Meta Hand Tracking Unreal

Prerequisites

Setup

For this guide, we will be setting our controllers to Hands Only, Hand Tracking Frequency to LOW, and leave default values for the rest.

Go to Edit -> Project Settings -> Plugins -> Meta XR. Under the section for Mobile, set Hand Tracking Support to Controllers Only. The other default values are fine.

Screenshot 2025-10-27 094907.png

Now open your VR Pawn/XR Rig. On both of your main Motion Controller components, i.e. the motion controller components marked to use the motion source Left or Right (NOT Right Aim etc.), Disable (set Hidden in Game) or delete any XRDeviceVisualization components that may be there.

Now add an OculusXRHand component as a child of each main Motion Controller (labeled OculusXRHand_L for the left and _R for the right). Let's take a look at the settings for you to configure:

Here is a basic setup:

Screenshot 2025-10-27 101620.png

Be sure to build your app and test in standalone VR to ensure quality

Input and Gestures (Input already Enabled)

For input, such as pinch, you can open your input mapping context file and choose a mapping to add built-in gestures, such as Oculus Hand (R) Index Pinch:

Screenshot 2025-10-27 105415.png

Optional: For more advanced gestures and custom gestures, see this video: https://www.youtube.com/watch?v=VV9PKQ_DruA

Optional: Passthrough Hands with Depth Occlusion

You must have passthrough setup and working as outlined in the prerequisites above.

You MUST FOLLOW the following instructions CAREFULLY!

Here are some screenshots of the process:

Screenshot 2025-10-27 103233.png

Screenshot 2025-10-27 103512.png

Screenshot 2025-10-27 103820.png

From here, build your application and test in standalone.

For occlusion depth in Meta Link, you need to set in the Project Settings Alpha Output to TRUE and in older versions Enable alpha channel support in post processing option set to Allow through tonemapper.


Revision #8
Created 2025-10-27 13:39:32 UTC by Wes
Updated 2025-11-11 15:17:51 UTC by Wes