Link, not with packaging? Thanks
I would double check if you have the settings correct in the project settings for both hand tracking and for packaging to Quest in general. 😀
ur a funny guy,
Hi bro, at the last step when i run the vr preview it is playing the map in stimulate mode so i cannot continue my vr mode . what should i do?
Make sure the VR headset is properly connected and works with your PC. One way to check is simply play a game on it.
@@technov12 yeah my headset is working properly untill MetaXR plugin is checked. After MetaXR plugin is checked and at the same time I unchecked OpenXR plugin,it won't work properly it runs in stimulate mode.
Check if MetaXR works in an empty new project
There is incompatibility between open XR plugins and Meta XR plugin. You cannot have both activated in same project. if you want to use Meta X, then disable open XR plugins.
after adding metaxr plugin my oculus wont lunch unreal??
Make sure that you don't have any of the OpenXR plugins installed.
For some reason this is not woorking with UE 5.2 (I downloaded an older version of the meta plugin so it supports 5.2, yes)
Try going to the Oculus app and click on Settings -> General -> OpenXR -> Set Oculus as active. You should probably also check that Beta -> Developer Runtime Features is enabled (will not show up unless you setup the Meta developer account). I hope this helps!
@@technov12 Nevermind, hand tracking was not enabled on my Quest 2 haha It is working just fine
Hi, buddy. Excuse me if the translation is bad, I am employing a translator LOL, well the thing is that I am a student of video games, here in CHILE, and I am creating a project with VR, I'm recien in diapers, it's something ambitious, simple but necessary to create it, and watching your video I would like to know a few things, to clarify some doubts, you have some mail to be able to send you these questions in private, I thank you very much if you answer my call, thank you.
I'll be happy to help! You can message me on Discord. Here's the Techno V Server: discord.gg/JTJjn3nhBv
The Plugin is not available in the Marketplace now :(
Thank goodness Meta still has their site up where you can download the plugin: developer.oculus.com/downloads/package/unreal-engine-5-integration/
@@technov12 Thankyou so much!
I followed wverything and I have the same versions that you have but I can't see the hands.. any clues?
Have you created the Meta Developer account and enabled Developer runtime Features in the Oculus PC app?
It's also helpful to check and see if OpenXR Runtime is active in the Oculus PC App
yes, did everything they are active@@technov12
@@technov12 How to active openXR Runtime ? Coz i'm facing the same issue :(
Go to the Oculus desktop app and click on Settings -> General and activate the "OpenXR Runtime"
Hello,
You did a great job. It is very well explained.Thank you.
If I would have a comment to do is to be more natural. I know that nowadays appearances are important, but being natural should be better, Beside this, I say it again, you did a great job. (^_^)b
This work quest 2?
Of course! 😀 In the video, I'm actually using a quest 2.
@@technov12 Thank You
There aren't any Oculus Hands... Help please 7:41
For the option to show up, you need to have the MetaXR plugin installed exactly as I showed at the beginning of the video.
great tutorial thank you !