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Set up a New Unreal Vive Wave-SDK Project - Standalone Android

Table of contents

  1. Follow the “New Project” instructions from the Vive Wave website
  2. Ensure that your project is compatible with the Android guidelines
  3. Download and extract Wave Unreal Plugins into the Plugins folder
  4. Disable all other VR-related plugins
  5. Try to deploy a simple level to your headset
  6. Download and extract AR51 Unreal-SDK Plugin and AR51 Wave Plugins into the Plugins folder
  7. Create a new level
  8. Be sure to set the visibility of the plugins to True
  9. Drag the AR51 SDK Blueprint into the current level
  10. Drag the AR51 Wave-related Blueprints into the current level
  11. Make sure your VrPawn object uses “stage tracking”
  12. In AR51 Blueprint, select “HtcVive” as the platform type
  13. Make sure you added WaveInputManager to the scene to enable Hand support
  14. In a tethered deployment - enable “Start in VR”
  15. Hit Play
  16. On your first run, perform device calibration

Follow the “New Project” instructions from the Vive Wave website

Follow the instructions from the wave website to set up your project

Make Sure to disable “Support Vulkan” and enable “Support OpenGL ES3.1”. Also make sure to select “No MSAA” as the valud for MSAA Sample Count.

Ensure that your project is compatible with the Android guidelines

Follow the instructions from the unreal android guidelines to get setup up your project

Download and extract Wave Unreal Plugins into the Plugins folder

Download Meta’s plugin from wave unreal plugin. Extract the plugin into the project “Plugins” folder and restart the unreal editor.

Especially disable: OpenXR, OculusVR, and SteamVR to prevent conflicts.

Enabling multiple VR plugins might cause unexpected results.

Try to deploy a simple level to your headset

Try and build the project and deploy it to your headset.

Download and extract AR51 Unreal-SDK Plugin and AR51 Wave Plugins into the Plugins folder

Your plugins folder should look like this plugin_folder

Restart the editor to enable the plugins.

Create a new level

File -> New Level -> Basic

Be sure to set the visibility of the plugins to True

In the Content Browser window. Select settings and enable “Show Plugin Content”

Drag the AR51 SDK Blueprint into the current level

From the “Content Browser” windows, select Plugins -> AR51 SDK Content -> Blueprints and drag “AR51SDK_Blueprint” into the level.

From the “Content Browser” windows, select Plugins -> AR51SDK_WAVE Content -> Blueprints and drag: “VRPawn”, “WaveBoundary Adapter_BP” and “WaveHands Adapter_BP” into the level.

Make sure your VrPawn object uses “stage tracking”

Either create a new VRPawn object (using these instructions) or edit the provided VRPawn Blueprint. Make sure that your tracking space is set to “Stage”. tracking_set_to_stage

If you do not set the tracking mode to “Stage”, the skeleton will not appear on your body after once you restart the VR application.

In AR51 Blueprint, select “HtcVive” as the platform type

From the Details panel, Under “General”, you should see a field “Platform”. Please select “HTC Vive” select_platform_type

Make sure you added WaveInputManager to the scene to enable Hand support

In the details-pannel of WaveInputManager under Hand, make sure to enable “Natural Hand” natural_hand:

In a tethered deployment - enable “Start in VR”

Before deploying to a tethered application (PC VR app), be sure that you project is set to start in VR. In “Unreal engine”, under “Project Settings” -> “Project Description” enable “Start in VR”.

enable_start_in_VR

Hit Play

Make sure that AR51’s system is running on the same local network as your device.

You should see the character move in realtime. character_waving.

On your first run, perform device calibration

You should now perform device calibration so that the character would position on your body.