I just released a simple Vive tracker plugin (https://github.com/Rectus/UE4OpenXRViveTrackerPlugin) that uses the existing motion controller component in the XR system to provide the tracker pose. It also works out-of-the-box with 4.27
I'm wondering if it might be a better idea for the official plugin to use the existing abstracted component already present in the engine, instead of having a separate component class for the tracker. The motion controller component is already designed to handle arbitrary motion sources. There are currently a few issues with it, like the GetMotionControllerData function only accepting legacy hand enums, but the basic functionality seems to all work. The only thing I can think of that would be unavailable is the unique tracker ID.
I just released a simple Vive tracker plugin (https://github.com/Rectus/UE4OpenXRViveTrackerPlugin) that uses the existing motion controller component in the XR system to provide the tracker pose. It also works out-of-the-box with 4.27
I'm wondering if it might be a better idea for the official plugin to use the existing abstracted component already present in the engine, instead of having a separate component class for the tracker. The motion controller component is already designed to handle arbitrary motion sources. There are currently a few issues with it, like the
GetMotionControllerDatafunction only accepting legacy hand enums, but the basic functionality seems to all work. The only thing I can think of that would be unavailable is the unique tracker ID.