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Found 3 results

  1. 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 a
  2. 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:
  3. 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 t
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