Man! Both of your tutorials were really helpful, Im almost done setting up my virtual production studio thanks to you! Very epic!
It’s finally here, I was really waiting for this tutorial
Great. Fast and straight to the point. Thanks.
Simple and to the point. I Love it
That is precisely what I'm searching for, thank you, Jovan
Cool bro
Thanks for sharing this optimal and practical way
Super I have been waiting for this!!!
Briliant! Really good and to the point tutorial. I was wondering is this even possible since I bought Quest 2, but have never been able to find any info (wasn't really looking to hard). But now I really need this and it just popped up. Thank you! Sve najbolje!
Thanks for this! I'll try to make it!!
Thank you very much! Really appreciated!
your tutorial is the simplest and best tutorial on quest 2
Thank you, great video. Will experiment with this. Have you tried combined - tracking with Oculus and live camera input with green screen?
Awesome! This video was hard to find! Thank you
Just one question. How do you keep the headset active without wearing it yourself? so you can use and see your pc screen
it was amazing, I always went a really more frustrating way of pure blueprint and no livelink XR stuff and it was really hard to setup.
What do you use to mount the controller to the rig? Great tutorial!
Thís is great but how do you position the headset for correct tracking? Where should it be placed? Cheers...
you are a life saver!!!!!!!!!!!!!!!! EPIC
You genius. Thank you.
Great tutorial!
When I have SteamVR running, OVRServer uses ~35% of GPU (probably for rendering and sending the SteamVR picture to the Quest). Do you know a way how to stop this and basically only use the Quest for tracking and avoiding the high GPU usage?
Hi friend! Was hoping you could help me out, so I need to have the quest 2 on me for the tracking to work? It seems like it’s only linked in unreal when I have the headset on, so you set it up or something? I have it the camera linked to my hand controller as well . Thanks for all you do!
Thanks
For those wondering why the controllers don't show up on livelink: Epic Games abandoned the project so you need to go to Edit --> Project Settings --> Plugins --> OculusVR and change XR API to either Legacy or Native. Keep in mind that if your project is on Lit mode the tracking will fucking suck, not because of your pc, but because the oculus quest can't keep up with the scene. I found a workaround by setting the Color space(under the XR API) to Quest and starting off in unlit mode, but it still lags like 80% of the time.
Unfortunately you can't turn down the quality of the quest(fucking meta) so you have to either record the movement in unlit mode or have a lot of patience. If anybody finds a way to fix the lag problem, I'm very intrested.
tried this and it's still not showing up in livelink, despite it all being connected to the PC.. This is version 5.2
@adityathosar2026 No, someone from the channel 'Payne Rising' replied to me saying "When I get conflicts in versions above 5.1.0, I had success by removing the PixelStreaming input from the "Live Link Subject" in the VCam component and from the "Live Link" Source Type for the SteamVR to work, sometimes."
I've no idea what any of that means as I gave up on it ages ago but maybe it might help you.
@@snookofficial7211 Thanks for responding... that solution doesn't work for me also
would it be just as easy to add the headset in as a separate display so you can see the camera you are controlling in the virtual world?
I've basically one this before but wonder where you've placed the headset, as it needs to see the controls to track them?
I find my Quest 1 loses track beyond about a metre (as most people's arms aren't longer than that)
Thanks for your super amazing and concise tutorial, however, Oculus (meta) Air Link doesn't depend on your internet connection speeds, but it requires a fast WIFI connection to your pc, better achieved with WIFI 6 Routers.
Thank you, I was able to get this working on Ubuntu 22.04 using ALVR 19.1 and Unreal 5.1.1 (5.0's SteamVR plugin had a Vulkan bug). The streaming to the HMD didn't work because ALVR has numerous issues on Linux, but the HMD tracking data was getting streamed fine. After getting ALVR to work, I did the same as in the video except for enabling the Oculus plugin, since Oculus doesn't support Linux.
Another thing I noticed: If only the headset but not the controllers show up in the LiveLink window, move the controllers in front of the headset and they should reappear.
Update: ALVR v20.1.0 seems to be working properly on Ubuntu 22.04 now (at least on my machine), I can see Steam Home in my headset okay at least.
Would it work better with PS VR 2 u think?
Awesome. :) In practice how rock solid is the tracking? Live action real-timw composited virtual production requires very few moments of noticeable drift or jitter however Quest controllers appear to have both when viewed inside the Headset. Has this been solved?
tried to use the quest 2 for real-time camera tracking and unfortunately it drifts too much to be usable, especially when u do very slow pans, the controller doesn't seem to register that as a movement and thus causing the footage to be desync-ed
what problems have you ran into? for some reason it just doesn't see
m to be working at all with me
OMG, man let me tell you something, I have been trying to get this to work for months, 1. I had a mac, 2. I bought an oculus quest 2 in order to get it all going.
no matter what I did it just didn't work.
So I bought an HP Omen.
beast, but for some reason it wasn't working.
Because I followed every step, slowed it down, and replayed it, I FINALLY, just now, as I type this, got it to work.... Jesus H.
Thanks bud,
Subscribed!
Great video, but do you get the controller to zoom or utilize the camera settings in unreal engine?
Cool! Can Oculus Touch has displacement (location) in LiveLink? or only rotation? Thanksssssssssss
Great Video dude! I was wondering what you think is better, the iphone/IOS camera tracking or the Oculus? Thanks!!
HELP!!! Awesome VID!! BUT in UE5.1 i don't get any "Live Link XR Source" Option in the Live Link Window!?
Have they changed something from V5?
Missed something?
Steam VR active and working and Oculus app
All Plugins Activated!
BUt it says that OCULUS and STEAM is beeing "DEPRECATED" what does that mean? the problem?
And that they are going to be removed in NEXT update!? 😞
They say USE OPEN XR plugin or markeplace Oculus XR plugin!!
Anyone had this problem and resolved it!?
Sheers// Mac
Is there any way to do this and also be in your environment in VR? Would be so crazy to also have a mini monitor like you were looking down at a real camera.
Hi! I’m sure it’s possible. Unfortunately my computer isn’t super powerful and keeps crashing when I try to do so. So I’m guessing you’d need some pretty big computing power to do so. I have tried the concept before with something similar and it’s worked. You can be in VR and record the motion of your controllers using live link, you just might need someone to be at the computer to help you out, because you’ll need them to put you into VR mode, then ctrl+tab back to unreal, start the link link recording, and then ctrl+tab back to the vr screen.
How is this working for you guys?? The plugins menu keeps saying steam VR and Oculus VR are deprecated and to use Open XR which I am but it's still not working. Also downloaded Meta XR plugin but it's not seeing the controllers in the subject representation menu.
I ignored the deprecation and just enabled everything he said (except the Oculus one because I was using ALVR on Linux).
So awesommeeeeeeee you look like a ghost
bro is there anyway to store the datas in a hard drive and import later in UE 5? i don't have a pc in my green screen studio
Heloo, i was following the tutorial but it didnt work for me, i thought it was because the video is not from these days, but i wanted to know about your experiences, could you do tell me more about your experiences please?
when adding a source to live link i don't get the 3 sources and the status says "no data" instead of "recieving" i have all plugins and connected threw cable in loggin into steamvr with active headset and controlers am i missing something?
Whats's the clamp you used for your shoulder rig? i want to try this out
Hey so the shoulder rig is from SmallRig. They’re sold on Amazon and other stores on the web for pretty cheap (I think like $100-200)
The clamps I think are actually also from smallrig. If you search for camera clamp on Amazon it should come up
Interesting no matter what I do I get no data from live link xr has anyone else had this issue?
@@snookofficial7211 there is a fix on youtube, video is called : "Fixing Live Link XR in Unreal Engine 5.2 and 5.3" by Megasteakman
Dude. You have no idea how long I've been looking for a tutorial like this. I know this video probably has a niche audience, but rest assured knowing that those who needed this video really needed it! Thank you so much!