6.1.OpenXR Hand Pose Component
The OpenXR Hand Pose Component is a dedicated component for polling/replicating hand poses from OpenXR’s Skeletal Hand Tracking Extension.
It will auto replicate / blend the poses that are output from this extension, as well as provide a container that can be used to apply them to the default ue4 skeleton (or a custom skeleton if you supply the correct re-mapping container).
It also has hand pose detection for detecting the gestures that are being made with the data.
Below is a list of the properties of the component.
|Replicate Skeletal Data||If true the component will automatically replicate the skeletal tracking data|
|Smooth Replicated Skeletal Data||If true the component will smooth replicated data between updates|
|Replication Rate for Skeletal Animations||The rate to replicate the data at (lower is better for less bandwidth)|
|Get Mock Up Pose For Debugging||If true then a stored hardcoded pose will be given so you can test the component without tracked hands|
|Hand Skeletal Actions||List of hand skeletons to track (generally left and right so you would have two)|
To use the skeletal data in the anim graph you can either re-parent the animation instance that your graph uses to the OpenXR animation instance as below:
Or manually provide the hand skeletal actions from the OpenXRHandPoseComponent, assigning them to a BPOpenXRSkeletalData var that you pass in (in screen shot it is showing a make literal, you should be just passing the components ones in).
The Apply OpenXR Hand Pose node then actually applies the pose to the skeletal mesh.
Apply OpenXRHandPose Properties:
|Skeleton Type||The type of skeleton, if custom you would have to show the pin for custom bone mappings and pass one in. Otherwise you should pick between the UE4/SteamVR skeleton types.|
|Skip Root Bone||Skips moving/rotating the wrist bone, generally used for full body meshes when you just want finger curls.|
|Only Apply Wrist Transform||Only applies the rotation and/or location to the wrist, can be used for multiple step operations.|
|Optional Stored Action Info||A reference to the hand skeleton action you want to use, only generally used when not using the OpenXRAnimInstance|