TrackIR 5 not valid in UE 5.2

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durobulo
Posts: 1
Joined: Fri Nov 17, 2023 4:46 am

TrackIR 5 not valid in UE 5.2

Post by durobulo »

Hi
installed the TrackIR device properly on PC, drivers and software.

Tested the head tracking is working in trackIR 5.4 software

Downloaded the UE 5 plugin trackir.

Followed documentation and tutorial https://www.youtube.com/watch?v=V31OkKikF5o

Made a new Firstperson C++ project in UE5.2.1
Added trackIR plugin into Plugins folder.
Generated Solution and rebuild it successfully in VS2022

Confirmed in project plugins TrackIR plugin is in and checked

Opened BP_FirstPersonCharacter. added TrackIR component on EventBeginplay and set selected camera.

When I printstring GetHMDData Valid it is false and also None Devicename is indicated. And no camera movement.

While TrakIR software is running and providing info, and green light on trackir sensor is on.

Any suggestions please?
jillian.smythe
NaturalPoint Employee
NaturalPoint Employee
Posts: 296
Joined: Fri Sep 02, 2022 6:40 am

Re: TrackIR 5 not valid in UE 5.2

Post by jillian.smythe »

Hello durobulo,

Have you already reviews the Solutions to Common Problems section of our Help documentation? You can find it here: https://docs.trackir.com/trackir-sdk/so ... n-problems. There is also a link to our help page if you need to reach out for more assistance.

Kind Regards,
Jillian Smythe
TrackIR Support Representative
durobulo
Posts: 1
Joined: Fri Nov 17, 2023 4:46 am

Re: TrackIR 5 not valid in UE 5.2

Post by durobulo »

Hi, please as I wrote, the device is functional and I can see it detects the head properly in trackIR 5.4 software.
It does not work in Unreal Engine 5 even I have followed the yt tutorial.

I see nothing else in documentation about such issue. nor in common problems. I have also searched this forum about UE5 related issues.

thank you for your understanding.
jillian.smythe wrote: Fri Nov 17, 2023 8:13 am Hello durobulo,

Have you already reviews the Solutions to Common Problems section of our Help documentation? You can find it here: https://docs.trackir.com/trackir-sdk/so ... n-problems. There is also a link to our help page if you need to reach out for more assistance.

Kind Regards,
Last edited by durobulo on Mon Nov 20, 2023 1:43 pm, edited 2 times in total.
jillian.smythe
NaturalPoint Employee
NaturalPoint Employee
Posts: 296
Joined: Fri Sep 02, 2022 6:40 am

Re: TrackIR 5 not valid in UE 5.2

Post by jillian.smythe »

Hello durobulo,

If you haven't already, please fill out the contact form on our website: https://www.trackir.com/help/. This will allow us to connect you with the team that can best assist you.

Kind Regards,
Jillian Smythe
TrackIR Support Representative
jillian.smythe
NaturalPoint Employee
NaturalPoint Employee
Posts: 296
Joined: Fri Sep 02, 2022 6:40 am

Re: TrackIR 5 not valid in UE 5.2

Post by jillian.smythe »

Hello durobulo,

I consulted with one of our product managers, and he provided this information:

The plugin "is a generic one that can be recompiled for your specific Unreal Engine version. The user will need have a C++ project, put the plugin in the "Plugins" folder in their project, right click the UE project file and say "Generate", then run their program." He also shared this link to Unreal's documentation: https://dev.epicgames.com/community/lea ... ng-plugins.

Please let me know if you have any other questions.

Kind Regards,
Jillian Smythe
TrackIR Support Representative
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