Home Forums Unreal Engine 4 SDK Packaging for Tobii VR

Viewing 10 posts - 1 through 10 (of 10 total)
  • Author
    Posts
  • #12354
    Filip Kostic
    Participant

    Hey all,
    First time poster. I’ve been working with the Tobii VR eye tracking kit for the regular vive and developing for a client in UE4. The gaze tracking works wonderfully in engine. WHen I package the project it doesnt seem to have any gaze recognition.

    Any tips, or something obvious im missing?

    Thanks.

    #12377
    Grant [Tobii]
    Keymaster

    Hi @fkostic, sorry to hear about your troubles. If you could kindly clarify the following points, that would be helpful in resolving the issue.

    Can I assume by ‘regular vive’ you are referring to the Vive Pro Eye? Could you also specify if the packaged version is being run on a non-eye tracking Vive?

    Please also specify whether you are using our Tobii API or the HTC API for eye tracking. Any additional details you could share would be beneficial.

    Thanks for your patience whilst we try to find a solution for your problem.

    #12380
    Filip Kostic
    Participant

    HI @Grant – I am not sure the name of the product bc i don’t see it on the site anymore. We got it a year ago, but it is an HTC Vive, not the HTC Vive Pro, and it has eye tracking in it. The packaged project is being run on the same headset(one with tobii inside) I believe I am using the Tobii API (Tobii Eye Tracking) with the unreal engine plugin (4.22) version. I am packaging it through the project launcher. Are there any steps I need to take in the packaging process to make sure that the plugin is also packaged?

    #12386
    Grant [Tobii]
    Keymaster

    Hi @fkostic, thanks for your patience whilst we try to reproduce your issue. It seems that by default Unreal Engine does not package the Tobii third party dll, you have to do it in the Build.cs file from your plugin

    With code along the lines of:

    if (Target.Platform == UnrealTargetPlatform.Win64)
    {
        RuntimeDependencies.Add(new RuntimeDependency(Path.Combine("YOUR PATH", "YOUR DLL.dll")));
    }

    Might also be worth checking out the Unreal Wiki @ https://wiki.unrealengine.com/Linking_Dlls for more advice.

    Please try this out and do let us know how you get on. Best Wishes.

    #12392
    Filip Kostic
    Participant

    Hey Grant! thanks for the reply.
    Is the build.cs file in the tobii plugin folder? Which one am I looking for?
    Sorry, I don’t use C++ but am happy to figure this out with some additional guidance.
    Assuming my project needs to be editable in c++ so I’ll get that going before I try this.
    Any other help would be greatly appreciated. Thanks so much

    #12396
    Grant [Tobii]
    Keymaster

    Hi @fkostic, the build.cs file is specific to the Unreal engine and you can read more about it @ https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/index.html

    This also might help you @ http://dmitry-yanovsky.com/2015/08/unreal-engine-4-build-file-demystified/

    The original problem you are having is related to Unreal configuration not the Tobii API and so in order to use our Plugin with Unity, we do assume some level of familiarity with C++ and the Unreal.

    Please go through the links above that should hopefully explain in detail how to proceed.

    #12434
    Filip Kostic
    Participant

    Hi Grant – been playing around with it a bit, found the article you pulled that code from. Does that assume that there is only one dll you are packaging?
    Tobii seems to have a couple in the plugin folder, do I just need one of them, or should i add all of them separated by a comma – I have it like this in my projects build.cs file:
    if (Target.Platform == UnrealTargetPlatform.Win64)
    {
    RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(“C:\Users\Art Reality Studio\Documents\Unreal Projects\JSola_ARS\Plugins\TobiiEyetracking\Binaries\Win64”, “UE4Editor-TobiiCore.dll”)));
    }
    and it isn’t working, so I assume its not right.

    Have you guys been able to build the default project from unreal on your end?

    #12435
    Filip Kostic
    Participant

    I’ve also tried to include it in my project build.cs file with all the .dll’s listed like so:

    // Fill out your copyright notice in the Description page of Project Settings.

    using UnrealBuildTool;

    public class JSola_ARS : ModuleRules
    {
    public JSola_ARS(ReadOnlyTargetRules Target) : base(Target)
    {
    PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore” });

    PrivateDependencyModuleNames.AddRange(new string[] { });

    if (Target.Platform == UnrealTargetPlatform.Win64)
    {
    RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(“C:\Users\Art Reality Studio\Documents\Unreal Projects\JSola_ARS\Plugins\TobiiEyetracking\Binaries\Win64”, “UE4Editor-TobiiCore.dll”, “UE4Editor-TobiiGTOM.dll”, “UE4Editor-TobiiInteractions.dll”)));
    }

    // Uncomment if you are using Slate UI
    // PrivateDependencyModuleNames.AddRange(new string[] { “Slate”, “SlateCore” });

    // Uncomment if you are using online features
    // PrivateDependencyModuleNames.Add(“OnlineSubsystem”);

    // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
    }
    }

    #12436
    Filip Kostic
    Participant

    Sorry for the multiple posts – i am making some progress, still not getting any eye gaze interaction in built project.

    Managed to get the built project folders to package with the tobii plugin in the folders, which wasnt happening before. Did this by including the plugin in the plugins/runtime of the engine version rather than just the project itself.

    Still have not had any luck using that argument in the build.cs file though.. It fails to compile on build. I pointed it to the plugin in my plugin/runtime folder to try and troubleshoot no luck.

    Have this yellow warning while packaging the successful builds warning me that some tobii things are not initializing properly. Could this be it?

    View post on imgur.com

    Thanks for the help.

    #12437
    Filip Kostic
    Participant

    Update: I have now tried to package just an empty project with your guys XR Example map and that also has no active eye tracking, just like my project. The plugin files show up in the plugins folder of the packaged project and no luck. The eye tracking works in the editor, but not in the packaged project itself. Please advise.
    If possible, i’d love to get on a call with someone to chat about this, I feel like it would be easier to do that than to continue a forum exchange. Thanks for the help!!

Viewing 10 posts - 1 through 10 (of 10 total)
  • You must be logged in to reply to this topic.