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Setting Up the Virtual Hand Meshes
Setting up Virtual Hand Meshes involves two key steps:
- Importing the virtual hand meshes into your project.
- Configuring the virtual hand settings.
In this section we focus on the first part. For detailed information on step two, please visit the Virtual Hand configuration section.
Compatible Virtual Hand Meshes
The SenseGlove Unreal Engine Plugin is compatible with any virtual hand mesh that adheres to the Epic rig and bone structure. Additionally, the virtual hand meshes must be exported with specific settings to meet all requirements. If you're planning to model and rig your own virtual hand meshes, the Epic FBX Skeletal Mesh Pipeline is a useful starting point.
However, if you're looking to get up and running with the SenseGlove Unreal Engine Plugin quickly, the process is much simpler. Unreal Engine has included two sets of compatible virtual hand models with the Unreal Engine VR Template since version 5.1. This guide will walk you through how to export these virtual hand models from the VR Template and import them into your VR simulation.
Caution
While it is possible to migrate the virtual hand meshes directly from the Content Browser of the VR Template, this approach is not recommended. As part of the setup process, it is necessary to configure the SenseGlove Grab and Touch sockets. Although it's possible to set up these sockets manually, as demonstrated in one of our older tutorials, we no longer recommend doing so. Since version
v2.1.0of the SenseGlove Unreal Engine Plugin, we’ve included a tool that automates the socket setup with a single click, eliminating the need for the tedious manual process.Unfortunately, the SenseGlove Sockets Editor tool does not support skeletal meshes that share their skeleton. This is the case with the hand models included in the VR Template. Because of this limitation, we will be reimporting the virtual hand meshes with separate skeletons to ensure full compatibility with the SenseGlove Sockets Editor.
Exporting the Virtual Hand Meshes from the VRTemplate
- Start by creating a new Unreal Engine project using the VR Template. In the Unreal Project Browser, select
GAMES > Virtual Reality.
- Once the Unreal Editor opens with your new project, navigate to the Content Browser. Go to
All > Content > Characters > MannequinsXR > Meshes. Here, you'll find two sets of virtual hand meshes:SDKM_MannyXR_leftandSDKM_MannyXR_right(male hands), andSDKM_QuinnXR_leftandSDKM_QuinnXR_right(female hands).
- Choose the pair of hand meshes you want to export. Right-click on them, then select
Asset Actionsfollowed byBulk Export...from the context menu.
- In the file dialog that appears, choose a folder to save the exported hands, and click the
Select Folderbutton to export the meshes in FBX format.
- The Unreal Editor will then display the
FBX Export Optionsdialog. Leave the default settings unchanged and clickExport Allto proceed.
Tip
If you're unsure whether the options are set to their defaults, you can click the
Reset to Defaultbutton in the top-right corner of the dialog to restore the default settings.
- After exporting, you can find the FBX files for both hands in the directory you selected:
/path/you/chose/for/bulk/export/Game/Characters/MannequinsXR/Meshes/.
Importing the Virtual Hand Meshes into Your Own Project
- Start by creating a new folder inside your project's Content Browser. Navigate to that folder, then press the
Importbutton next to the+ Addbutton at the top of the Content Browser.
- In the
Importdialog that appears, navigate to the folder containing the virtual hand meshes. Select both FBX files and click theOpenbutton.
- The Unreal Editor will display the
FBX Import Optionsdialog. Leave the default settings unchanged and clickImport Allto proceed.
Tip
If you're unsure whether the options are set to their defaults, you can click the
Reset to Defaultbutton in the top-right corner of the dialog to restore the default settings.
- After the import process is done, a dialog will display the import logs. Any errors or warnings encountered during the import process will be shown here.
Note
The following warning can be safely ignored:
FBXImport: Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
- The imported virtual hand meshes should now appear in the folder you selected in the Content Browser. Unreal Engine will create a Skeletal Mesh, a Skeleton, and a Physics Asset for each imported mesh, along with a default Material asset shared between both virtual hand meshes.
- You can choose to keep or modify the default material. However, since the SenseGlove Unreal Engine Plugin provides a default material, we choose to delete the default material created by Unreal Engine during the import process. We'll assign the SenseGlove default material to the imported virtual hand meshes in the next steps. Right-click on the default material and select
Delete.
- In the
Delete Assetsdialog, clickForce Deleteto confirm the deletion of the default material.
- Open the Skeletal Mesh asset for the left hand and assign the
M_SenseGlove_VirtualHandmaterial from theAsset Detailspanel.
- Repeat the process for the Skeletal Mesh asset of the right hand, and assign the
M_SenseGlove_VirtualHandmaterial in theAsset Detailspanel.
- Return to the Content Browser by closing all asset windows and click the
Save Allbutton to save all imported virtual hand mesh assets to disk.
- In the
Save Contentdialog, chooseSave Selectedto confirm the saving all action.
















