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[Plugin] Leap Motion - Event Driven

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  • 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.

    Click image for larger version

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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.

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  • replied
    Hello All, I'm rather new to BP and Leap in general, but I'm picking it up rather quickly.

    I'm wondering if someone can point me to any information on how I might 'customize' a hand with custom geo!? I'm still trying to grasp how it's all connected. I'm wanting to create my own mesh and skin it to the skeleton that is driven by the Leap system.

    Thanks for any help in advance.
    Cheers.

    <edit>Assume I already can generate my mesh in my own 3d package, I'm speaking BP/Leap specifics... thanks</edit>
    Last edited by kungfukoi; 04-30-2016, 06:46 PM.

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  • replied
    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:

    Leave a comment:


  • replied
    Super quick question. Is is possible to use a custom avatar with the plugin? With the ability to track only the left or right hand via blueprints? I've gone over the "Add Convenience Leap Hands to Custom Character" on the github page and can't seem to get the plugin to pick up my avatar. This is on 4.11.2 source build too.

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  • replied
    Has anyone else encountered the following message with the 4.11 update?

    The Skeleton hands_lo_Skeleton, is missing bones that SkeletalMesh echo_lo_L needs. They will be added now. Please save the Skeleton!
    I got this both when I tried to update an existing project from 4.10.4 to 4.11 as well as on a new blank project with the default pawn being a subclass of LeapFloatingHandsCharacter.

    Any ideas what this could be?

    Leave a comment:


  • replied
    After using floating image hands i've got this error and crash:
    MachineId:7B048135469A17A7FB5AA5A63B273E9A
    EpicAccountId:5443fea92c13481992b91d0ba827289e

    Access violation - code c0000005 (first/second chance not available)

    UE4Editor_LeapMotion!FPrivateLeapImage::Texture32FromLeapImage()
    UE4Editor_LeapMotion!ULeapController::InterfaceEventTick()
    UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_13c1d0f62b5fcaced3ce7b89bd3d0f91> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\gameframework\actor.h:2722]
    UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:710]
    UE4Editor_Engine!FTickFunctionTask:oTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:228]
    UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:541]
    UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:503]
    UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:1373]
    UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:702]
    UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1198]
    UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1356]
    UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
    UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
    kernel32
    ntdll
    its fresh install of ue 4.11 with official leapmotion plugin test level .
    Last edited by TheBricktop; 04-24-2016, 10:29 AM.

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  • replied
    now is apply only hand direction in world.
    I want to get direction of swipe gesture by hmd direction.
    How do i get that? sorry about that poor english^^Click image for larger version

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  • replied
    now is apply only hand direction in world.
    I want to get direction of swipe gesture by hmd direction.
    How do i get that? sorry about that poor english^^Click image for larger version

Name:	leap_gesture_bp.JPG
Views:	2
Size:	131.1 KB
ID:	1104999

    Leave a comment:


  • replied
    Everytime I try and enable to leap motion plugin with 4.11.0 in a new project I get a crash when I restart.

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  • replied
    Hi getnamo. There is a problem with overlap events. When I attach a mesh to hand socket (echo hands), overlap event triggers on and off constantly (every frame?). Everything is ok when this mesh is not attached to the socket (overlap events are fired only once). Any ideas on how to fix it? Thanks.
    Last edited by 7hny; 04-19-2016, 11:29 AM.

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  • replied
    Okay here' a quickie: id like to make an object with raw feed from leap motion camera as its material, how can I do it? Currently im trying to feed dynamic material with left camera image but during runtime its not working.

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