I need help here. i downloaded 4.7 Source and built it. ran it created a complete blank project. turned on the Leap Plugin. restarted. then closed added your 4.7 plugin because that is what it is made for. and i try to run the project and then i get The following modules are missing or built with a different engine version: UE4Editor-LeapMotion.dll Would you like to Rebuild them now? i click yes and it says it cant be compiled. and exits. I DONT UNDERSTAND EVERYTHING IS FRESHLY INSTALLED AND NEW. nothing has been changed. and i dont wanna use 4.8 version of Unreal. because of known issues with lag and other sorts. (plus downloading and rebuilding sucks and takes forever)
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[Plugin] Leap Motion - Event Driven
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Originally posted by CandRpartnership View PostI need help here. i downloaded 4.7 Source and built it. ran it created a complete blank project. turned on the Leap Plugin. restarted. then closed added your 4.7 plugin because that is what it is made for. and i try to run the project and then i get The following modules are missing or built with a different engine version: UE4Editor-LeapMotion.dll Would you like to Rebuild them now? i click yes and it says it cant be compiled. and exits. I DONT UNDERSTAND EVERYTHING IS FRESHLY INSTALLED AND NEW. nothing has been changed. and i dont wanna use 4.8 version of Unreal. because of known issues with lag and other sorts. (plus downloading and rebuilding sucks and takes forever)
To my knowledge UE 4.7 engine source won't be binary compatible with the 4.7 engine binary release (from epic launcher engine list). This means you will need to place the plugin in your project root as outlined in the instructions and compile the plugin along with your project. You can use either the 4.7 plugin source or the master zip as no significant code change has occurred between them, so both should compile without fixes. It is recommended that you compile this in your VS solution so you can see any error messages that may occur (the .sln will be visible in your project root once you generated the project solution e.g. add code to your project; see packaging instructions in the github readme).
It is important to distinguish the official plugin from this one, you will likely have to disable the official plugin and add this one afterwards in your project and after you restart the unofficial plugin will be enabled.
Hope that helps!
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Anyone have a copy of the anim blueprint that uses the default UE4 skeleton?
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I made a new animation blueprint and copy and pasted from the old one. I also made a copy of the rigged leap character, but changed the model to the standard UE4 mannequin and the ABP to the one I made. However, the ABP doesn't do anything at all related to the leap. Is their some flag that I am likely to have missed?
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Ok so I am facing a weird-ish issue. I have followed all the instructions for installing the plugin and packaging it, but, in the final packaged game, I just can't get my leap hand to show up. I don't get any errors or warnings, its just that the leap hand doesn't show up. Everything works fine in the editor, though. Can anybody clue me in?
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Originally posted by mdhananjay View PostOk so I am facing a weird-ish issue. I have followed all the instructions for installing the plugin and packaging it, but, in the final packaged game, I just can't get my leap hand to show up. I don't get any errors or warnings, its just that the leap hand doesn't show up. Everything works fine in the editor, though. Can anybody clue me in?
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Originally posted by Slayemin View PostI have a suspicion... If you are using the leap motion as a child actor component in your game, it might be getting its value wiped out every time you restart the editor (does for me in 4.7.6). I'd add some logic to make sure that this value is still valid when you package the game.
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So the child actor component value isn't getting wiped; I did a simple error check to confirm that. Anyway, I am pasting a snippet of my Unreal Log. Hopefully that can shed some more light :/
[2015.09.10-06.38.03:401][ 0]LogMemory:
[2015.09.10-06.38.03:472][ 0]LogWorld: Game class is 'MyGameMode_C'
[2015.09.10-06.38.03:474][ 0]LogModuleManager:Warning: ModuleManager: Module 'GameplayDebugger' not found - its StaticallyLinkedModuleInitializers function is null.
[2015.09.10-06.38.03:474][ 0]LogAIModule: Creating AISystem for world getnamo_leap_setup
[2015.09.10-06.38.03:475][ 0]LogWorld: Bringing World /Game/StereoscopicRender/getnamo_leap_setup.getnamo_leap_setup up for play (max tick rate 0) at 2015.09.10-12.08.03
[2015.09.10-06.38.03:507][ 0]LogWorld: Bringing up level for play took: 0.031942
[2015.09.10-06.38.03:510][ 0]LeapPluginLog: InterfaceObject: LeapAnimBodyConnector_C_0
[2015.09.10-06.38.03:511][ 0]LeapPluginLog: InterfaceObject: LeapHand_C_0
[2015.09.10-06.38.03:511][ 0]LeapPluginLog:Warning: Warning! More than one (2) Leap Controller Component detected! Duplication of work and output may result (inefficiency warning).
[2015.09.10-06.38.03:512][ 0]LogInitisplay: Game Engine Initialized.
[2015.09.10-06.38.03:713][ 0]LogLoad: Full Startup: 5.45 seconds (BP compile: 0.00 seconds)
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On further investigation, I found that the Blueprint Interface Events, like the EventLeapHandMoved, are just not firing. I attached a simple print statement to check this fact out. It works in the PIE and standalone modes though. Just not the packaged mode. And this is a project based on Unreal 4.7.6 compiled from source.
Update: gaaaaah it stopped working in the standalone mode for some reason X(Last edited by mdhananjay; 09-10-2015, 06:07 AM.
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[QUOTE=getnamo;166671]To build the plugin from source, simply install the plugin as usual (drag and drop Plugins and Binaries into project root) and add code to your project. Delete the UE4Editor-LeapMotion.dll and then when you recompile it should include your plugin in the compilation as well.
Hi, sorry to ask the same question but I went through all the answers posted here and I still don't understand what to do ? I'm using Unreal 4.7 (since 4.8 still gives me a black screen with the DK2)
When you say "add code to your project" what exactly are you referring to ? what code?
and what am I recompiling UE4 again? I tried this and it does nothing.
If it's the plugin or project how do I recompile it?
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Originally posted by mdhananjay View PostOn further investigation, I found that the Blueprint Interface Events, like the EventLeapHandMoved, are just not firing. I attached a simple print statement to check this fact out. It works in the PIE and standalone modes though. Just not the packaged mode. And this is a project based on Unreal 4.7.6 compiled from source.
Update: gaaaaah it stopped working in the standalone mode for some reason X(
Originally posted by EVRTOP View PostMy UE4 is version4.8,Why there is an error
[ATTACH=CONFIG]57543[/ATTACH]
Otherwise, did you compile your 4.8 version? if so it will not be binary compatible with the launcher 4.8 and you will need to recompile the plugin (add empty class to your project and it will include the plugin in the build)
Originally posted by artbywaqas View PostTo build the plugin from source, simply install the plugin as usual (drag and drop Plugins and Binaries into project root) and add code to your project. Delete the UE4Editor-LeapMotion.dll and then when you recompile it should include your plugin in the compilation as well.
Hi, sorry to ask the same question but I went through all the answers posted here and I still don't understand what to do ? I'm using Unreal 4.7 (since 4.8 still gives me a black screen with the DK2)
When you say "add code to your project" what exactly are you referring to ? what code?
and what am I recompiling UE4 again? I tried this and it does nothing.
If it's the plugin or project how do I recompile it?
1. Projects require code, if you are using a blueprint only project, add an empty class and compile your project module. You simply do File->Add Code to Project and it can be anything so I usually just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution). If you haven't added code before follow the unreal engine programming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community and changing a few small configs.
2. Package your content
3. In your packaged directory drag the Binaries folder from this plugin into your packaged project folder. E.g. if I have a packaged folder called LeapPluginTest find WindowsNoEditor/LeapPluginTest, this is your packaged project root. Add the binaries folder there.
A 4.9 version of the plugin is still in the pipeline, it will also support the new hw agnostic Motion Controller setup.
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