Unreal Engine OpenXR Hand-Tracking on Android with Meta XR and HTC VIVE OpenXR Plugins

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  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 18

  • @MrEdmorte
    @MrEdmorte 6 днів тому +1

    Congratulations on your Unreal Engine tutorials and articles. They are excellent, very educational! Thanks for sharing!

    • @mamadou.babaei
      @mamadou.babaei  6 днів тому

      @@MrEdmorte Thank you for your words of encouragement and very glad you've liked it!

  • @telnaur
    @telnaur 5 днів тому

    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?

    • @mamadou.babaei
      @mamadou.babaei  4 дні тому +1

      @@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.

    • @telnaur
      @telnaur 4 дні тому

      @@mamadou.babaei Will do! Thanks for the pointer and the fast reply!

    • @mamadou.babaei
      @mamadou.babaei  4 дні тому

      @@telnaur My pleasure!

  • @ghostwdfr
    @ghostwdfr 10 днів тому

    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

    • @mamadou.babaei
      @mamadou.babaei  10 днів тому

      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.

    • @ghostwdfr
      @ghostwdfr 10 днів тому

      @@mamadou.babaei Yes, I understood it, but my UE5 just can't rebuild the missing files for the patched plugin

    • @mamadou.babaei
      @mamadou.babaei  10 днів тому

      @ghostwdfr I see; that's because I do not provide binaries. Do you have Microsoft Visual Studio installed?

    • @mamadou.babaei
      @mamadou.babaei  10 днів тому

      @@ghostwdfr If you don't have MSVC, what this video at 04:42 ua-cam.com/video/EClbEbNcl4k/v-deo.html

    • @ghostwdfr
      @ghostwdfr 10 днів тому

      @@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 :(

  • @ghostwdfr
    @ghostwdfr 10 днів тому

    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?

    • @mamadou.babaei
      @mamadou.babaei  10 днів тому

      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.

    • @ghostwdfr
      @ghostwdfr 10 днів тому

      @ 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!

    • @mamadou.babaei
      @mamadou.babaei  10 днів тому

      @@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.).

    • @ghostwdfr
      @ghostwdfr 10 днів тому +1

      @ 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)😂