Search the Community
Showing results for tags 'unreal engine'.
I'm very proud to announce that Rigel, my "All in One" Full Body Motion Capture solution built using Unreal Engine 4 for body, fingers and face, has been released! Rigel Release Video You can download and try the demo using this link: Rigel V1.0 Demo I also created a series of Video Tutorials, in order to understand the Vive Trackers setup and how to use Rigel, and a detailed documentation page: Rigel Video Tutorials Rigel Documentation I want to personally thank Noitom for providing support and hardware over the years, so thanks to Dr. Tristan Dai, Alex and all the team. I also would like to thank Valve for sending me the Valve Knuckles. A huge shout out to Ian Ross, who took care of converting Rigel to C++, fixing bugs and creating the plugin. Thanks to Epic Games for creating Unreal Engine and becoming my favourite software of all time. If you would like to know more about Rigel, use the link below: https://www.enter-reality.it/project-rigel Best Regards, Nicolas Esposito
Here is a sample project built using Unreal Engine 4.26 showing how to get started using OpenXR Hand Tracking with Vive Cosmos headsets (Project is attached at the bottom of this page). Please make sure you follow the instructions specified here first to enable OpenXR in the Vive Console Runtime: Sample Project The project comes with 2 pre-installed project plugin: Vive Cosmos Controller Plugin defines input subcategories for Cosmos controllers. OpenXR Vive Cosmos Controller Plugin allows using Vive Cosmos controllers input for your OpenXR applications as it adds the Vive Cosmos controller interaction profile to OpenXR Input (XR_HTC_vive_cosmos_controller_interaction ) We have also enabled the following plugins in the project: OpenXR Plugin since we want to build an OpenXR app. OpenXR Hand Tracking to support the hand tracking extension of OpenXR XR Visualization Plugin allows quickly rendering HMDs,controllers,hand meshes using the relevant data as parameters.This makes it easier to quickly render a representation of a virtual hand based on the information we get about each joint. Of course this is optional and it's not required to use it in your project. Implementation After you open the sample project using Unreal Engine 4.26, please check the Event Graph of the Level Blueprint of the default Level "HandTrackingTest". We use the GetMotionControllerData function passing as a parameter the Left or Right Hand and we get back information about the MotionControllerData that can be used to render virtual hands. After that we use the RenderMotionController function from the XRVisualization Plugin to render a virtual representation of hands. You can also break the MotionControllerData structure and use the data about the hands in a different way depending on your use case. Remember that when asking to "GetMotionControllerData" the C++ side of things will try to get Hand Tracker data via the function "FOpenXRHMD::GetMotionControllerData". While trying to get OpenXRHandTracking data, the engine will get data from the runtime and the .json and .dll files provided as shown below. This is automatically handled after you enable the OpenXR runtime on Vive Console. Here's what you should see after hitting the button Play in VR: OpenXRHandTest.zip
I am using Unreal Engine 4.22 and WaveVR version 3.1.94. When I build my project and run it on Focus Plus, it crashes immediately. The error shown in the log file is below: [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: === Critical error: ===[2021.01.28-17.34.56:666][ 2]LogAndroid: Error:[2021.01.28-17.34.56:666][ 2]LogAndroid: Error: Assertion failed: Result == 1 [File:D:\UEPixo\Engine\Source\Runtime\OpenGLDrv\Private\Android\AndroidEGL.cpp] [Line: 333][2021.01.28-17.34.56:666][ 2]LogAndroid: Error: ERROR: SetCurrentSharedContext eglMakeCurrent failed : 0x300d[2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6A348A58 (0x000000000461BA58) libUE4.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6D1ED19C (0x00000000074C019C) libUE4.so!AndroidEGL::SetCurrentContext(void*, void*) [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6D211E2C (0x00000000074E4E2C) libUE4.so!FOpenGLDynamicRHI::RHIAcquireThreadOwnership() [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6B0D7B30 (0x00000000053AAB30) libUE4.so!FRenderingThread::Init() [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6A253F14 (0x0000000004526F14) libUE4.so!FRunnableThreadPThread::Run() [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F6A1D43C0 (0x00000000044A73C0) libUE4.so!FRunnableThreadPThread::_ThreadProc(void*) [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F8FC25F18 (0x0000000000068F18) libc.so![Unknown]() [2021.01.28-17.34.56:666][ 2]LogAndroid: Error: [Callstack] 0x0000007F8FBDAFC4 (0x000000000001DFC4) libc.so![Unknown]()  Has anyone experienced this error? Any help would be appreciated. @MariosBikos_HTC