Consuming FXRHandTrackingState
important
Unreal Engine versions 5.2
, 5.3
, and 5.4
are limited to
FXRMotionControllerData
since at the time of their release no
FXRHandTrackingState
was available.
Also please keep in mind that, while FXRMotionControllerData
is pretty much
usable and functional in Unreal Engine 5.5
, it is recommended to utilize
FXRHandTrackingState
instead. This is because this version of UE has
deprecated FXRMotionControllerData
in favor of the
FXRMotionControllerState
and FXRHandTrackingState
structs. Prior to
version 5.5
, FXRMotionControllerData
handled both motion controller and
hand-tracking data. From 5.5
onward, these responsibilities have been
separated into the two distinct structs, providing clearer and more
specialized handling of each.
Taking a closer look at the FXRHandTrackingState
declaration inside the Unreal Engine's HeadMountedDisplay
module at [Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)
, figuring out the data structure might not seem very straightforward:
USTRUCT(BlueprintType)
struct FXRHandTrackingState
{
GENERATED_USTRUCT_BODY();
// The state is valid if poses have ever been provided.
UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bValid = false;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FName DeviceName;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FGuid ApplicationInstanceID;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EXRSpaceType XRSpaceType = EXRSpaceType::UnrealWorldSpace;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EControllerHand Hand = EControllerHand::Left;
UPROPERTY(BlueprintReadOnly, Category = "XR")
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FVector> HandKeyLocations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FQuat> HandKeyRotations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<float> HandKeyRadii;
};
Which on the Blueprint side it looks like this:
But, fear not, we've got you covered!
FXRHandTrackingState in Unreal Engine
FXRHandTrackingState
is a structure in Unreal Engine designed to hold detailed information about the state of a hand-tracking device at a given moment. This structure is essential for handling hand-tracking inputs in virtual reality (VR) applications, providing the necessary data to accurately track and represent the user's hand movements and actions within the virtual environment.
Structure Members of FXRHandTrackingState
-
bValid
- Description: A boolean flag indicating whether the data is valid or not.
- Usage: This is used to check if the motion controller data is correctly initialized and can be used for further processing.
-
DeviceName
- Type:
FName
- Description: The name of the device.
- Usage: Identifies which device the data is coming from, useful when multiple devices are in use.
- Type:
-
ApplicationInstanceID
- Type:
FString
- Description: A unique identifier for the application instance.
- Usage: Helps in differentiating data from different instances of an application, ensuring the correct instance processes the data.
- Type:
-
XRSpaceType
- Type:
EXRSpaceType
- Description: Enum specifying the type of XR space being used (e.g., unreal world or tracking space).
- Usage: Specifies the coordinate system the XR Device is tracking itself in.
- Type:
-
Hand
- Type:
EControllerHand
- Description: Enum indicating which hand is being tracked (left or right).
- Usage: Helps identify whether the hand-tracking data pertains to the left or right hand, essential for hand-specific actions or interactions.
- Type:
-
TrackingStatus
- Type:
EXRTrackingStatus
- Description: Enum indicating the tracking status of the hand-tracking device.
- Usage: Shows whether the hand-tracking device is being tracked accurately, with possible statuses like
Tracked
,NotTracked
, etc.
- Type:
-
HandKeyLocations
- Type:
TArray<FVector>
- Description: An array of vectors representing key locations of the hand.
- Usage: Provides detailed locations of key points on the hand, useful for precise hand-tracking and interaction.
- Type:
-
HandKeyRotations
- Type:
TArray<FQuat>
- Description: An array of quaternions representing key rotations of the hand.
- Usage: Complements the hand key locations with rotational data, ensuring accurate representation of hand movements.
- Type:
-
HandKeyRadii
- Type:
TArray<float>
- Description: An array of floats representing the radii of key points of the hand.
- Usage: Gives the size of the hand key points, aiding in collision detection and interaction fidelity.
- Type:
Organization of FXRHandTrackingState
The structure is organized to encapsulate all relevant data needed for hand-tracking in a coherent and accessible manner. Boolean flag bValid
provides quick checks on the state of the controller data. Identifiers DeviceName
and ApplicationInstanceID
ensure the correct association of data. Arrays HandKeyLocations
, HandKeyRotations
, and HandKeyRadii
allow detailed hand-tracking, which is critical for immersive VR experiences. Lastly, the tracking status TrackingStatus
informs the system of the reliability of the data being processed and whether the hands are actively being tracked or they are inactive at the moment.
Processing the Data for Drawing and Animating a Virtual Hand
In order to draw and animate a virtual hand in real-time whether the data is coming from hand-tracking or a SenseGlove device, we could consume the data from the HandKeyLocations
and HandKeyRotations
fields of the FXRHandTrackingState
struct.
Both HandKeyLocations
and HandKeyRotations
contain 26 elements as defined by OpenXR's XR_HAND_JOINT_COUNT_EXT
and XrHandJointLocationsEXT
, etc.
Unreal Engine also provides an enum called EHandKeypoint
naming the 26 joints, and the equivalent of XR_HAND_JOINT_COUNT_EXT
as EHandKeypointCount
inside [Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)
as follows:
/**
* Transforms that are tracked on the hand.
* Matches the enums from WMR to make it a direct mapping
*/
UENUM(BlueprintType)
enum class EHandKeypoint : uint8
{
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip
};
const int32 EHandKeypointCount = static_cast<int32>(EHandKeypoint::LittleTip) + 1;
So, getting the any joint's location or rotation is as easy as casting the enum value and passing it as the array index.
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = FSGXRTracker::GetHandTrackingState(
GetWorld(), EXRSpaceType::UnrealWorldSpace, EControllerHand::Left, HandTrackingState);
// Return if the struct data is invalid!
if (!bGotHandTrackingState || !HandTrackingState.bValid)
{
return;
}
// Return if the device is not being tracked!
if (HandTrackingState.TrackingStatus == ETrackingStatus::NotTracked)
{
return;
}
// Ensure that HandTrackingState.HandKeyLocations has the location data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyLocations count!")))
{
return;
}
// Ensure that HandTrackingState.HandKeyRotations has the rotation data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyRotations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!")))
{
return;
}
static constexpr int32 PalmIndex = static_cast<int32>(EHandKeypoint::Palm);
const FVector& PalmLocation{
HandTrackingState.HandKeyLocations[PalmIndex]
};
const FRotator& PalmRotation{
HandTrackingState.HandKeyRotations[PalmIndex].Rotator()
};
The equivalent Blueprint code for the above looks something like this:
OK, now that we've got a glimpse of how the virtual hand's joint data could be processed we are going to draw and animate a virtual hand in both Blueprint and C++ in the upcoming sections.