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[Plugin] Leap Motion - Event Driven

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  • replied
    When I downloaded the plugin, there is not LeapCollisionCharacter or VRPlayerController in the menu for selecting gamemode. Im using UE 12.3. Have you removed this from the latest release? If so, why isn't the documentation updated?

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  • replied
    [QUOTE=getnamo;555998]You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

    Hi Getnamo, I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!

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  • replied
    Is it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being read from my Leap Motion.

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  • replied
    Originally posted by getnamo View Post
    You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
    Surely will try to make it work! Thanks

    Leave a comment:


  • replied
    Originally posted by ameygumaste View Post
    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!
    You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

    Originally posted by leo dym View Post
    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
    There are currently no Mac compatible HMDs so supporting VR for Mac at the moment wouldn't serve a purpose; but I did also check the latest Leap Motion SDK resources and they still have Orion as windows only =/. You're best bet would be to use the 4.10 plugin which has the v2 tracking.

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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!

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  • 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!

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

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  • 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.

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