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Plugin fails to compile with UE 5.1 and UE 5.2 #7
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Thanks for reporting it, I'll take a look when i have time.
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Ah sorry, I though this was posted in my Vive Tracker plugin repo: https://github.com/Rectus/UE4OpenXRViveTrackerPlugin |
No problem, I did see that, was planning to look at that later and hopefully glean some information about how to interact with trackers/controllers without using an HMD! :D |
Oh I see. The plugin initializes an OpenVR instance in background mode if the engine isn't already actively using the SteamVR plugin. I've had success in retrieving device poses, so it should work for your use case. I'm not sure if the newer IVRInput interface works though, so it could possibly be limited to the legacy methods in IVRSystem. |
I've been looking at it, and while I can get it to compile with a few small fixes, there seems to be a ton of issues. The editor seems to deadlock often, and I can't find a cause, and the post-process material shaders seem to have huge changes, and I'm not sure if I can get them to work again. Getting everything to work seems to be a huge task, and I'm not sure I can do it in the near future, sorry. |
That's a shame, I found I could get it to compile, but there was some crash when I clicked the trigger in, IIRC. Maybe the Quest 3's passthrough/AR will actually be good enough that more people will be interested in passthrough/AR on PC? 🤔 Thanks for taking a look! Oh, unrelated tracker issue I mentioned before was resolved by checking whether we're in an XR tracking session or not: |
Hi again!
I found this repo again whilst looking for a way to get motion controller data without using/rendering to the HMD, and decided to give it a go with 5.2, where it fails to compile. I happen to still have 5.1, so I gave that a shot too, but the engine has still changed significantly enough from 5.0 to keep it from compilation.
Works perfectly fine in 5.0 though! 👍
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