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.
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:
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 :
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. "