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[Plugin] Leap Motion - Event Driven

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  • 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

    Leave a comment:


  • 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 :/

    Leave a comment:


  • 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:


  • replied
    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!

    Leave a comment:


  • replied
    Hi, would the latest UE4.9 version of the plugin work with Oculus runtime 0.7.0 ?

    Cheers
    Fred

    Leave a comment:


  • replied
    once I add the plugin to 4.9.2
    I can't package the project

    It's said that
    MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: 在 Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): 在 BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): 在 BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (64-bit)): 在 AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (64-bit)): 在 AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (64-bit)): 在 AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): 在 AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Windows (64-bit)): 在 AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for E:\Unreal Engine Projects\MyProject_9\MyProject_9.uproject; see log C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+4.9\Cook-2015.10.20-15.30.52.txt
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: 在 AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    MainFrameActions: Packaging (Windows (64-bit)): 在 Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults:Error: Error Unknown Cook Failure

    Leave a comment:


  • replied
    Originally posted by Cassio_90 View Post
    I decided to stick to the original setup.

    Now I've got the next issue.
    The hands apparently are offset to the debug spheres.
    Why is that and how can I fix this?
    If the bones matched the spheres perfectly or at least more closely, very accurate tracking would be possible.
    The way it is now, overlaps may happen breaking some immersion.

    ...
    There are two possible reasons for this. One, if you don't have a VRPlayerController any hmd rotation may desync your rigged hands since your controller orientation is not decoupled from your hmd. The second is that the rigging uses compromises to match a mesh to your physical dimensions. It resizes the mesh arm length to match yours and this causes the hand to shrink, if this wasn't the case the hands would deviate more. If you want a more 1:1 rigged experience try the floating LeapEchoRiggedCharacter, which without needing to adjust elbows and such the rigging is able to match closer to the debug hands.

    If you can personally modify the rigging to have a better compromise, by all means make a pull request


    Originally posted by Tutan View Post
    Can you supply 4.9 Binary file for mac?
    If you have a Mac, you should be able to just compile the plugin. You have full source and should be able to recompile it for 4.9 without issues. That said I'll include a final 4.9 mac binary when image hands make it in to the plugin (Mac isn't my main platform and I have an ancient Mac so unless someone takes up the Mac compile mantle it will always lag significantly behind the windows releases).

    Originally posted by SimenA View Post
    Is it possible to use this plugin in hmd mode in a ue 4.9 project where I already have a c++ character and playercontroller?
    Yes, all you do is follow the instructions in the github repo (and earlier in this thread) found under the How to use it - Blueprint without Convenience Content, Quick Setup heading. There you can forward/store all the latest leap motion tracking points to where you want to use them. You can also look into the LeapBasicRiggedCharacter blueprint to see how the more complicated rigging is handled using the intermediate AnimBody. Note that if you do not use the convenience characters, you will have to set your hmd mode from the component manually to be triggered when the hmd gets enabled (Optimize for HMD function).

    Leave a comment:


  • replied
    Is it possible to use this plugin in hmd mode in a ue 4.9 project where I already have a c++ character and playercontroller?

    Leave a comment:

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