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  1. Hi, guys. Motion Controller buttons has been deprecated? How to get access the controller buttons' events in blueprint? Unreal Engine 4.24. SDK 3.1.94 @Tony PH Lin, @Cotta, @JustinVive
  2. Hi, @Tony PH Lin, @Cotta, @JustinVive I want to try the experimental features on my device, but it seems they do not work (hand tracking and gesture). I assume this is related to the ROM version. How can I check it? Can I somehow activate these features? I used Unreal Engine 4.24.
  3. @Tony PH Lin, hello. I would prefer the UE 4.24 because there's fixed some bugs (AI, Navigation) and adds a new features. One of them is Auto-Instancing on Mobile, which reduces draw calls to improve graphics performance. Auto-instancing has been found to be most effective on heavily CPU-bound games rather than GPU-bound games.
  4. @zzy Looks like I found the cause of my problems... I have changed useWVR from false to true in "ViveHandTracking.Build.cs". Now working fine! By default it was false. else if (Target.Platform == UnrealTargetPlatform.Android) { bool useWVR = true; if (useWVR) { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_WVR_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/arm64-v8a/libaristo_interface.so"); } else { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath+"/libs/Android/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/Android/arm64-v8a/libaristo_interface.so");
  5. @zzy, hi Thank you for the SDK Release 0.9.0. I have some problems. When I export sample project to apk (ViveHandTrackingMap) and run on Vive Focus, I constantly getting the error: "Position tracking lost". And i can't do anything. Only reboot device helps. Why is this happening to me? I'm using Unreal Engine 4.22 and WaveVR 3.1.4. Plugin installed correctly.
  6. Hi, guys. I want to make a movement in VR World together with controller. Movement works is well, but controller stay in place and don't move. How can I attach a controller to the Pawn for move together? I used Unreal Engine 4.22 (SDK 3.1.4). Vive Focus. Thank you in advance for any help you can provide. @Tony PH Lin, @Cotta
  7. @zzy, hi. Now skeleton mode is support on Vive Focus (instead two dots for hands)?
  8. Hello, Vive team. When SDK 3.1 will be released? Half a month has passed. @Tony PH Lin, @Cotta, @VibrantNebula, @JustinVive
  9. Hi, @Tony PH Lin Any news about release SDK 3.1?
  10. @Keate I finally figured it out. I exported an APK and my application run on Vive Focus. But there is another problem. I see and control only one point instead of the whole hand. I.e. 3D points and joints don't returned for detected hands. What am I doing wrong?
  11. @zzy, @Keate Hi, guys. Would you please clarify, how to set up correctly to work the Hand Tracking SDK and WaveVR Plugin (for Vive Focus)? I copied all the necessary plugins into their own folders (ViveHandTracking and WVR). What's next? My application don't run on Vive Focus when I export to apk (android). I've tried to add a Pawn to my scene, but nothing is working. What I'm missing?
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