Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets

important

Starting from version v2.1.0, the SenseGlove Unreal Engine Plugin requires the XR_EXT_hand_tracking OpenXR extension to function. Without this OpenXR extension the plugin won't output any glove data.

Starting from version v2.1.0, the SenseGlove Unreal Engine Plugin requires the XR_EXT_hand_tracking OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling XR_EXT_hand_tracking support, might require additional settings depending on the vendor.

For Meta Quest headsets, enable the Developer runtime features under the Settings > Beta section:

Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking

caution

Streaming to Meta Quest headsets from SteamVR is no longer supported because the migration to OpenXR has caused controller offsets for Meta Quest HMDs to break on SteamVR. One possible reason is that SteamVR lists XR_FB_hand_tracking as an unsupported feature. Further investigation is needed to identify the exact underlying cause.

For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under Input are enabled:

VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking

note

Tracking and accessing FXRMotionControllerData output from SenseGlove devices do not require Hand and Body Tracking to be enabled on the HMD device. Enabling this feature is only necessary if you wish to use hand-tracking as a fallback option when no glove is connected to your PC.

As mentioned in the v2.1.0 release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.

caution

As noted in the v2.1.0 release changelog, since this release enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin— alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin, rendering it unusable.

Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.