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[Plugin] Leap Motion - Event Driven

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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

Name:	leap_gesture_bp.JPG
Views:	2
Size:	131.1 KB
ID:	1105000

    Leave a comment:


  • 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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  • replied
    Hey Getnamo, I'm trying to check out the AR/VR transition example in your guide. After activating the plugin in 4.11.1 I can change the default pawn class to the passthrough example, but when I go to change player controller there is not a VRplayerController listed. In the preview mode the passthrough works, but is unable to switch with the gesture. I'm pretty new to all this and feel like I'm missing something simple. Any help you can give would be great. Thanks!

    Leave a comment:


  • replied
    Hey,

    I feel like I must be missing something here. I am trying to use this plugin completely from C++. I added an instance of ULeapController as a component on my custom actor. I inherited from ILeapEventInterface. But when I tried to override the callback methods, I found that they are not virtual. Am I misunderstanding something here, or is C++ integration currently impossible?

    Thanks

    Leave a comment:


  • replied
    Hey Getnamo
    Im trying to follow Your tutorial on jenga blocks, but im still stumped, Leap echo Hands doesn't seem to generate OnCollisionEvent (although they collide properly with other physic meshes), this is the first time something like this is happening for me in Unreal Engine.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Upgrade and set your ActiveClass redirects?

    MyGameDir\Config\DefaultEngine.ini see https://answers.unrealengine.com/que...lass-none.html

    not sure it's always been a bit painful for me :P If you find a good way, let me know!
    Guess there's no way for an upgrade to be painless :P I'll experiment and see what I can come up with!

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  • replied
    Originally posted by vhung92 View Post
    I got it working, thanks! Do you have any tips for upgrading my 4.10 project to 4.11 by the way? Do I upgrade and re-parent my subclasses (I've subclassed LeapEchoCollisionCharacter from the plugins folder) or how would I do it as painless as possible without breaking any references?
    Upgrade and set your ActiveClass redirects?

    MyGameDir\Config\DefaultEngine.ini see https://answers.unrealengine.com/que...lass-none.html

    not sure it's always been a bit painful for me :P If you find a good way, let me know!

    Leave a comment:

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