Hi there! Many thanks for tutorial! If somebody get error when importing animation: "Animation length 4.958 is not compatible with import frame-rate 30 fps (sub frame 0.75), animation has to be frame-border aligned" - you have to change Animation Lenght to Set Range and set frame Import Range from 0 to 5 on import window
I just want to say you are brilliant... You teach not just the HOW, but also the POTENTIAL ERRORS that will happen if a step or code is skipped... Thank you for making this tutorial.
Even when this process in almost deprecated as 5.3 includes something very similar, this tutorial helped me to understand the mentioned 5.3 VR Template version, Thanks.
Thank you very much for this. It was very helpful. I have 2 suggestions for improvement. This is more for other people using this tutorial to create games on their own. I understand that performance issues are not important in an example like this per se. 1: In the anim BP, it's better to get the pawn owner in the Blueprint Initialize Animation event rather than the update event as casting is a quite costly operation. The pawn reference can be stored as a parameter and queried in the update event instead. 2: Instead of booleans, it's possible to use the hand state enums also on the Pawn as variables, setting their values on the input events, instead of the booleans. The anim BP can then just read these variables and set the Hand Anim State variable from them., meaning all those if-statements/branches in the Blueprint Update Animation event can be removed. This is good because if-statements are also a bit costly. To identify whether or not it's the left or right controller, in the Blueprint Initialize Animation event, I just referenced the owning component, cast it to a SkeletalMeshComponent and used the object name to see if it was the right or left controller. But a tag could also be used. I then used a boolean called IsRightHand which determined if I should use the left or right hand Anim State enum from the Pawn. Thank you very much. It was very helpful for me to get into VR development with this tutorial.
So for your first point, where exactly would you put the cast to anim bp? I thought that event begin play would already only cast on initialization as he has it. For your second point, are you just suggesting to set enum states instead of a true/false bool in the VRPawn, and then just calling the Enum in the animation blueprint instead of using bools there too? Thanks for this comment in the first place, very useful, and any further detail appreciated!
Very nice tutorial, thank you very much! It is a little bit outdated as the latest VR template uses hands with animations instead of motion controllers models, but I still managed to figure out how to adapt your instructions. You've done an amazing job!
"This is a bug I have noticed in Unreal 5" - why doesn't that surprise me. Crashes and bugs are Unreal's specialty lol. Particularly when it comes to dealing with arrays (a fundamental aspect in 99% of all games). Anyway, thanks for this tutorial, it has really helped. :)
As I was following this tutorial, I thought I had errors due to not realizing that it needed ALL inputs pressed to make a fist. I had thought that each animation would be set to a single mapping rather than a combination of mappings. Other than that this tutorial was amazing! Very well paced, and clearly explained.
Great video. I think the only anim state missing though was index pointing while thumb is also up. No big deal though, I made an additional state and added it to the enum.
7:09 I'm unsure if this was a change from UE4 to UE5, but when I converted my project I found two representations for the motion controller This video helped me figure out that I needed to disabled the "Display Device Model" (which I'm unsure was in UE4 or not but it fixed my problem)
Thank you for the great tutorial. I've been having this weird issue where I can grip use the hands perfectly the first time however I can't use them or grip objects if I try simulating again. I have to restart the editor to be able to get it working again. What do you think could be causing it? I keep getting these errors and I've looked it up and I'm not sure if it's causing the issue because it's probably a bi-product of taking the false result from the is valid node and setting the open hand anim but I'm not sure because I don't have a lot of experience with blueprints. PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim I know it's been a while since you uploaded this but any help would be awesome.
First off great tutorial. Did it all on a valve index and seems open hand works, grip works, point works but it's stuck in point mode if not in open or grip. Also thumbs up doesn't work. Any suggestions? I know this is technically for oculus.
Hey, I have a weird issue. I can't find the input action triggers on the VR Pawn in step 8. In fact, I looked and I don't have any of the inputs and it says a lot has been moved to advanced input, but I can't access those. Does anyone have a clue as to what is happening?
Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.
@@KADstudioArchitect I think you are looking for hand tracking, and you should be able to use this tutorial for that ruclips.net/video/empovwgouwI/видео.htmlsi=lQLo5po3lYnfuBpX - hand tracking has been something I’ve wanted to investigate for a long time, but I’ve never created tutorials for it on the quest three. It will be something I will be looking at the future.
I should probably join your patreon at this point.. Is there a way to import the action mapping that's there by default in the VR template, to a non VR template project? I hit import on the 'input' section and looked around but couldn't find anything that looked like VR input ini
I realize this is almost a year old at this point, but the InputAction events are deprecated. When you go to add the gesture events to the VR Pawn, there are no InputAction events with pressed/release fields, but they are replaced with EnhancedInputAction events that lead to Cast To ABP_ManequinnXR and the fields are Triggered, Started, Ongoing, Completed and Cancelled. I'm assuming these events can cast to one another and i connected the true booleans to started/cancelled and the false booleans to completed. Some of them lead to triggered though and I'm not sure what the difference is
So it kind of works. Hand motions are very sporadic but the grasp inputs still work. Also everything seems backwards, when i point it closes the fist, when i close my fist it points, etc. Even the hands were backwards, I had to rotate everything 180* negative to reverse them (yes i double checked the video and all conditional branches before anyone says anything)
@杨文婧 yes I ended up just connecting the InputActions he explained in the video to the EnhancedInputAction. The events are pretty self explanatory, but if you need help with a specific event let me know and I'll tell you what I did
Hi, It was all going so well until 10:50 where im trying to find "anim_QK_Open" in the asset browser but my project doesn't seem to have anything in there, does anyone have any ideas on where they are gone (or more precisely how i have screwed up).
From reading all i have come up with is that the animations (anim_QK_Open) are not linked to the same skeleton. Im not smart enough to know what that means but it doesnt sound right as there is no issue in the video and no one else seems to be having an issue within it.
@@xxByoGxx I think we went wrong almost right at the start, from about 2:00 "when importing the animations its super important that you set the import mesh to false" there is a "import mesh" tick box that needs to be unticked. I did that and it worked.
after following it through from there it works great, although my right hands grab seems to be stuck closed when i press the trigger once EDIT: I had the right hand grip bullion as true rather than false so once i un-ticked that it worked a charm.
I followed the tutorial and everything is working except at the end when I add Set HandState it doesn't have a target pin with it so both hands execute the animations at the same time. Could anyone help me with that?
Hello, love your style of teaching but I am having a bit of difficulty regarding Valves Index Controllers when It comes to inputs. I'm running into a issue that my hand animations are not activating unless I am gripping an object. Does anyone possibly have a fix? Thanks!
You don't need to do both the left and right hands in the anim blueprint you're setting each hand twice here? Setting the hand states would be better suited on the VRPawn and then sent to the AnimBPs for each hand, that way you're running that logic once per hand, not twice.
when importing the animations i recieve this message. Animation Stack Take 001 does not contain any valid key. Try different time options when import. Can anyone help?
Hey i was wondering if it was Possible to add a metahuman character to unreal engine 5 and use it to build your own IK kinetmatic body for your character?
Hey Quinn, I started following this tutorial. For some reason when I add the hands meshes and compile, there is an error. This happened when I deleted the hand right and left that came with the VRPawn. When I add a new skeletal mesh, it doesnt compile either. Any ideas to fix this? Thanks
UE 5.0.0 doesn't exist anymore so I used 5.0.3 and it does not import the gunhold, knifehold, open, pointing, stretched, thumbs up, and grip animations (eg. "Failed to import 'C:\Users\[username]\Downloads\QK_HandTutorialAssets\HandAnimations\ANIM_QK_GunHold.fbx'. Failed to create asset '/Game/Animations/ANIM_QK_GunHold'. Please see Output Log for details."). The output log says that the animation lenght 4.958 isnt compatible with import frame-rate of 30fps (sub frame 0.75) and animation has to be frame-border aligned.
great set of tutorials for UE5 nice work, just one question can you use your own hand models and follow along with the tutorials , or do yours have extra bones
Sadly when I created the hand models, maya decided to add an extra bone to my hand meshes which is beyond frustrating. But you will need to make your own animations if you want to do that
@@QuinnKuslich yes done that thanks again, i seen a video that u were make a UMG user interface tutorial set would be very intrested to follow too if it builds on to this, appreciated nice work man
Hi Quinn! I enjoyed following along the tutorial. Is it worth fully understanding what we did in step 8? There's so much to unpack. We took a reference from the Left/Right hand skeletal meshes, used Get Anim Instance, which gets the animation instance, obviously. Epic's documentation isn't too helpful in telling me what exactly that is, but we cast it to a BP_Hand_Anim. What's the point of the variable promotion? It clearly does something because when I get rid of it everything kind of breaks. Your tutorial is easy to follow along, but you don't really explain anything you do. Thanks!
Sorry didn’t explain anything because I didn’t want the video to be too long. The reason that we create a variable is so that we can reference it in other places inside the VR Pawn and grab component.
@@mediocremop1623 I have a degree in VR development, I spent four years learning at ringling College of Art and design. And now I work as an immersive lab engineer for GM. I also read a lot of books, and watched a ton of RUclips to learn how to do animation and modeling. It takes a lot of time and it is really complex. But when it’s daunting at first once you do a few projects you start to figure out how these systems work together and from there you can start making your own VR interactions and games.
@@QuinnKuslich Are there any videos you would recommend to learn how to create the anims, Blender for UE? I already know how to model, but haven't learned the rest of the process for animation for UE yet.
Hi~this is a Great tutorial!! But I have an logic issue about the step 9 , adding final functionality to the animation BP , it seems have some problem when connect branch node. But It still a great tutorial ! Help s me a lot ~THX
@@QuinnKuslich oh, sorry , I mean if I follow the video to connect the branch node, when it play , gesture animations are not correct, Grip Button would be pointing animation, others would still on Open state, so I changed it when Grip, pointing, thumbsup's boolean are true, Hand state connect to True not False. and it would be all correct gesture animations
So the left hand works but its buggy with the points. When I press both triggers it has a hard time knowing if it should point or grip. And the right hand only works when I grip and shoot but when it isn't holding anything its stuck in that one animation
Thanks so much for the tutorial !! I'm just looking for this for my project!! But I can't find the QK_CustomHand_Anim after imported the hand mesh to my project...did I miss sth...?
When i go to import the fbx animations i get the following errors: Animation Stack Take 001 does not contain any valid key. Try different time options when import. This does not contain any valid animation takes.
Hey so I’ve been becoming increasingly more worried that I’m using airlink without any fancy stuff just my computer and internet box and I’m not sure how to correctly set up/open a UE5 project. I have opened it however it is very laggy and glitchy, I did the oculus debug window which helped but not a lot. *Just in case people see this I’ll put here what I do to open a project* Load into meta quest 2 hub, open the tap that pops up saying it has connected to my computer via airlink* Press the open button* Load into the main hub area of the other thing (I forget what it’s called)* Select moniter 1 and open ue5, open the project.* Take off headset go to pc and 3 dots open in vr* I’m in but it’s incredibly laggy.* Any fixes?
Idk if this will help you but this is how I do it, first I launch airlink and make sure it's connected to the oculus app on my computer, then I start steam vr, then I hit vr preview to test stuff out
Hello, thank you for tutorial but i have a problem, after all steps my hands wont be in open position, after thumbs up anim or pointing anim, they will go to grip anim, not to open, i dont know why its happening i checked everything but still i have this trouble.
I get it now, OpenXR for WMR headsets doesnt support this type of input or something, if you start your project from SteamVR API all inputs should work normal.
Hey my hand Anims arent working. I dont know whats wrong with my blueprints as i rechecked all of it and it was all to your instructions. Is there something really simple im missing here?
This was an awesome tutorial and great help, thank you! one problem tho, when I set the anim class to BP_HandAnim for some reason the hands become giant even tho all the settings are the same as yours. do you know what is going wrong?
just letting you know the left hand locations are incorrect the X rotation needs to be -100 also notist one problem whhen everything is done you will not be able to point
I'm currently using a 2018 MacBook Pro with an i7 and a 4gb gpu lol It works decently but I don't know if it can handle super detailed projects. I'm just learning as of now. But for that, it works great tbh.
Can someon help me, I use UE5.03 and I do step by step import animation but still have same bug, I reinstalled Epc and UE5. Can someon upload another version of thos animations hands ? thanks.
So if I understand correctly, the hand animations are static poses exported as fbx files? How would it work if you wanted to have the fingers move one after the other? Can you change the speed of the hand animations? I'm starting a VR project in UE5 and this tutorial is very helpful, but somethings are still quite unclear
Failed to import QK_HandTutorialAssets\QK_HandTutorialAssets\HandAnimations\ANIM_QK_ThumbsUp.fbx'. Failed to create asset '/Game/vr_assets/hands/animations/ANIM_QK_ThumbsUp'. Please see Output Log for details. why?
Coming over from Unity. I have the Valve Index, is it possible to have " Finger Tracking " with Unreal Engine? And how would I make it work with all/Most PC VR Headsets?
That might be something you specifically have to download, and I work on oculus so definitely be something you have to actually look up. Steam should have Docs on it because it’s their tech
What was the valve index that’s a little bit more tricky because this is a hand animation tutorial and the valve index out of the box should have better hand animations than what this could offer
I have this error : "Animation length 4,958 is not compatible with import frame-rate 30 fps (sub frame 0,75), animation has to be frame-border aligned. " I tried to delete and re-import but I still got this issue.
This is a bug/new error check in Unreal Engine 5.0.3. the only work around I know is the build everything in 4.27.2. It has to do with the animation length not being divisible by 30 from the help forums I was reading.
Grip animation should only activate if you are holding the grip button and the trigger button at the same time. As that is how your fingers work in real life. Is that what is happening with yours?
@@QuinnKuslich Hmm, grip is working for me when I press the grip button on it's own, but the pointer finger stays up. And then if I press the pointer finger button it will go down too, but I can't do the pointer on it's own.
@@QuinnKuslich No, it does the grip correctly if I press just the grip button. And then if I press the pointer button it will go down correctly, but only if the grip button is already held down, I can't press just the pointer down on it's own.
I would like to use this in a commercial product I am developing. If I create the static mesh, animations, etc from scratch instead of downloading from Patreon is that okay?
You can still download that stuff from Patreon, and then just swap out the mesh. You don’t need to have a license to use unreal code and when you basically become a patron and download that it becomes yours. The only reason that you can’t use my mesh commercially is because I don’t have a commercial seat of Maya. That won’t be a problem in the future though because I’m gonna be swapping to blender
@@QuinnKuslich sounds amazing! Love the channel and love the tutorials. I have never used Patreon but if you have more tutorials there I might just get into it!
i tried but my hands wouldnt work idk what i was doing i was having trouble getting my left hand working right my hand placement does look weird its like i have two right hands
@@QuinnKuslich hi, thank you for the tutorial! After i flip the scale by -1 in Y axis, the hand disappear when i move it in the editor. I tried to add the left hand to a child object and flip the Y axis to the child but the result is the same. Any ideas? Oh, im using Unreal 4.27
Hi there! Many thanks for tutorial! If somebody get error when importing
animation: "Animation length 4.958 is not compatible with import
frame-rate 30 fps (sub frame 0.75), animation has to be frame-border
aligned" - you have to change Animation Lenght to Set Range and set
frame Import Range from 0 to 5 on import window
Thank you very much!
That solved my problem! Thank you very much, sir!
@Joseph Delete and reimport and deselect import mesh with these settings again. For some reason I had to do it twice.
Thank you !
Thank you! :-) You saved me!
I just want to say you are brilliant... You teach not just the HOW, but also the POTENTIAL ERRORS that will happen if a step or code is skipped... Thank you for making this tutorial.
Unreal 5.0.3 has issues with the animation import. You need to change the animation type to animation range and set it from 0 to 5
you saved me
Saved me too, bro!
thank you
You saved me!
@@ProjectCity1 Great to hear!
Wow...not only the content is great but the delivery is excellent, clear instructions. Amazing job. And thank you.
Even when this process in almost deprecated as 5.3 includes something very similar, this tutorial helped me to understand the mentioned 5.3 VR Template version, Thanks.
Thank you very much for this. It was very helpful. I have 2 suggestions for improvement. This is more for other people using this tutorial to create games on their own. I understand that performance issues are not important in an example like this per se.
1: In the anim BP, it's better to get the pawn owner in the Blueprint Initialize Animation event rather than the update event as casting is a quite costly operation. The pawn reference can be stored as a parameter and queried in the update event instead.
2: Instead of booleans, it's possible to use the hand state enums also on the Pawn as variables, setting their values on the input events, instead of the booleans. The anim BP can then just read these variables and set the Hand Anim State variable from them., meaning all those if-statements/branches in the Blueprint Update Animation event can be removed. This is good because if-statements are also a bit costly. To identify whether or not it's the left or right controller, in the Blueprint Initialize Animation event, I just referenced the owning component, cast it to a SkeletalMeshComponent and used the object name to see if it was the right or left controller. But a tag could also be used. I then used a boolean called IsRightHand which determined if I should use the left or right hand Anim State enum from the Pawn.
Thank you very much. It was very helpful for me to get into VR development with this tutorial.
So for your first point, where exactly would you put the cast to anim bp? I thought that event begin play would already only cast on initialization as he has it.
For your second point, are you just suggesting to set enum states instead of a true/false bool in the VRPawn, and then just calling the Enum in the animation blueprint instead of using bools there too? Thanks for this comment in the first place, very useful, and any further detail appreciated!
[Solved] Around 21:11 where the hell did you add the blue dot thing between vr pawn and the held component left ? Its called add reroute node.
thanks!
😀
THANK YOU SO MUCH THIS WAS AWESOME! I wish that all Unreal Engine Tutorials were like yours
You have to set boolean variables (Left/right thumb, poit, grip) to public. Otherwise there be compilation errors
Excellent video! Love the bgm (and audio ducking) you have in the background too
Amazing tutorial! Thanks for taking the time, cheers from Argentina
Great video! Would love a bit more explanation of what all the nodes are doing though.
Very nice tutorial, thank you very much! It is a little bit outdated as the latest VR template uses hands with animations instead of motion controllers models, but I still managed to figure out how to adapt your instructions. You've done an amazing job!
I can't find the trigger section at 19:37
i believe its been updated, im having a hard time trying to apply this to the new blueprint as well
Best tutorial on this subject! Thank you! this was very helpful. Subscribed!
This was a great tutorial, It just took awhile to figure out how to get rid of the errors but when I finished with that I got something pretty neat.
Any plans to update for 5.3? Because the majority of these options are deprecated now, its an entirely new input system
"This is a bug I have noticed in Unreal 5" - why doesn't that surprise me. Crashes and bugs are Unreal's specialty lol. Particularly when it comes to dealing with arrays (a fundamental aspect in 99% of all games). Anyway, thanks for this tutorial, it has really helped. :)
Glad I could help!
Thank you, thank you, thank you 🙌 Amazing work, brilliant content, well delivered 🙌
As I was following this tutorial, I thought I had errors due to not realizing that it needed ALL inputs pressed to make a fist.
I had thought that each animation would be set to a single mapping rather than a combination of mappings. Other than that this tutorial was amazing! Very well paced, and clearly explained.
Great video. I think the only anim state missing though was index pointing while thumb is also up. No big deal though, I made an additional state and added it to the enum.
everything worked perfectly! cant wait to finish the next 2 tutorials, tysm 💕
I'm so glad!
I am hyped. Thanks so much man.
Hope you enjoy it!
7:09 I'm unsure if this was a change from UE4 to UE5, but when I converted my project I found two representations for the motion controller
This video helped me figure out that I needed to disabled the "Display Device Model" (which I'm unsure was in UE4 or not but it fixed my problem)
Mate this is so easy to follow! The quality is just next level thankyou!
Glad it helped!
A tip for anyone that has a problem with importing the hand animations : try changing material import method to "do not create material"
Thank you for tutorial . Looking forward to trying this out.
Thank you for the great tutorial. I've been having this weird issue where I can grip use the hands perfectly the first time however I can't use them or grip objects if I try simulating again. I have to restart the editor to be able to get it working again. What do you think could be causing it?
I keep getting these errors and I've looked it up and I'm not sure if it's causing the issue because it's probably a bi-product of taking the false result from the is valid node and setting the open hand anim but I'm not sure because I don't have a lot of experience with blueprints.
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property LeftHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property RightHandAnim". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
PIE: Error: Blueprint Runtime Error: "Attempted to assign to None". Node: Set HandState Graph: EventGraph Function: Execute Ubergraph BP Hand Anim Blueprint: BP_HandAnim
I know it's been a while since you uploaded this but any help would be awesome.
Did you ever manage to fix this?
I'm having the same issue unfortunately. Any help would be appreciated.
First off great tutorial. Did it all on a valve index and seems open hand works, grip works, point works but it's stuck in point mode if not in open or grip. Also thumbs up doesn't work. Any suggestions? I know this is technically for oculus.
Same here... I have no idea why it doesnt work, but as he said to restart, it wont help me. Any suggestions? :)
5:56 where does the Transform location come from? I'm lost at the moment.
Hey, I have a weird issue. I can't find the input action triggers on the VR Pawn in step 8. In fact, I looked and I don't have any of the inputs and it says a lot has been moved to advanced input, but I can't access those. Does anyone have a clue as to what is happening?
same issue:( did you resolve it?
same
Did you find a fix? if so, how please
It's Great! can you make more video like this, so nice!
Yes I can
Really amazing! Thanks for share this treasure!
Glad you enjoyed it!
Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.
@@KADstudioArchitect I think you are looking for hand tracking, and you should be able to use this tutorial for that ruclips.net/video/empovwgouwI/видео.htmlsi=lQLo5po3lYnfuBpX - hand tracking has been something I’ve wanted to investigate for a long time, but I’ve never created tutorials for it on the quest three. It will be something I will be looking at the future.
Great tutorial! Very clear and to the point!
Glad it was helpful!
I should probably join your patreon at this point.. Is there a way to import the action mapping that's there by default in the VR template, to a non VR template project? I hit import on the 'input' section and looked around but couldn't find anything that looked like VR input ini
That’s actually something you would sit inside the config files and he would write them out manually
Love the subnautica music
Super helpful! Thank you!
I realize this is almost a year old at this point, but the InputAction events are deprecated. When you go to add the gesture events to the VR Pawn, there are no InputAction events with pressed/release fields, but they are replaced with EnhancedInputAction events that lead to Cast To ABP_ManequinnXR and the fields are Triggered, Started, Ongoing, Completed and Cancelled. I'm assuming these events can cast to one another and i connected the true booleans to started/cancelled and the false booleans to completed. Some of them lead to triggered though and I'm not sure what the difference is
So it kind of works. Hand motions are very sporadic but the grasp inputs still work. Also everything seems backwards, when i point it closes the fist, when i close my fist it points, etc. Even the hands were backwards, I had to rotate everything 180* negative to reverse them (yes i double checked the video and all conditional branches before anyone says anything)
@@blizzard254 Did you ever manage to fix this?
I'm having the same issue unfortunately. Any help would be appreciated.
@杨文婧 yes I ended up just connecting the InputActions he explained in the video to the EnhancedInputAction. The events are pretty self explanatory, but if you need help with a specific event let me know and I'll tell you what I did
@@blizzard254 thank you! What did you do for the pointing event?
@blizzard254 how you fixed that?
Why did you not set the HandState Enum in VR Pawn and just read that in the Anim blueprint?
Hi, It was all going so well until 10:50 where im trying to find "anim_QK_Open" in the asset browser but my project doesn't seem to have anything in there, does anyone have any ideas on where they are gone (or more precisely how i have screwed up).
From reading all i have come up with is that the animations (anim_QK_Open) are not linked to the same skeleton. Im not smart enough to know what that means but it doesnt sound right as there is no issue in the video and no one else seems to be having an issue within it.
@@lob4star I have the same problem
@@xxByoGxx I think we went wrong almost right at the start, from about 2:00 "when importing the animations its super important that you set the import mesh to false" there is a "import mesh" tick box that needs to be unticked. I did that and it worked.
after following it through from there it works great, although my right hands grab seems to be stuck closed when i press the trigger once EDIT: I had the right hand grip bullion as true rather than false so once i un-ticked that it worked a charm.
Default input are no longer in the input-mappings. Who/where someone have made the default.ini available with all inputs ?
You have to make your own inputs now. Not my video, but this explains it well ruclips.net/video/GLEPEKx6Km0/видео.html
I followed the tutorial and everything is working except at the end when I add Set HandState it doesn't have a target pin with it so both hands execute the animations at the same time. Could anyone help me with that?
How do i easly replace the hand model without replacing animations
Hello, love your style of teaching but I am having a bit of difficulty regarding Valves Index Controllers when It comes to inputs. I'm running into a issue that my hand animations are not activating unless I am gripping an object. Does anyone possibly have a fix? Thanks!
I wish I had an index so I could help you
virtual hands not synchronizing with my hand while running mode
You don't need to do both the left and right hands in the anim blueprint you're setting each hand twice here?
Setting the hand states would be better suited on the VRPawn and then sent to the AnimBPs for each hand, that way you're running that logic once per hand, not twice.
when importing the animations i recieve this message.
Animation Stack Take 001 does not contain any valid key. Try different time options when import.
Can anyone help?
Unreal keeps saying the files dont contain any valid animation data
Hey i was wondering if it was Possible to add a metahuman character to unreal engine 5 and use it to build your own IK kinetmatic body for your character?
Hey Quinn, I started following this tutorial. For some reason when I add the hands meshes and compile, there is an error. This happened when I deleted the hand right and left that came with the VRPawn. When I add a new skeletal mesh, it doesnt compile either. Any ideas to fix this? Thanks
UE 5.0.0 doesn't exist anymore so I used 5.0.3 and it does not import the gunhold, knifehold, open, pointing, stretched, thumbs up, and grip animations (eg. "Failed to import 'C:\Users\[username]\Downloads\QK_HandTutorialAssets\HandAnimations\ANIM_QK_GunHold.fbx'. Failed to create asset '/Game/Animations/ANIM_QK_GunHold'.
Please see Output Log for details."). The output log says that the animation lenght 4.958 isnt compatible with import frame-rate of 30fps (sub frame 0.75) and animation has to be frame-border aligned.
Import as an Animation Range and specify 0-5 frames as the parameter.
Thank you that really helped!!!!😄@@KDOFisch
great set of tutorials for UE5 nice work, just one question can you use your own hand models and follow along with the tutorials , or do yours have extra bones
Sadly when I created the hand models, maya decided to add an extra bone to my hand meshes which is beyond frustrating. But you will need to make your own animations if you want to do that
@@QuinnKuslich yes done that thanks again, i seen a video that u were make a UMG user interface tutorial set would be very intrested to follow too if it builds on to this, appreciated nice work man
Before I get started, I wanted to know if its possible to swap the mesh and texture for another VR hand on the marketplace after this all works
Hi Quinn! I enjoyed following along the tutorial. Is it worth fully understanding what we did in step 8? There's so much to unpack.
We took a reference from the Left/Right hand skeletal meshes, used Get Anim Instance, which gets the animation instance, obviously. Epic's documentation isn't too helpful in telling me what exactly that is, but we cast it to a BP_Hand_Anim.
What's the point of the variable promotion? It clearly does something because when I get rid of it everything kind of breaks.
Your tutorial is easy to follow along, but you don't really explain anything you do.
Thanks!
Sorry didn’t explain anything because I didn’t want the video to be too long. The reason that we create a variable is so that we can reference it in other places inside the VR Pawn and grab component.
@@QuinnKuslich Thanks, could I ask where you learned all this? A book? Just tinkering and documentation?
@@mediocremop1623 I have a degree in VR development, I spent four years learning at ringling College of Art and design. And now I work as an immersive lab engineer for GM. I also read a lot of books, and watched a ton of RUclips to learn how to do animation and modeling.
It takes a lot of time and it is really complex. But when it’s daunting at first once you do a few projects you start to figure out how these systems work together and from there you can start making your own VR interactions and games.
@@QuinnKuslich Are there any videos you would recommend to learn how to create the anims, Blender for UE? I already know how to model, but haven't learned the rest of the process for animation for UE yet.
How would I add this to a full body mesh?
I would imagine it's just making the animations for the fingers on the body and doing all the animations and everything with that.
@@Tommyboi7566 do you ever get it
@@silverswordsaint9425 naw
Hi. Where did you animate the hands?
I want to put Hands Asset What should I do to switch to another model? Excuse me
idk if its just me but everytime i import the animation assets it freezes
Is there a reason that the starter content is bad if you plan to build for quest? Is it just performance heavy?
Hi~this is a Great tutorial!! But I have an logic issue about the step 9 , adding final functionality to the animation BP , it seems have some problem when connect branch node. But It still a great tutorial ! Help s me a lot ~THX
You just can't connect the boolean to the branch node?
@@QuinnKuslich oh, sorry , I mean if I follow the video to connect the branch node, when it play , gesture animations are not correct, Grip Button would be pointing animation, others would still on Open state, so I changed it when Grip, pointing, thumbsup's boolean are true, Hand state connect to True not False. and it would be all correct gesture animations
Do you have arms too or only Hands in VR? Because you have arms this would be very interesting for me!
I get an error when trying to import the hand animations
Its solved in comments under SHALDMI talked about it.
Thank you very much !
So the left hand works but its buggy with the points. When I press both triggers it has a hard time knowing if it should point or grip. And the right hand only works when I grip and shoot but when it isn't holding anything its stuck in that one animation
Thanks so much for the tutorial !! I'm just looking for this for my project!!
But I can't find the QK_CustomHand_Anim after imported the hand mesh to my project...did I miss sth...?
When i go to import the fbx animations i get the following errors: Animation Stack Take 001 does not contain any valid key. Try different time options when import.
This does not contain any valid animation takes.
just read te comment below about animation rates, problem fixed thanks!
what if you want to use other hands?
Hey so I’ve been becoming increasingly more worried that I’m using airlink without any fancy stuff just my computer and internet box and I’m not sure how to correctly set up/open a UE5 project. I have opened it however it is very laggy and glitchy, I did the oculus debug window which helped but not a lot.
*Just in case people see this I’ll put here what I do to open a project*
Load into meta quest 2 hub, open the tap that pops up saying it has connected to my computer via airlink*
Press the open button*
Load into the main hub area of the other thing (I forget what it’s called)*
Select moniter 1 and open ue5, open the project.*
Take off headset go to pc and 3 dots open in vr*
I’m in but it’s incredibly laggy.*
Any fixes?
Idk if this will help you but this is how I do it, first I launch airlink and make sure it's connected to the oculus app on my computer, then I start steam vr, then I hit vr preview to test stuff out
@@shawn6358 thanks man I’ll let you know if it works :)
@@TheRunningSongsif it's laggy in the steam vr hub try restarting your quest,I did it today and it worked for me
Hello, thank you for tutorial but i have a problem, after all steps my hands wont be in open position, after thumbs up anim or pointing anim, they will go to grip anim, not to open, i dont know why its happening i checked everything but still i have this trouble.
I get it now, OpenXR for WMR headsets doesnt support this type of input or something, if you start your project from SteamVR API all inputs should work normal.
cant download from patreon???
Hey my hand Anims arent working. I dont know whats wrong with my blueprints as i rechecked all of it and it was all to your instructions. Is there something really simple im missing here?
I'm a beginner and I want to know how can I test the file when I'm done with the first part? Will it connect to the VR device?
This was an awesome tutorial and great help, thank you! one problem tho, when I set the anim class to BP_HandAnim for some reason the hands become giant even tho all the settings are the same as yours. do you know what is going wrong?
just letting you know the left hand locations are incorrect
the X rotation needs to be -100
also notist one problem whhen everything is done you will not be able to point
How this project works on Oculus itself? I mean with No pc connection. Just oculus rendering.
Anyone have any issues with sound? I test in editor with my oculus quest and can’t get the sound to work.
followed step by step but there is no get animation instance itsself just graph,tag or link
Thanks alot!!!
thanks buddy
Would anyone know if this can work on the Mac version of 4.27/5.01, or perhaps the PC version but run on a Windows bootcamp on MacBook Pro?
I can't help you with that. I haven't used a mac since 2018. Im sorry!
I'm currently using a 2018 MacBook Pro with an i7 and a 4gb gpu lol It works decently but I don't know if it can handle super detailed projects. I'm just learning as of now. But for that, it works great tbh.
dose this work with characters
Can someon help me, I use UE5.03 and I do step by step import animation but still have same bug, I reinstalled Epc and UE5. Can someon upload another version of thos animations hands ? thanks.
can i have some help when i play it my screen is very shaky
So if I understand correctly, the hand animations are static poses exported as fbx files? How would it work if you wanted to have the fingers move one after the other? Can you change the speed of the hand animations? I'm starting a VR project in UE5 and this tutorial is very helpful, but somethings are still quite unclear
Failed to import QK_HandTutorialAssets\QK_HandTutorialAssets\HandAnimations\ANIM_QK_ThumbsUp.fbx'. Failed to create asset '/Game/vr_assets/hands/animations/ANIM_QK_ThumbsUp'.
Please see Output Log for details. why?
Coming over from Unity. I have the Valve Index, is it possible to have " Finger Tracking " with Unreal Engine? And how would I make it work with all/Most PC VR Headsets?
That might be something you specifically have to download, and I work on oculus so definitely be something you have to actually look up. Steam should have Docs on it because it’s their tech
@@QuinnKuslich Bud sent me a few links of docs. Is it even possible to make VR Games in Unreal Engine yet? Or does it still need work?
@@SabSnake you can totally make games in Unreal. ruclips.net/video/XfJDOFxXCOE/видео.html here’s one I did with a team of 4 in a little under a year
What input mappings would I need to use if I am using the valve index controllers?
What was the valve index that’s a little bit more tricky because this is a hand animation tutorial and the valve index out of the box should have better hand animations than what this could offer
Bless you.
I have this error :
"Animation length 4,958 is not compatible with import frame-rate 30 fps (sub frame 0,75), animation has to be frame-border aligned. "
I tried to delete and re-import but I still got this issue.
This is a bug/new error check in Unreal Engine 5.0.3. the only work around I know is the build everything in 4.27.2. It has to do with the animation length not being divisible by 30 from the help forums I was reading.
none of my animations are working but when i grab it does pls help btw im using 4.27.2
I am unable to download the assets, are they removed or is something wrong on my end?
I found them elsewhere!
@@kevinklasson5022 can you say where you found them please?
I'm not able to bring my pointer fingers down unless the grab button is held down too. Is that how it's supposed to be or did I mess up somewhere?
Grip animation should only activate if you are holding the grip button and the trigger button at the same time. As that is how your fingers work in real life. Is that what is happening with yours?
@@QuinnKuslich Hmm, grip is working for me when I press the grip button on it's own, but the pointer finger stays up. And then if I press the pointer finger button it will go down too, but I can't do the pointer on it's own.
@@flurishart612 if you press just the grip button it goes into the pointer animation?
@@QuinnKuslich No, it does the grip correctly if I press just the grip button. And then if I press the pointer button it will go down correctly, but only if the grip button is already held down, I can't press just the pointer down on it's own.
@@flurishart612 So what you’re saying is you want to just pulled the trigger button and then have only the index go down?
I would like to use this in a commercial product I am developing. If I create the static mesh, animations, etc from scratch instead of downloading from Patreon is that okay?
You can still download that stuff from Patreon, and then just swap out the mesh. You don’t need to have a license to use unreal code and when you basically become a patron and download that it becomes yours. The only reason that you can’t use my mesh commercially is because I don’t have a commercial seat of Maya. That won’t be a problem in the future though because I’m gonna be swapping to blender
@@QuinnKuslich sounds amazing! Love the channel and love the tutorials. I have never used Patreon but if you have more tutorials there I might just get into it!
@@brycenrushing4412 No extra tutorials there, just downloadable projects and models
I'm new to this i did all of it and i cannot see hands on the screen
This is a pretty old tutorial, the new UE template 5.3 and higher just comes with hands out of the gate, I’d recommend using that instead.
@@QuinnKuslich thanks
animations won't import :/
My hands are keep on the ground :( UE 5.3
i tried but my hands wouldnt work idk what i was doing i was having trouble getting my left hand working right my hand placement does look weird its like i have two right hands
Flip the scale in the left hand by -1 in the Y axis
@@QuinnKuslich hi, thank you for the tutorial! After i flip the scale by -1 in Y axis, the hand disappear when i move it in the editor. I tried to add the left hand to a child object and flip the Y axis to the child but the result is the same. Any ideas? Oh, im using Unreal 4.27
Anyone know why but my right hand is really small compared to the other one
Can I buy Oculus 2 and start doing it?
Can i use this assets in my Commercial games?
No because I used the Student version of Maya
@@QuinnKuslich okay.
And believe me you are one of best teacher for me