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[Plugin] Leap Motion - Event Driven

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  • replied
    Hello, Do you haveany update for Unreal 4.10.0? It shows this message:

    Click image for larger version

Name:	Screen Shot 2015-11-15 at 3.59.11 PM.png
Views:	1
Size:	74.2 KB
ID:	1093362

    In mean time I will revert to the 4.9.2

    I am using OSX El Caitan 10.11.2

    Leave a comment:


  • replied
    ouch! yes if i close the bp message disappears. It was driving me crazy...

    Leave a comment:


  • replied
    Originally posted by janis View Post
    Hello,

    The plugin is really great, Thank You!

    im having problems with LeapPassthroughCharacter, it looks like if ipd would be off and also the warping, it is very uncomfortable to open both of my eyes, an illustration of how left hand looks when im holding it right in front of me:
    [ATTACH=CONFIG]64102[/ATTACH]

    I have tried 'R' to reset position, adding optimizeForHMD Blueprint (checking/unchecking the options), setting boolean - 'Leap Facing Mode is HMD' inside LeapAnimBodyConnectorWithPassthrough and changing Sprite location inside the Viewport, messing with 'LeapPassthroughPostProcess' Material values, but haven't found a way to influence the eye offset. What could be the problem?

    Using the latest plugin version 0.9.7, UE 4.9.2, Leap Software 2.3.1
    What you've found is the subtle misalignment issue with the current passthrough. Though the IPD of the leap which is much smaller than a persons contributes somewhat to the weird setup, it is not the complete picture. I currently don't know exactly how to fix it and I'll be waiting for leap to give me some guidance on this before it will look 100% like Unity's, the image hands are tied to this as well since misalignments are much more clearly visible there, it's on the list of fixes

    Originally posted by knack View Post
    Anyone have that error?
    LeapPluginLog:Warning: Warning! More than one (2) Leap Controller Component detected! Duplication of work and output may result (inefficiency warning).

    I am near sure i only have one leap controller component,
    Whenever you work in the editor, it will spawn another component for the viewport and that will be called. Rest assured it won't have a double call when you use it in the packaged game or if you close your blueprints and hit play.

    Leave a comment:


  • replied
    Anyone have that error?
    LeapPluginLog:Warning: Warning! More than one (2) Leap Controller Component detected! Duplication of work and output may result (inefficiency warning).

    I am near sure i only have one leap controller component,

    Leave a comment:


  • replied
    Hello,

    The plugin is really great, Thank You!

    im having problems with LeapPassthroughCharacter, it looks like if ipd would be off and also the warping, it is very uncomfortable to open both of my eyes, an illustration of how left hand looks when im holding it right in front of me:
    Click image for larger version

Name:	Leap_hands_offset-example.jpg
Views:	1
Size:	9.8 KB
ID:	1092383

    I have tried 'R' to reset position, adding optimizeForHMD Blueprint (checking/unchecking the options), setting boolean - 'Leap Facing Mode is HMD' inside LeapAnimBodyConnectorWithPassthrough and changing Sprite location inside the Viewport, messing with 'LeapPassthroughPostProcess' Material values, but haven't found a way to influence the eye offset. What could be the problem?

    Using the latest plugin version 0.9.7, UE 4.9.2, Leap Software 2.3.1

    Leave a comment:


  • replied
    Originally posted by hcenteno View Post
    Thank you for your quick reply. I created a new project with UE 4.9.2 and I'm experiencing the same problem with the Rigged Character and the Passthrough Character, they both appear behind me in VR Preview. I can fix it by editing the Blueprints and displacing the mesh, but I just wanted to let you know that it didn't work out of the box for me.

    Press 'R' to reset your hmd zero point, it should all line up then. (You can change this button bind in LeapBasicRiggedCharacter blueprint, its the parent of them all)

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    I don't support preview versions of the engine but you should find an update usually within 1-2 weeks of final release of an engine version.

    If you absolutely must have the newest version, then dig into the source yourself and recompile as you have the full source included with each plugin release. Some engine updates break previous compatibility and may need fixes (I'm looking at you 4.6...).
    Thank you for your quick reply. I created a new project with UE 4.9.2 and I'm experiencing the same problem with the Rigged Character and the Passthrough Character, they both appear behind me in VR Preview. I can fix it by editing the Blueprints and displacing the mesh, but I just wanted to let you know that it didn't work out of the box for me.

    Leave a comment:


  • replied
    Originally posted by hcenteno View Post
    Hello,

    I'm trying to get this plugin working with UE4 4.10 preview 2 and an Oculus DK2, but none of the Pawn Classes work and no hands are shown, except for the LeapEchoHandsRiggedCharacter where I only see the right hand appearing.

    Thanks!
    I don't support preview versions of the engine but you should find an update usually within 1-2 weeks of final release of an engine version.

    If you absolutely must have the newest version, then dig into the source yourself and recompile as you have the full source included with each plugin release. Some engine updates break previous compatibility and may need fixes (I'm looking at you 4.6...).

    Leave a comment:


  • replied
    Hello,

    I'm trying to get this plugin working with UE4 4.10 preview 2 and an Oculus DK2, but none of the Pawn Classes work and no hands are shown, except for the LeapEchoHandsRiggedCharacter where I only see the right hand appearing.

    Thanks!

    EDIT: I found that the character is actually appearing but its placed behind and I can see it if I turn to look back while wearing the Oculus.
    Last edited by virtualHC; 10-31-2015, 01:39 PM.

    Leave a comment:


  • replied
    Originally posted by jungerroemer View Post
    Ok i need to request ur help pls^^ Im trying to integrate ur plugin into my custom 4.9.2 branch with nvidia flex branch ,however when trying to start it complains about wrong version an wants to recompile,after finishing that sucessful,it does show me the custom pawns and i can change to them,however nothing happens ingame, i did use a project with code (first person template) and i did delete the player actor ingame which normally made it work ,but still nothing


    Edit: got it to compile and work even in my 4.10 branch with flex now ,the results are pretty amazing,going to upload an example once im finished joying around however theres another "issue" i want to apply a sword by adding a weapon socket to the echo hands but it doesnt worl the way it normaly does is there any info whats different compared to the normal version ,for reference i did use the sword tutorial on youtube and also applied line trace version of collision :/ Still thank u so much for this plugin


    Edit 2: i dont get an error,it just doesnt show up in hand

    Edit 3: sry for so much questions >.< but hey heres another one : how can i get the echo collision hands to interact with the interface like here for example http://blog.leapmotion.com/introduci...lements-unity/ ,also the same question but apllied to vr triggers ingame (a lightswitch for example),can i just use the collision hands then move a physics enabled actor mesh with it (the switch itself,without the casing) then check its position and fire of an event (turn on/off lightbulb)? and if yes could u maybe give some guiding cause i found this question a lot (hud and physics based trigger) but no answer that could guide me,thx in advance
    You should be able to just attach the sword to a socket/bone. Use the wrist or palm bone. You can also go into the skeleton and create a separate socket parented to a bone and attach objects to there.

    You can move any enabled physics actors. I haven't had much experience with physics actor constraints (see https://docs.unrealengine.com/latest...nts/index.html) but there should be a way to implement this as you want it.

    The other thing to consider is that collision hands are kinematic which means if you collide directly it may jitter when it's trying to resolve impossible constraints (hand too deep into button/etc). So in order to build physics based UI I would recommend doing collision/overlap tests (i.e. change the button collision channel so the hand would normally overlap and not collide with it) and then build a basic restrained button manually. It will give you much finer control. See leap motion's blog entry on widgets for guidance on how they did it.

    Down the line I want to provide some UI widgets myself, but I'm not there yet and can't guarantee that it would be ready before the jam ends.

    Leave a comment:


  • replied
    Ok i need to request ur help pls^^ Im trying to integrate ur plugin into my custom 4.9.2 branch with nvidia flex branch ,however when trying to start it complains about wrong version an wants to recompile,after finishing that sucessful,it does show me the custom pawns and i can change to them,however nothing happens ingame, i did use a project with code (first person template) and i did delete the player actor ingame which normally made it work ,but still nothing


    Edit: got it to compile and work even in my 4.10 branch with flex now ,the results are pretty amazing,going to upload an example once im finished joying around however theres another "issue" i want to apply a sword by adding a weapon socket to the echo hands but it doesnt worl the way it normaly does is there any info whats different compared to the normal version ,for reference i did use the sword tutorial on youtube and also applied line trace version of collision :/ Still thank u so much for this plugin


    Edit 2: i dont get an error,it just doesnt show up in hand

    Edit 3: sry for so much questions >.< but hey heres another one : how can i get the echo collision hands to interact with the interface like here for example http://blog.leapmotion.com/introduci...lements-unity/ ,also the same question but apllied to vr triggers ingame (a lightswitch for example),can i just use the collision hands then move a physics enabled actor mesh with it (the switch itself,without the casing) then check its position and fire of an event (turn on/off lightbulb)? and if yes could u maybe give some guiding cause i found this question a lot (hud and physics based trigger) but no answer that could guide me,thx in advance
    Last edited by Game is boring; 10-30-2015, 10:48 PM.

    Leave a comment:


  • replied
    wow that was faster than my first post got apporved by the admins ty getnamo ur rly make using the leap motion a joy <3

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  • replied
    Update to 0.9.7
    -Fixed packaging for 4.9.2
    -Added EnableBackgroundTracking toggle on LeapController allowing you to
    track when the window isn't focused
    -Updated Echo hands to hide when not being tracked, idle
    animations for Echo hands have been removed. Use
    LeapEchoHandsRiggedCharacter for a rigged mesh hand without attached
    body, use the collision variant for physics enabled version.

    I highly recommend using the Echo hands as they feel more 1:1, Enjoy!

    Leave a comment:


  • replied
    Also waiting for the 4.9.2 build since installing and changing the pawn doesnt seem to do anything in version rightnow and i cant roll back to 4.9.1 :/

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  • replied
    Originally posted by AlinaVR View Post
    once I add the plugin to 4.9.2
    I can't package the project

    It's said that
    ...
    Originally posted by Proteus View Post
    Hi Getnamo
    I surely don't want to rush you and I'm still impressed with your plugin.
    Do you think you'll have time to update the plugin to 4.9.2 cause I must have a build ready by the 28th to meet some clients...
    If you're too busy that's ok I just have to figure how to rebuild version UE4.9.1 from Github (I can only build version 4.10.0...)

    Thanks your amazing!
    I'll fix the packaging this weekend.

    Originally posted by Fredrum View Post
    Hi, would the latest UE4.9 version of the plugin work with Oculus runtime 0.7.0 ?

    Cheers
    Fred
    Yep, UE4.9 uses the 0.7 runtime.

    Leave a comment:

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