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Mohammed_hashim

Oculus Start Member

Mohammed_hashim Oculus Start Member

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Mohammed_hashim
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  • Neontop
    Hi Mohammed,
    Hope that your project(s) are going fast forward. I need some help because I'm completely stuck on one problem (accessing the Oculus Avatar Hand bone like in Unity).
    The dev team provided me a way to do that but my knowledge in C++ isn't sufficient to implement that.
    Would you mind to have a look on this if you have that c++ knowledge ?
    Because I really don't know how to access that private structure.
    Thanks.
    Jean-Francois

    *****BEGIN******
    I received some feedback from P×××××× about accessing the Hands bones BUT after several implementations in c++and my level on that matter, I wasn't able to find a solution.
    If you can put me On the right direction it will be a good help.
    Here is the latest feedback:
    " So far what I have heard:

    They will have to update OvrAvatar.cpp with a bit of code. They need to find the PoseableMeshComponent with “hand_left” and “hand_right” in the their names (substring).

    These are in the structure, which is currently private.
    TMap<ovrAvatarAssetID, TWeakObjectPtr<UPoseableMeshComponent>> MeshComponents;

    Once they have the PoseableMeshComponent for the hand, it has an interface :

    UFUNCTION(BlueprintCallable, Category="Components|PoseableMesh")
    FTransform GetBoneTransformByName(FName BoneName, EBoneSpaces::Type BoneSpace);

    They should be able to use the same bone names from the Unity sample to find the bones they want.

    I think that achieves what they are looking for, they just need to write an accessor to find the hand meshs. "

    ********END********

    22 de octubre
    • Mohammed_hashim
      Mohammed_hashim
      Hi man, hope you are doing fine too.

      Unforantuly I got zero knowledge on C++, my last game was pure BP, I never used Oculus Avatar so unfortunately, I can't be very helpful to you. hopefully other members will be able to solve your problem :)

      Good luck m8
      BR
      MH
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