Announcement

Collapse
No announcement yet.

[Plugin] Leap Motion - Event Driven

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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:


  • replied
    Originally posted by hcenteno View Post
    The plugin needs to be recompiled for 4.11 but presently that throws a lot of errors. I'm trying to fix them since I do need the plugin working on 4.11 soon. On the other hand, 4.11 final is officially out today so maybe this Leap plugin will now get some 4.11 love from the developers.
    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!
    Last edited by virtualHC; 03-31-2016, 12:34 PM.

    Leave a comment:


  • replied
    Originally posted by Fnordcorps View Post
    Hi Getnamo, thanks for your plugin, we have had it working brilliantly. I was wondering if you are planning to update to 4.11 anytime soon? Unfortunately - trying and failing to be clever and 'future proof' we decided to build our project in 4.11 and now we want to integrate leap motion UE4 throws up a load of errors when we try to put the plugin in our project. Screenshots of the errors attached if they are of any help to you. thanks again!
    The plugin needs to be recompiled for 4.11 but presently that throws a lot of errors. I'm trying to fix them since I do need the plugin working on 4.11 soon. On the other hand, 4.11 final is officially out today so maybe this Leap plugin will now get some 4.11 love from the developers.

    Cheers!

    Leave a comment:


  • replied
    Im am making a multiplayer game with leap motion however the hands of all players respond to the input of just one player, how can I fix this and make it individual to the client.

    For example, I have my game running on two computers and when I put my hands in front of my face while on client 1, client 2's player does the exact samething. It only does this for the leap input, using wasd to move is indeed isolated to the individual clients as it should be.

    Leave a comment:


  • replied
    Can i create custom gestures with this plugin?

    Leave a comment:


  • replied
    I got a Problem with Changing the Parent Class of "Leap Basic Rigged Character" from Character(C++) to Spectator Pawn(C++). I just assigned everything exactly the same as before after Reparenting but Ingame my hands are not controlling the Skeletal mesh. Did I miss something here ?! I really don't want my movement class to be Character, so have to change it to get 6-DOF kind of navigation.

    Leave a comment:

Working...
X