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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by getnamo View Post
    Once you have a collision point on the surface, you need to convert the 3d location into 2d scaled from 0-xMax, 0-yMax where the max values are given by the widget borders set in our widget component.
    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?

    Leave a comment:


  • replied
    Originally posted by Solidus569 View Post
    Yes, I should clarify though, this was for UE 4.10. Whatever magic was done for the 4.11 plugin has fixed the issue (it looks like mostly wrapping everything in UPROPERTY and modifying the private classes some). However in 4.10 all you have to do to replicate is:

    >make a blank character
    >add the leap interface
    >add the "handsmoved" event node to the event graph
    >from the LeapHand that is returned by the "handsmoved" node call "fingers"
    >play and hold hand in front of face for ~1 minute

    this should be enough to cause the crash as it happens specifically in the "setfingerlist" function when you say _private->fingers = fingers which is triggered on calling "fingers" from blueprint. If you'd like me to actually build a blueprint and post it here I can, but the steps are fairly simple.

    Also, using Rift DK2 (I've tried plugging the leap into the headset and into the computer, doesn't make a difference)

    Thanks again!

    NOTE: We've moved to 4.11 anyway so it doesn't really matter anymore I suppose (last post was before that decision was made). However this may still be useful information for people stuck on the older versions.
    Sounds like it was a garbage collection issue. Good to hear it's been resolved in 4.11.

    Originally posted by 7hny View Post
    Hi getnamo, echo_lo_L_PhysicsAsset has incorrect collision setup, there are unnecessary capsules obstructing of line trace from HMD, deleting them fixes the issue. Goodday
    Nice fix, could you make a pull request with the modified asset on the github page?

    Leave a comment:


  • replied
    echo_lo_L_PhysicsAsset incorrect collision setup

    Hi getnamo, echo_lo_L_PhysicsAsset has incorrect collision setup, there are unnecessary capsules obstructing of line trace from HMD, deleting them fixes the issue. Goodday
    Last edited by 7hny; 04-12-2016, 01:28 PM.

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Can you make a blank blueprint project that can replicate this issue on demand?

    Also what hmd are you using?
    Yes, I should clarify though, this was for UE 4.10. Whatever magic was done for the 4.11 plugin has fixed the issue (it looks like mostly wrapping everything in UPROPERTY and modifying the private classes some). However in 4.10 all you have to do to replicate is:

    >make a blank character
    >add the leap interface
    >add the "handsmoved" event node to the event graph
    >from the LeapHand that is returned by the "handsmoved" node call "fingers"
    >play and hold hand in front of face for ~1 minute

    this should be enough to cause the crash as it happens specifically in the "setfingerlist" function when you say _private->fingers = fingers which is triggered on calling "fingers" from blueprint. If you'd like me to actually build a blueprint and post it here I can, but the steps are fairly simple.

    Also, using Rift DK2 (I've tried plugging the leap into the headset and into the computer, doesn't make a difference)

    Thanks again!

    NOTE: We've moved to 4.11 anyway so it doesn't really matter anymore I suppose (last post was before that decision was made). However this may still be useful information for people stuck on the older versions.

    Leave a comment:


  • replied
    Originally posted by vhung92 View Post
    That's awesome, can't wait for the documentation on the new stuff! Ever since I saw Orion I've been wanting to try it out.

    Also i would like to ask if you could help me out with translating the fingers 3D world position to the widgets local 2D position? Currently I'm taking the rt_middle_a socket position and then using ProjectWorldLocationToWidgetPosition (I've also tried ConvertWorldLocationToScreenLocation which performed worse) to set the cursor image I have in my menu widget using SetPosition with the image as a Canvas Slot and I can get the image to move with the hand, but the image moves at a slower ratio than my hand so If I'm at the edges of my Menu then there's a discrepancy between the finger position and the cursor image's position. Any idea how I can solve it?

    Thanks in advance!
    Once you have a collision point on the surface, you need to convert the 3d location into 2d scaled from 0-xMax, 0-yMax where the max values are given by the widget borders set in our widget component.

    Originally posted by Solidus569 View Post
    Don't know if you're already aware of this, but there is a problem using the new Orion drivers with the plugin.

    If your hand is within view of the camera for ~60 seconds (don't even have to move just let it sit there) there's an exception caused within the Leap.dll (access violation, verified problem with the driver doesn't happen with the 2.x series). It was happening in my blueprints using the "HandMoved" events and I tested it in the RiggedCharacter example as well where it also happened.

    Obviously this is a problem with the driver(guess there's a reason it's Beta), but I really need this to work in the short term (and it's mandated to use the newer driver), is there any kind of stop gap available (eating the exception, etc.) on a binary version of the engine? I don't have the option to build from source otherwise I would just enable C-style exceptions and try-catch and work from there.

    Thanks!

    P.S. I'm sure you've heard this quite a bit, but thanks for all the work you've done. I've also used your Hydra plugin in a recent project that worked very well!
    Can you make a blank blueprint project that can replicate this issue on demand?

    Also what hmd are you using?

    Originally posted by TheBricktop View Post
    I've tried the newest Orion drivers and 4.11 plugin, trying to get passtrough and image hands working casues crashes, they work for about a second then crash.
    Pm me your logs from Saved also tell me what HMD you're using the leap motion with.

    Leave a comment:


  • replied
    I've tried the newest Orion drivers and 4.11 plugin, trying to get passtrough and image hands working casues crashes, they work for about a second then crash.

    Leave a comment:


  • replied
    Hi

    Im am using the LeapEchoCollision character and I just cant figure out how to attach a simple cube to a fingertip. (Attach doesnt work and I dont know how to get the position of a Hand or Joint either)

    The weird things is, if I use the standart LeapCollisionCharacter, not the echo one, attaching works perfectly.


    Can you help?

    Edit: Nevermind, I mesed up I think
    Last edited by iNviSible.yuno; 04-08-2016, 01:24 PM.

    Leave a comment:


  • replied
    Don't know if you're already aware of this, but there is a problem using the new Orion drivers with the plugin.

    If your hand is within view of the camera for ~60 seconds (don't even have to move just let it sit there) there's an exception caused within the Leap.dll (access violation, verified problem with the driver doesn't happen with the 2.x series). It was happening in my blueprints using the "HandMoved" events and I tested it in the RiggedCharacter example as well where it also happened.

    Obviously this is a problem with the driver(guess there's a reason it's Beta), but I really need this to work in the short term (and it's mandated to use the newer driver), is there any kind of stop gap available (eating the exception, etc.) on a binary version of the engine? I don't have the option to build from source otherwise I would just enable C-style exceptions and try-catch and work from there.

    Thanks!

    P.S. I'm sure you've heard this quite a bit, but thanks for all the work you've done. I've also used your Hydra plugin in a recent project that worked very well!
    Attached Files

    Leave a comment:


  • replied
    Originally posted by alllesss View Post
    Hi Getnamo,

    I'm trying to Control Leap Echo hands Rigged Child Actor's components from My_Character over blueprints . I tried to cast to it just to get the Left hand Mesh :

    [ATTACH=CONFIG]86644[/ATTACH]

    But this always get failed , Am I doing something wrong ?!
    Get child actor not owner

    Leave a comment:


  • replied
    Hi Getnamo,

    I'm trying to Control Leap Echo hands Rigged Child Actor's components from My_Character over blueprints . I tried to cast to it just to get the Left hand Mesh :

    Click image for larger version

Name:	002.JPG
Views:	1
Size:	93.0 KB
ID:	1103707

    But this always get failed , Am I doing something wrong ?!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    It's integrated directly in the engine now in 4.11

    http://blog.leapmotion.com/leap-moti...unreal-engine/

    Just update your launcher version and enable the plugin. The interface is largely the same as before with a few new convenience characters and image support!

    More thorough documentations on the new stuff incoming over the next few days.
    That's awesome, can't wait for the documentation on the new stuff! Ever since I saw Orion I've been wanting to try it out.

    Also i would like to ask if you could help me out with translating the fingers 3D world position to the widgets local 2D position? Currently I'm taking the rt_middle_a socket position and then using ProjectWorldLocationToWidgetPosition (I've also tried ConvertWorldLocationToScreenLocation which performed worse) to set the cursor image I have in my menu widget using SetPosition with the image as a Canvas Slot and I can get the image to move with the hand, but the image moves at a slower ratio than my hand so If I'm at the edges of my Menu then there's a discrepancy between the finger position and the cursor image's position. Any idea how I can solve it?

    Thanks in advance!
    Last edited by vhung92; 04-01-2016, 06:54 AM.

    Leave a comment:


  • replied
    Originally posted by Rukasu View Post
    Hey,

    I've encountered some problem using leapmotion + player teleportation/rotation.

    I am working on a project that uses the oculus, to get a view of the backside we teleport the player to the new location and rotate him 180 degrees, so he looks straigth at the backside of the object.
    The problem is, the controller (LeapEchoCollusionCharacter) doesn't rotate with the player. That means the right hand always shows up, but the left hand doesn't. It is positioned behind the player and you have to look at it first in order to be able to use it.

    I need a workaround for this, 'cause we can't have it this way.

    Just wanted to say that my Problem solved itself with the new Plugin that comes with 4.11 , great job!

    Leave a comment:


  • replied
    It's integrated directly in the engine now in 4.11

    http://blog.leapmotion.com/leap-moti...unreal-engine/

    Just update your launcher version and enable the plugin. The interface is largely the same as before with a few new convenience characters and image support!

    More thorough documentations on the new stuff incoming over the next few days.
    Getnamo you're my hero!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    It's integrated directly in the engine now in 4.11

    http://blog.leapmotion.com/leap-moti...unreal-engine/

    Just update your launcher version and enable the plugin. The interface is largely the same as before with a few new convenience characters and image support!

    More thorough documentations on the new stuff incoming over the next few days.
    Ah! great! Congratulations.

    Leave a comment:


  • replied
    Originally posted by hcenteno View Post
    OK, it wasn't that difficult. You just need to replace in the source all the SetFlags(RF_RootSet) calls with AddToRoot() and the HasAnyFlags(RF_RootSet) calls with IsRooted() and the plugin compiles. I did a quick test with a new 4.11 project and it seemed to work. Maybe Getnamo can confirm that this is correct and not just a hack.

    Cheers!
    It's integrated directly in the engine now in 4.11

    http://blog.leapmotion.com/leap-moti...unreal-engine/

    Just update your launcher version and enable the plugin. The interface is largely the same as before with a few new convenience characters and image support!

    More thorough documentations on the new stuff incoming over the next few days.
    Last edited by getnamo; 03-31-2016, 01:52 PM.

    Leave a comment:

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