Originally posted by sarkawt909
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[Plugin] Myo
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Hello Community and thank you getnamo for this plugin!
Currently i'm studing Interactiondesign and working on an invention project. We want to use Unreal for a little prototype and want to use a Myo to interact with. But we have some problems with the "Myo Orientation Roll". We want to use it to change the angle of an UMG image to navigate through a radial Interface. But the input value jumps random to another value. We can't fix it yet so we decided to ask you guys if there is same hope. (We've tested it with the Mouse input and it works fine).
Thank you all!
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Originally posted by BlueZink View PostHello Community and thank you getnamo for this plugin!
Currently i'm studing Interactiondesign and working on an invention project. We want to use Unreal for a little prototype and want to use a Myo to interact with. But we have some problems with the "Myo Orientation Roll". We want to use it to change the angle of an UMG image to navigate through a radial Interface. But the input value jumps random to another value. We can't fix it yet so we decided to ask you guys if there is same hope. (We've tested it with the Mouse input and it works fine).
Thank you all!
[ATTACH=CONFIG]75150[/ATTACH]
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Hello again !
I've spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there's an unhandled exception thrown here :
File : Hub_impl.hpp
Code:Hub::Hub(const std::string& applicationIdentifier) : _hub(0) , _myos() , _listeners() { libmyo_error_details_t _error; libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error); switch (libmyo_error_kind(_error)) { case libmyo_error: case libmyo_error_runtime: case libmyo_error_invalid_argument: { lastInitCausedError = true; break; } case libmyo_success: { lastInitCausedError = false; break; } } }
Code:libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error); if (res == libmyo_success) { lastInitCausedError = false; } else { switch (libmyo_error_kind(_error)) { /* ... */ } }
About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :
[2016.03.21-16.06.05:168][778]LogEditorViewport: Clicking on Actor (LMB): BPMyoManager_C (BPMyoManager)
[2016.03.21-16.06.06:267][906]MyoPluginLog: Myo Hub Shutdown.
[2016.03.21-16.06.06:267][906]LogClass: InterfaceDelegate passed: BPMyoManager_41
[2016.03.21-16.06.06:268][906]MyoPluginLog: Myo Hub Initialized.
[2016.03.21-16.06.06:269][906]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
[2016.03.21-16.06.06:270][906]MyoPluginLog: Myo Hub Shutdown.
[2016.03.21-16.06.06:270][906]LogClass: InterfaceDelegate passed: BPMyoManager_41
[2016.03.21-16.06.06:271][906]MyoPluginLog: Myo Hub Initialized.
[2016.03.21-16.06.06:271][906]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
[2016.03.21-16.06.06:286][908]MyoPluginLog: Myo Hub Shutdown.
[2016.03.21-16.06.06:287][908]LogClass: InterfaceDelegate passed: BPMyoManager_41
[2016.03.21-16.06.06:288][908]MyoPluginLog: Myo Hub Initialized.
[2016.03.21-16.06.06:288][908]MyoPluginLog: Myo Delegate Set (should only be called once per begin play or you have duplicates).
[2016.03.21-16.06.06:289][908]MyoPluginLog: Myo Hub Shutdown.
[2016.03.21-16.06.06:Last edited by Atutahi; 03-21-2016, 12:23 PM.
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Originally posted by Atutahi View PostHello again !
I've spotted another problem : once packaged, my game crashed on startup. So I tried debugging the exe through VisualStudio (in DebugGame configuration), and there's an unhandled exception thrown here :
File : Hub_impl.hpp
Code:Hub::Hub(const std::string& applicationIdentifier) : _hub(0) , _myos() , _listeners() { libmyo_error_details_t _error; libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error); switch (libmyo_error_kind(_error)) { case libmyo_error: case libmyo_error_runtime: case libmyo_error_invalid_argument: { lastInitCausedError = true; break; } case libmyo_success: { lastInitCausedError = false; break; } } }
Code:libmyo_result_t res = libmyo_init_hub(&_hub, applicationIdentifier.c_str(), &_error); if (res == libmyo_success) { lastInitCausedError = false; } else { switch (libmyo_error_kind(_error)) { /* ... */ } }
About my previous issue (compiling a blueprint with a MyoComponent causes UE Editor to crash), I managed to compile after quitting MyoConnect. I can then restart MyoConnect and it works as intended. But if I try to recompile or even move the blueprint instance in the level, the crash comes back. My log file ends abruplty after quite a struggle it seems :
I don't know if it's possible to debug a crash in the Editor, so I'm a little stuck. I'll see want I can do !
Will be looking into the myo plugin again around the time 4.11 comes out in the meantime if you find solutions post pull requests on github and I'll merge them.
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Ok, I don't have a solution, but I think I've located the problem, sort of. It seems come from ~Hub(). The crash occurs while executing libmyo_shutdown_hub(_hub, 0), however I checked the _hub variable and it's not NULL...I'm a little lost here.
Sadly I don't have the time to investigate more but if anyone else gets this problem, just open MyoConnect and disconnect your Myo. No need to remove it from your arm so you won't have to do the calibration/synchronisation each time you modify your project.
Cheers !
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Originally posted by 노진우 View PostHello getnamo
I thank you for these plugins
I make a application with Window 10 tablet
However, I heard that if it works on windows10, it occurs an error when compiling phase or it doesn't recognize myo
Do you have any solution??
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[MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?Twitch /unrealalexander| Twitter @UnrealAlexander
How to report a bug? | Installation & Setup issues?
Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]
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Originally posted by Alexander Paschall View Post[MENTION=548]getnamo[/MENTION] Hey, I just picked one of these up off of eBay and I'm going to start messing around with it. Are you thinking of updating the plugin to 4.12/4.13?
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Originally posted by getnamo View PostThis plugin is overdue for an update, I'll take a look into it this week. Otherwise you can try to just recompile the plugin for 4.13 in a C++ ue project, there shouldn't be any glaring issues stopping you from doing that that I can think of.Twitch /unrealalexander| Twitter @UnrealAlexander
How to report a bug? | Installation & Setup issues?
Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]
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Originally posted by JohnVK4 View PostIs there any update to 4.13? I tried loading the others but no luck and says it's not compatible..
Please let me know as soon as possible and thanks in advance!
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