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.
The below sections introduces the basic funtions used in
If you don’t need to customize the setup, you can try out the samples in Using Samples Levels section directly.
This should be called first to select the engine to use.
Requires target as
StartGestureDetection and StopGestureDetection are provided as blueprint function.
Both requires target as
In StartGestureDetection, you can choose the mode you prefer as input. The final mode used is modified in the option.
Get Detection Result¶
Each hand contains following members, see sample level and
FViveHandTrackingResult class for details:
points: position of the hand with different meanings for each
gestureType: pre-defined gesture
bIsValid: if current hand is detected/visible
confidence: hand detection confidence
pinchLevel: pinch (thumb & index) level of the hand, within [0, 1]
bIsPinching: if currently pinching or not
pinchStart: start position of the pinch ray
pinchDirection: forward direction of the pinch ray
pinchRotation: rotation of the pinch ray
position: calculated position of hand with different meanings for each
rotation: calculated rotation of hand with different meanings for each
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).
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.
RiggedHand into your map editor.
You can check
Hidden in Game for
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.