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[Plugin] Leap Motion - Event Driven

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  • replied
    Hi,

    I am working on a Mac using Unreal 4.12.3.
    But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.

    I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
    If you could send me the unstable version - that would amazing.

    Thanks for your time.

    dymscut@gmail.com

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Note that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you're trying to grab either doesn't have physics enabled or doesn't have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you're trying to do in detail.
    Hey Getnamo,I finally got it working on my setup at home! Thanks for your support!!

    I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.

    Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?

    Again really appreciate your help!! Thanks!

    Leave a comment:


  • replied
    Hey Getnamo,

    Thanks for replying, Will work on it over the weekend with a clear head...Will post updates next week. Thanks!

    Leave a comment:


  • replied
    Originally posted by ameygumaste View Post
    Hey Getnamo,

    I have been trying to follow your Jenga Game tutorial for 2 days. I have tried all possible combinations, tried using UE 4.11 and 4.12 with both the Simple rigged character pawn and floating hands pawn. But I cannot seem to get past the "Trying to grab" print string on part 2 of the tutorial. I want to simply grab and drop an item. But does not work with the method of using interface that you have shared. I thank you for sharing your work, but is there any other simpler method to get this to work? I have used clean project, I have tried different templates and overall just keep hitting a roadblock. Please let me know if there are any updates that I should use, any support would be really appreciated.

    Thanks,

    Amey Gumaste
    Note that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you're trying to grab either doesn't have physics enabled or doesn't have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you're trying to do in detail.

    Leave a comment:


  • replied
    Hey Getnamo,

    I have been trying to follow your Jenga Game tutorial for 2 days. I have tried all possible combinations, tried using UE 4.11 and 4.12 with both the Simple rigged character pawn and floating hands pawn. But I cannot seem to get past the "Trying to grab" print string on part 2 of the tutorial. I want to simply grab and drop an item. But does not work with the method of using interface that you have shared. I thank you for sharing your work, but is there any other simpler method to get this to work? I have used clean project, I have tried different templates and overall just keep hitting a roadblock. Please let me know if there are any updates that I should use, any support would be really appreciated.

    Thanks,

    Amey Gumaste

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Last supported Mac build is 4.10 atm grab it here: https://github.com/getnamo/leap-ue4. The Orion runtime that was included in 4.11 was windows only, but that may change as we move forward, I'm due for a 4.12 update (outside engine for now, not fully stable). I do want to have Mac supported in engine, but in meantime try out the older builds.
    hey that worked! I still had a camera / character in the scene so it wasn't getting picked up. Silly mistake. Thanks so much for your help, you've been brill!

    Leave a comment:


  • replied
    thank you so much I'll give it a go!

    Leave a comment:


  • replied
    Originally posted by ozzadar View Post
    Hey guys,

    Just letting you know I've released a Blueprints Getting Started Guide for working LeapMotion in Unreal. I also show how to display the passthrough cam on objects within the world.

    If you're interested, check it out here:

    Just wanted to say these are great, want them linked in the opening thread message?

    Leave a comment:


  • replied
    Originally posted by Mala_L View Post
    LeapM Can't find file for asset /Script/LeapMotion 4.11 mac (I've posted this on the ueanswershub aswell)

    Hi,

    I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal. However keep getting messages that it can't find the file for asset /Scripts/LeapMotion // all the blueprints used in the Leap Motion plugin have unresolved compiler issues. Have tried to google a bit on the subject but can't find what I'm looking for (my googling skills are probably terrible but I've spent too long searching).

    In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.

    If you could post a link to the answer or offer some help - that would amazing.

    Thanks for your time,
    Last supported Mac build is 4.10 atm grab it here: https://github.com/getnamo/leap-ue4. The Orion runtime that was included in 4.11 was windows only, but that may change as we move forward, I'm due for a 4.12 update (outside engine for now, not fully stable). I do want to have Mac supported in engine, but in meantime try out the older builds.

    Leave a comment:


  • replied
    Originally posted by vhung92 View Post
    There is an "Is Connected" boolean from the Leap Library that you can simply branch with.
    Thanks you very much, that was exactly what I was looking for. Do you happen to know if there is an event I can use to enable collision again, when the controller gets plugged in at run-time? Checking every frame doesn't seem like a good choice.

    Originally posted by Mala_L View Post
    In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.
    I'm using Leap Motion without VR, so it definitely works without VR.
    Originally posted by Mala_L View Post
    I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal.
    What "steps to get Leap integrated with Unreal" did you follow? All you need to do in 4.11 is enable the plugin in the editor. Make sure you didn't download an old version of the plugin and installed it manually. If that's not the issue, I don't know. I'm on win7, could be a mac issue or something else entirely.

    Leave a comment:


  • replied
    Originally posted by HappyDay View Post
    Is there a way to detect if the leap motion controller is connected (via Blueprints)? Currently I'm using the LeapFloatingHandsCharacter and I want to disable their collision if the controller is not connected. I want to use them for VR, as an addition option to the vive motion controlelrs. My pawn has no collision, but the hands still have, even when no hardware is connected.
    There is an "Is Connected" boolean from the Leap Library that you can simply branch with.

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  • replied
    LeapM Can't find file for asset /Script/LeapMotion 4.11 mac (I've posted this on the ueanswershub aswell)

    Hi,

    I've just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal. However keep getting messages that it can't find the file for asset /Scripts/LeapMotion // all the blueprints used in the Leap Motion plugin have unresolved compiler issues. Have tried to google a bit on the subject but can't find what I'm looking for (my googling skills are probably terrible but I've spent too long searching).

    In the tutorial they use VR mode to preview the Leap Motion hands and because I'm using a mac could this be the issue? I'm pretty sure you can still use Leap in Unreal even though it's not in VR.

    If you could post a link to the answer or offer some help - that would amazing.

    Thanks for your time,

    Leave a comment:


  • replied
    Is there a way to detect if the leap motion controller is connected (via Blueprints)? Currently I'm using the LeapFloatingHandsCharacter and I want to disable their collision if the controller is not connected. I want to use them for VR, as an addition option to the vive motion controlelrs. My pawn has no collision, but the hands still have, even when no hardware is connected.

    Leave a comment:


  • replied
    Again, Last Post Answered. https://forums.unrealengine.com/show...-in-the-Y-axis

    Now, I'm moving onto how to customize a Leap Hand. I exported out the echo_lo_R hand as an fbx, and brought it into my 3d package. ( Maya ). Then I parented some geo to various bones, ( I'm making a muppet ), and tried to re-import it into Unreal and hook it all back up.
    Everything SEEMS to work, including the visibility bool, but it doesn't pick up the animation from the controller. Basically it appears, and just sits there.

    So I have some work on how to tweak/customize a hand... I'll keep you posted.

    Cheers.

    Leave a comment:


  • replied
    Last Post Answered:: Well, that turned out to be much easier than I had anticipated. I was able to setup some sockets on the joints, and apply custom meshes to it, no problem. -- So that's good.

    My next question is: How can I mirror the Y input of the Leap, so that if I'm looking AT the HMD instead of from it, I can create a 'mirror' effect. As it is setup now, if I move the camera and look back at the HMD, the Leap controller's hands move correctly, yet opposite of what you'd want if you were looking in a mirror. At first I thought I could simply negate the screenspace Y, but that seems to be rather complicated in Unreal for some reason. So now I'm looking to see if I can inverse the Y input from the leap!? I've poked around in the LeapAnimBodyConnector, but am still trying to wrap my head around it all.

    Any advice on how best to create this effect, would be greatly appreciated.

    Leave a comment:

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