Alex CoulombePresents
← all classes

Office hours · All levels · 2 hours · Past session

Office Hours — Hand Tracking

with Alex Coulombe

Fri, Sep 18 · 1pm–3pm ET

Taught live on Zoom and recorded.

About this session

A Friday office hours on hand tracking: untangling OpenXR hands across PCVR streaming setups, then building pinch and open-palm gestures that drive locomotion.

What we covered

This session investigated controllerless hand tracking and gesture-based locomotion in Unreal Engine. Alex Coulombe troubleshot OpenXR hand tracking pipelines across Meta Quest Link, Virtual Desktop, and Steam Link streaming environments. The class concluded with a breakdown of custom Blueprint logic for tracking hand joints, detecting gestures via bone distance thresholds, and driving player movement.

  1. 01Investigating Meta XR Interaction Toolkit setup and plugin compatibility across Unreal Engine versions.
  2. 02Debugging OpenXR hand tracking detection using the Get Hand Tracking State Blueprint node.
  3. 03Troubleshooting PCVR streaming runtimes between SteamVR, Meta Quest Link, and Virtual Desktop.
  4. 04Testing sample projects and inspecting pawn Blueprints for controllerless hand mesh visualization.
  5. 05Verifying functional OpenXR hand tracking and grab interactions using Steam Link streaming.
  6. 06Structuring hand joint tracking using Instanced Static Meshes representing bone keypoints in Blueprints.
  7. 07Implementing bone distance thresholds on Event Tick to trigger custom gestures like pinching.
  8. 08Building controllerless locomotion logic that moves the player forward using an open-palm gesture vector.
  9. 09Comparing Steam Link OpenXR API layers and headset identification settings across client configurations.
OpenXRMeta XR Interaction ToolkitSteamVRSteam LinkMeta Quest LinkVirtual DesktopBlueprintsInstanced Static MeshMeta Quest 3Galaxy XR

AI summary of the session recording's transcript — the recording itself is the source of truth.

Your instructor

Alex Coulombe

Epic Games Authorized Instructor

Runs Manhattan's first Unreal Authorized Training Center and has spent ten years shipping real-time XR for architecture, live theater, and brands — now mostly on Apple Vision Pro, Quest, and AI-driven pipelines.