@@ -11,7 +11,7 @@ Enabling the laser pointer option on the **_Hand Tracking Component_** will make
In the laser pointer properties you will find options to update how the laser pointer behaves.
In the properties you can specify where the laser pointer will be positioned, the maximum and minimum laser pointer distance, the objects the laser pointer collides against and the primary and secondary pinch events key bindings.
The laser pointer class property is the custom laser pointer class that will be spawned at runtime. A laser pointer class must inherit from **HT Laser Pointer Base**, the latter defines how the laser pointer interacts with your hand and provides means to create the visuals for a laser pointer.
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@@ -19,7 +19,7 @@ The laser pointer class property is the custom laser pointer class that will be
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| When testing the laser pointers for the first time a very common issue is having a huge mesh in the level with collisions enabled (e.g. a skybox). If the player finds itself inside of this mesh the laser pointers will always trace against it and will not be able to trace against widgets or any other mesh. Run the command "HT.LaserPointer.PrintState true" to print to the screen the currently traced mesh. Once you have found the mesh that the laser pointers trace against make sure to disable its collisions. |
The hand tracking plugin comes with an implementation of the laser pointer based on the Meta Quest native laser pointers. The implementation of the default laser pointer class is in C++ and you can take a look at the source code of the plugin to see how it's implemented. Since the majority of people will use blueprints we have also added two examples of laser pointers written in blueprints in the example project. You can find the blueprints inside the example project folder /HandTrackingExample/Blueprints/Actors.