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michaeljyang avatar michaeljyang commented on June 6, 2024

Another question is after using a mouse clicking the preview screen to make the controller inputs work, how can i get back to using the editor widget?

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michaeljyang avatar michaeljyang commented on June 6, 2024

And maybe one more thing that I haven't got to yet, is the index controllers don't seem to pass the finger movement to the model

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Megasteakman avatar Megasteakman commented on June 6, 2024

There is a bool on the mocap actor labeled something along the lines of 'Arm Calibration Assistance' which you can turn off. In my findings, this helps you get more consistant arm placement at the cost of complete accuracy (when I am mocapping actors, they often find it hard to line up the arm, so its really proved useful there).

When a scene locator BP is in the level, your VR center will snap to that. If you want to rotate the play space so that you can see the scene better, you can change the public variable on the player pawn labeled something like 'rorate when calibrating.' Otherwise, you can use the editor utilty widget to rotate the play space (I typically Alt Tab out of UE to get mouse control back).

Unfortunately, in the 5.2 release (what the main branch is) I had to remove SteamVR because Unreal deprecated it. This unfortunately also removed the index finger tracking, and I don't see any way to get it back with OpenXR, although if anyone could help with that I would appreciate it!

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michaeljyang avatar michaeljyang commented on June 6, 2024

Ok Thanks a lot!

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