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  • replied
    Originally posted by ParagonVRAdmin View Post
    Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

    When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
    I get this error.

    I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

    I have tried this on multiple computers.
    I have started with Blank Projects.
    As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

    This works fine in UE4 4.14

    Please help!
    This is Killing my Project right now.

    I have included the screen shot and all errors I can Find.

    Ken

    [ATTACH=CONFIG]130682[/ATTACH]

    Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

    0x000000004D287788
    0x00000000A33F4000
    0x0000000000000400
    0x00000000062CAD70
    0x00000000CFDD3568
    0x0000000000000001
    0x0000000000000001

    LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
    ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
    LogPlayLevel: BMW5:
    OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
    LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
    LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
    ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
    CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
    LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
    LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
    LogPlayLevel: at Project.Run(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.ExecuteBuild()
    LogPlayLevel: at AutomationTool.BuildCommand.Execute()
    LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
    LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
    LogPlayLevel: at AutomationTool.Program.Main()
    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
    LogPlayLevel: BUILD FAILED
    PackagingResults:Error: Error Launch failed! Unknown Error
    Haven't had a chance to try 4.15 yet, your problem appears to be related to https://github.com/EpicGames/UnrealE...ding.cpp#L1915 (epic github access required) which is the first time I've ever seen that line. Try posting on answerhub to get some epic response on this as there is currently no documentation on this.

    Potential question: do you have both a project leap plugin as well as the engine plugin or only the engine plugin?

    Leave a comment:


  • replied
    SOLVED
    I was having issues with getting the floating hands to work so I cut and pasted everything to the rigged character. I didn't have the interface in the inherited list for that character. Now that the rigged character works, I'd like to get it functioning on the floating hands.

    Dave

    Leave a comment:


  • replied
    Great plugin. In your Jenga tutorial part 2 at around the 10 minute mark you seem to have trouble getting the Pickup interface show up as an event. What did you do to finally make it work. I've compiled like shown but I still don't see the event listed.

    Thanks,

    Dave

    Leave a comment:


  • replied
    Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

    When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
    I get this error.

    I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

    I have tried this on multiple computers.
    I have started with Blank Projects.
    As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

    This works fine in UE4 4.14

    Please help!
    This is Killing my Project right now.

    I have included the screen shot and all errors I can Find.

    Ken

    Click image for larger version

Name:	Screenshot 2017-02-21 20.39.17.png
Views:	1
Size:	12.1 KB
ID:	1123858

    Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

    0x000000004D287788
    0x00000000A33F4000
    0x0000000000000400
    0x00000000062CAD70
    0x00000000CFDD3568
    0x0000000000000001
    0x0000000000000001

    LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
    ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
    LogPlayLevel: BMW5:
    OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
    LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
    LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
    ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
    CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
    LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
    LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
    LogPlayLevel: at Project.Run(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.ExecuteBuild()
    LogPlayLevel: at AutomationTool.BuildCommand.Execute()
    LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
    LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
    LogPlayLevel: at AutomationTool.Program.Main()
    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
    LogPlayLevel: BUILD FAILED
    PackagingResults:Error: Error Launch failed! Unknown Error

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Have you tried a 4.13 project? I've been getting some reports that 4.14 has some issues. I've added an issue and will see if I can replicate this problem. Also please see https://github.com/getnamo/leap-ue4#...lugin-vive-fix to ensure that your offset is correctly setup, your hands may simply be way above you .
    haven't tried 4.13. will do that soon.

    and yes, I did do the offset. still no hands. but i did at one point might have seen my hands at the origin in worldspace, but wasn't sure if that was 4.14 or just something weird i did in 4.12 (at that point i just deleted the project and started over).

    Leave a comment:


  • replied
    Originally posted by komocode View Post
    Feels like i'm going to cry. I just can't get a working demo out of this

    I'm using a Vive
    Leap Motion Orion 3.2.0+45899 (firmware 1.7.0)
    Mounted in front of the vive HMD
    I created a new Unreal 14.3 engine project.
    I enabled the Leap plugin
    I restarted Unreal
    I created a NewGameMode
    I overrided the game mode with NewGameMode
    I switched Default Pawn Class to LeapFloatingHandsClass
    Launch VR Preview.
    Vive works fine, but I don't see any hands in front of me.

    I just can't get the hands showing up. Spent two days but no success...
    Have you tried a 4.13 project? I've been getting some reports that 4.14 has some issues. I've added an issue and will see if I can replicate this problem. Also please see https://github.com/getnamo/leap-ue4#...lugin-vive-fix to ensure that your offset is correctly setup, your hands may simply be way above you .

    Leave a comment:


  • replied
    Feels like i'm going to cry. I just can't get a working demo out of this

    I'm using a Vive
    Leap Motion Orion 3.2.0+45899 (firmware 1.7.0)
    Mounted in front of the vive HMD
    I created a new Unreal 14.3 engine project.
    I enabled the Leap plugin
    I restarted Unreal
    I created a NewGameMode
    I overrided the game mode with NewGameMode
    I switched Default Pawn Class to LeapFloatingHandsClass
    Launch VR Preview.
    Vive works fine, but I don't see any hands in front of me.

    I just can't get the hands showing up. Spent two days but no success...

    Leave a comment:


  • replied
    Originally posted by BLICK 3D View Post
    Hi getnamo,
    is there a way to get hold of the thumbs up gesture?

    For a chocoloade museum we are making a chocolade creation experience - based on the idea of the leap motion blocks demo.
    It will be very cool, with 3 VR seats and loads of cookies flying around.

    Thank you, Michael

    By the way, thank you for providing the awesome socketio-client-ue4: we use it for bluetooth access of a femto.io Arduino to UE4.
    Glad the plugins are being useful

    You can determine a thumbs up state by getting the xvector from your thumb rotation and taking the dot product between it and the Z up vector (0,0,1). If it's positive the thumb is pointing up. You can also use the dot product to get the angle between the two vectors which can allow you to only recognize a thumb up if its e.g. within ~ 30degrees from the vertical. Finally i'd also check if all your other fingers are close enough to a point near the palm to count making a fist (optionally use the grab event). Using those two criteria you should be able to determine a thumb up gesture (calculate on tick, if criteria is met send a thumbs up event or call your thumbs up function)

    Ps: you should show some chocolate pictures when it's released, i'm sure the hungry devs here would love the see it!
    Last edited by getnamo; 01-17-2017, 08:26 PM.

    Leave a comment:


  • replied
    Hi getnamo,
    is there a way to get hold of the thumbs up gesture?

    For a chocoloade museum we are making a chocolade creation experience - based on the idea of the leap motion blocks demo.
    It will be very cool, with 3 VR seats and loads of cookies flying around.

    Thank you, Michael

    By the way, thank you for providing the awesome socketio-client-ue4: we use it for bluetooth access of a femto.io Arduino to UE4.

    Leave a comment:


  • replied
    Originally posted by jusasv View Post
    Hi, [MENTION=548]getnamo[/MENTION].

    I' am trying to make grab with Leap Motion for a week now and I can't.

    I tried downloading your Jenga Project and I choose Selected Viewport mode, because I don't have VR and I can't grab anything still with your written Blueprints.

    I tried using older UE4 and Leap motion versions, but I did not succeed. Which versions should I use to set up grab without VR best? because I think in different versions the blueprints are different to, and I am new to them, don't have any idea how to set up if they are different than in the tutorials. I also need that the set up would be in first person.
    Some mechanics have changed, but the grab and release blueprint methods should still work, try to work through the example video and let me know where it stops working for you (e.g. https://www.youtube.com/watch?v=GeLNoqAKoTg) you can also check out this series by Paul Mauviel: https://www.youtube.com/watch?v=fmtB...OUL5fIOkxM8hj8.
    Last edited by getnamo; 01-06-2017, 01:29 PM.

    Leave a comment:


  • replied
    Can't grab with Leap Motion

    Hi, [MENTION=548]getnamo[/MENTION].

    I' am trying to make grab with Leap Motion for a week now and I can't.

    I tried downloading your Jenga Project and I choose Selected Viewport mode, because I don't have VR and I can't grab anything still with your written Blueprints.

    I tried using older UE4 and Leap motion versions, but I did not succeed. Which versions should I use to set up grab without VR best? because I think in different versions the blueprints are different to, and I am new to them, don't have any idea how to set up if they are different than in the tutorials. I also need that the set up would be in first person.

    Leave a comment:


  • replied
    Cheers getnamo, I'm afraid I'm not able to help. But I'm sure hand tracking will gain a lot of interest. So help is on the way..

    Leave a comment:


  • replied
    Originally posted by martin_vr View Post
    Hi getnamo,

    In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

    Could it be something in my UE4 config?

    My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

    I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
    This has to do with lack of proper timewarp support, currently tracked as an issue: https://github.com/getnamo/leap-ue4/issues/9.

    Modern HMD software stack is late updated in the render thread with a fair bit of magic to make sure the perceived latency is 0. Leap timewarp is the attempt of ensuring the latest available leap tracking data is orientation warped by the hmd rotation that happened since that sample was taken.

    I did make an attempt of adding this feature, but so far it becomes unstable when you overdrive it (real jitter) to get 0 perceived latency. Something is still missing.

    This is the major holdout for the UE plugin in the current state and I want to take another look at it, likely when I'll do the modern rewrite for this plugin. If you feel like you can help, by all means take a look at the source ! Perhaps someone will spot why our version of timewarp is jittery while Unity's is not.
    Last edited by getnamo; 12-23-2016, 03:58 PM.

    Leave a comment:


  • replied
    Hi getnamo,

    In my setup there seems to be quite a latency before the hands correct their position when moving the HMD sideways or up and down. As a result they have hard time staying in place. They jitter. In the LeapMotion vizualizer there's almost no latency or jitter.

    Could it be something in my UE4 config?

    My setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

    I tried a screen recording but noticed that in the VR Preview window there is no latency. It's only in the HMD.
    Last edited by martin_vr; 12-23-2016, 08:07 AM.

    Leave a comment:


  • replied
    Originally posted by Sy_U View Post
    Yup its a C++ project. Ive added the dependency with "LeapMotion". I've manage a workaround where i created a copy of whatever leap motion character blueprint i need and change the parent of it to my custom own character class so i can modify it without affecting the source plugin. It works OK.

    Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment.

    This is an image of the error im getting:

    http://imgur.com/a/UXwCD

    I went into the file, LeapGestures.h, and added "LeapEnums.h". Those error went away but another one came up saying "'Leap' is not a class or namespace name"

    Image here:

    http://imgur.com/a/v1MSu

    Thanks for your help [MENTION=548]getnamo[/MENTION]
    For the skeletal mesh, can you show me a screenshot of the error it's showing?

    Regarding Leap.h, haven't used this plugin in C++ for a long time, it's due for a rewrite to make it more streamlined TBH. It appears the Leap.h header is exposed somewhere where it shouldn't be, somehow the forward declarations aren't doing their job.

    I believe your best route atm is to use the workaround, I'll make sure to test the rewrite, when it happens, for C++ use cases.

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