1. Setting up the Oculus Controller with the Forte Data Glove
- The Oculus controller should be positioned so that ring of the controller is facing towards your thumb like in the picture below. This allows for the most efficient tracking with Oculus, as the controller will be in view of the camera for most use cases.
- The hand trigger button should be lined up with the groove on the mount before it’s tightened with the strap.
- Install Unreal via Epic Games Launcher 4.25:
- Install Oculus Software App:
- Go through “Device Setup” with the Oculus Software App
- Install the Data Glove Unreal SDK zip:
- Unzip the SDK download and navigate to the DataGloveSDK folder
- In your Unreal project’s Plugins directory place the DataGloveSDK folder
- Tips: If your Unreal project has not created a Plugins folder then create a Plugins folder in the same directory as your .uproject file
- Create or open up your Unreal project
- Tips: If your project was open you may need to restart Unreal to load the plugin
- In the Settings/Plugins menu in the Unreal Editor make sure the plugin is loaded and enabled
- In order to see the Plugin Content, in the Content Browser (in the bottom right corner) select “View Options” and check “Show Plugin Content”
- After this you should see the following directories in the Content Broswer
- DataGloveSDK Content
- DataGloveSDK C++ Classes
3. Set the Controller Platform for the Hand Blueprints
Each Hand Blueprint (Left and Right) has a controller platform, that can be set to support Vive and Oculus. In order to use the tracked location, first open the LeftHand Blueprint:
Then set the Controller Platform dropdown menu to Oculus Controller:
Do the same steps for the RightHand Blueprint.
4. Select the TableTop map
Select a map by going to the Content Browser -> DataGloveSDK Content -> Maps -> TableTop Interactions.
In the scene you will see a table with:
- Cubes that can be picked up, stacked, or thrown
- A bowl of marbles that can be picked up with a pinch motion
- A lamp with an on/off button
- A hammer with pegs that can be hammered into a board
- A panel with buttons and knobs that controls a floating cube
5. Select VR Preview on Play in Unreal Editor
In order to use the HMD in Unreal select “VR Preview” in the Unreal Editor.
Location Tracking will work in either Play mode.
6. Select the Glove Names in the Glove Selection Window
The example Map utilizes a CalibrationVR Blueprint that creates a new Slate UI menu on Play to make selecting a Data Glove Bluetooth device easier if you have multiple gloves. In order to select from multiple gloves the CreateDataGlove function in the Hand Blueprints must NOT be given a Bluetooth name or else it will only scan for a glove with the provided name. By default, the Data Glove Unreal SDK is setup to use the Selection Menu (since no Bluetooth name is given in the Hand Blueprints).
Select the the left and right glove names in the glove selection window by clicking on the drop down menus:
7. Calibration Process
Press the X-button on the Oculus controller or the space bar to initiate the calibration UI process (which utilizes the Blueprint CalibrationVR). This button will walk you through the setup to calibrate the glove, which is 3 different poses while wearing the glove.
Note: Oculus X-button and space bar functionality is defined in the CalibrationVR Blueprint. Other calibration functions for the Oculus controller are defined in the TableTopInteractions Level Blueprint.
Flat Calibration: All fingers are out straight
Fist Calibration: All fingers are in, except thumb
Thumb Calibration: Thumb curled in, while the other fingers are out
There are also hotkeys for calibrating:
F: Flat Calibration
K: Fist Calibration
T: Thumb Calibration
Space Bar: Full Calibration UI menu from the CalibrationVR Blueprint
A Button: Flat Calibration
B Button: Fist Calibration
Right Trigger: Thumb Calibration
X Button: Full Calibration UI menu from the CalibrationVR Blueprint
8. Packaging for Windows 64-bit
- Make sure your Unreal Project contains a Visual Studio solution. This will guarantee the C++ components in the DataGloveSDK Unreal Plugin are compiled when making a build.
- (Optional) To generate a Visual Studio either create a new C++ class or right-click the .uproject file and click “Generate Visual Studio project files”
- Select the Windows 64-bit option (since the Data Glove API Windows DLL is 64-bit).