Basic Usage

Please complete steps in the Setup section before running your application.


Vive Hand Tracking SDK requires real camera devices to function, therefore does not support running in Unreal Editor for platforms other than Windows.

If you want to use plugin in your map, just drag HandTrackingProvider actor into the map editor.

Setup Game Mode

Before using sample level, make sure you have already installed plugin following the instructions in Setup section.

Vive Hand Tracking SDK provides ViveHandTrackingGameMode and ViveHandTrackingPawn for your convenience. The provided mode and pawn supports all the platforms (including SteamVR, Android phones and WaveVR). You can enable it in ProjectSettings -> Map/Mode Menu.


Game modes and pawns from SteamVR and WaveVR work perfectly with Vive Hand Tracking SDK. This is useful if you only work on single platform, or needs to customize your game mode and spawn.

Start/Stop detection

StartDetection and StopDetection are provided as blueprint function. Both requires target as ViveHandTracking Component.

In StartDetection, you can choose the mode you prefer as input. The final mode used is returned by the function.


Get Detection Result

When detection is running, detected left and right hand results are available from blueprint function GetLeftHand and GetRightHand.

Each hand contains following members, see sample level and FViveHandTrackingResult class for details:


To query current detection mode and status, use blueprint function UViveHandTrackingComponent::GetMode() and UViveHandTrackingComponent::GetStatus().

Draw Detected Hands As Skeletons

Vive Hand Tracking plugin provides a sample blueprint to render hands as skeletons using joints and bones (or only a single joint in 2D/3D mode).

Add BasicHand into your map editor.


You can uncheck Show Left Hand or Show Right Hand if you only want to display one hand as skeleton.

Draw Detected Hands As 3D Model


Display hand as 3D model is only supported in skeleton mode.

Vive Hand Tracking plugin provides sample blueprints to render hands as 3D models. Two models are provided in separate bludprints: cartoon model and robot model. These are only supported in skeleton mode.

Add CartoonHand or RiggedHand into your map editor.

../_images/cartoonhand.png ../_images/robothand.png

You can check Hidden in Game for LeftHand or RightHand if you don’t need both hands to display as 3d model.


Model blueprints don’t have colliders by default. If you need to add grab function, please refer to basichand blueprint to add collider and grab related blueprints.