Your videos have been fantastic! Thank you for how clearly you explain things. Any chance you're considering doing a video on mixed reality / augmented reality? I was trying to figure out hand tracking (done, now that I found your video!) and placing actors into a real-life scanned space. I'm assuming this would need to be done in the MetaXR plugin?
@@telnaur For that you need Meta Mixed Reality Utility Kit which is a different plugin but works in conjunction with the Meta XR plugin. Sadly, I don't have first-hand experience using it, yet. But, I recommend checking out the documentation on the Meta Developers website.
What should I do if I'm trying to rebuild it for 5.5, but it says "could not be compiled. Try rebuilding from source manually."? It's not too cool move back from 5.5 to 5.4
Well, Meta XR has no official support for 5.5 yet. In the video, I'll provide a patched unofficial version. It works except for the VR Preview in PCVR mode. Everything is covered in the video.
@@mamadou.babaei Of course I do, I have 2022 version because I already recompiled my other projects in a similar way, but in this case it's just ins't working :(
Hello there! Thanks for a new video from me and from people who subscribed cuz of this new topic on your channel :) Also I’m trying to implement physical hands, but it’s really hard because it’s a different type of skeletal mesh. I tried to add another controller like a new layer on the top, with a physical animation after control rig, but it seems like it’s not work either… I will try few more times, but if would really great if you have solution for this. P.S. is it even possible to pack all plugins with MetaXR too and check the type of the system where game is actually running and then select specific node group for a needed plugin? Or you should just duplicate the project and set it up for a specific platform?
Well, I believe this is happening since we modify the bone explicitly every frame in world coordinates. Probably that approach is not going to work. I've done physical hands in C++, but I have to see if I can have the time and queue this in my upcoming tutorial's list. It's takes time and effort, so I'll have to see and no promise of any ETA. Regarding the plugins, yes you can check the HMD information using GEngine->XRSystem->GetHMDDevice() in C++. I'm not sure if that is exposed to Blueprint or not, but you can write you're own C++ functions around it and expose it to Blueprint. It provides various information such as the HMD name, display resolution, etc.
@ I’m planning to pack project only for Quest 2/3 and windows, so basically it can be made with Boolean “is android or not” (don’t remember the actual name of it, but it’s possible to check with BP too). But main question in that will the OpenXR conflict with Meta XR or it will be fine if I’m going devide them as I said before by using checking current system type. Thanks!
@@ghostwdfr Well, the answer to that is in the video. MetaXR by default conflicts with the built-in OpenXR plugin, but the video teaches how to use MetaXR and OpenXR together without any issues for both Android and Windows. So, you don't even have to check the platform. Nonetheless, there's a BP function called Get Platform Name, which returns the string name of the current platform, to perform different behavior based on platform (Platform names include Windows, Mac, Linux, IOS, Android, consoles, etc.).
@ Then it’s amazing! Thanks for replying :) A bit later I will watch this video as needed and implement it too. P.S. basically I thought about system like you told about in ur reply, so it’s kinda instant reply from the past (in video)😂
Congratulations on your Unreal Engine tutorials and articles. They are excellent, very educational! Thanks for sharing!
@@MrEdmorte Thank you for your words of encouragement and very glad you've liked it!
Your videos have been fantastic! Thank you for how clearly you explain things. Any chance you're considering doing a video on mixed reality / augmented reality? I was trying to figure out hand tracking (done, now that I found your video!) and placing actors into a real-life scanned space. I'm assuming this would need to be done in the MetaXR plugin?
@@telnaur For that you need Meta Mixed Reality Utility Kit which is a different plugin but works in conjunction with the Meta XR plugin. Sadly, I don't have first-hand experience using it, yet. But, I recommend checking out the documentation on the Meta Developers website.
@@mamadou.babaei Will do! Thanks for the pointer and the fast reply!
@@telnaur My pleasure!
What should I do if I'm trying to rebuild it for 5.5, but it says "could not be compiled. Try rebuilding from source manually."?
It's not too cool move back from 5.5 to 5.4
Well, Meta XR has no official support for 5.5 yet. In the video, I'll provide a patched unofficial version. It works except for the VR Preview in PCVR mode. Everything is covered in the video.
@@mamadou.babaei Yes, I understood it, but my UE5 just can't rebuild the missing files for the patched plugin
@ghostwdfr I see; that's because I do not provide binaries. Do you have Microsoft Visual Studio installed?
@@ghostwdfr If you don't have MSVC, what this video at 04:42 ua-cam.com/video/EClbEbNcl4k/v-deo.html
@@mamadou.babaei Of course I do, I have 2022 version because I already recompiled my other projects in a similar way, but in this case it's just ins't working :(
Hello there! Thanks for a new video from me and from people who subscribed cuz of this new topic on your channel :)
Also I’m trying to implement physical hands, but it’s really hard because it’s a different type of skeletal mesh.
I tried to add another controller like a new layer on the top, with a physical animation after control rig, but it seems like it’s not work either…
I will try few more times, but if would really great if you have solution for this.
P.S. is it even possible to pack all plugins with MetaXR too and check the type of the system where game is actually running and then select specific node group for a needed plugin? Or you should just duplicate the project and set it up for a specific platform?
Well, I believe this is happening since we modify the bone explicitly every frame in world coordinates. Probably that approach is not going to work. I've done physical hands in C++, but I have to see if I can have the time and queue this in my upcoming tutorial's list. It's takes time and effort, so I'll have to see and no promise of any ETA.
Regarding the plugins, yes you can check the HMD information using GEngine->XRSystem->GetHMDDevice() in C++. I'm not sure if that is exposed to Blueprint or not, but you can write you're own C++ functions around it and expose it to Blueprint. It provides various information such as the HMD name, display resolution, etc.
@ I’m planning to pack project only for Quest 2/3 and windows, so basically it can be made with Boolean “is android or not” (don’t remember the actual name of it, but it’s possible to check with BP too). But main question in that will the OpenXR conflict with Meta XR or it will be fine if I’m going devide them as I said before by using checking current system type.
Thanks!
@@ghostwdfr Well, the answer to that is in the video. MetaXR by default conflicts with the built-in OpenXR plugin, but the video teaches how to use MetaXR and OpenXR together without any issues for both Android and Windows. So, you don't even have to check the platform. Nonetheless, there's a BP function called Get Platform Name, which returns the string name of the current platform, to perform different behavior based on platform (Platform names include Windows, Mac, Linux, IOS, Android, consoles, etc.).
@ Then it’s amazing! Thanks for replying :)
A bit later I will watch this video as needed and implement it too.
P.S. basically I thought about system like you told about in ur reply, so it’s kinda instant reply from the past (in video)😂