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[Plugin] Leap Motion - Event Driven

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  • replied
    Yes a fresh project. I created a new one then placed the Binaries and Plugins folders ( from the github's zip, verion 4.9 ) in the root
    I created a game mode blueprint then tried to assigne LeapRiggedCharacter to the Default Pawn Class but everytime the project crashs. All the other options Leap*** produce a crash except LeapBasicRiggedCharacter which generate this error :
    Click image for larger version

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  • replied
    Originally posted by getnamo View Post
    Is this from a fresh project? what are the steps to reproduce this issue?



    Did you add a component and interface as outlined in the readme? If you did then you should be able to just hit compile on the blueprint and right click to see all the leap specific events. If you have issues let me know and I'll look into it.
    I was just going to edit my post to add exactly that Getnamo . My bad. I read the whole page again today (sloooowly) and noticed the interface instruction.it's all working now .
    Can I suggest you BOLD or Underline the "add Interface" part. It's easy to miss.

    Thanks so much.

    btw LM & Myo owe you big time ! I would have "never" known about Myo had I not stumbled upon your Myo thread (ironically I noticed the "addInterface" part there and realised i may have made the same mistake with setting up LM).

    @EPIC hire this man already !

    behram

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  • replied
    Originally posted by zouzif View Post
    Hi,
    I've created a new project to test the 4.9 version of the pluging but when I select LeapBasicRiggedCharacter for Default Pawn Class in World settings my project crash, same thing for the other options : LeapBasic...LeapCollision...
    I've copied Binaries and Plugins folders in the root as mentioned in the documentation

    any help please ?

    Thank you
    Is this from a fresh project? what are the steps to reproduce this issue?

    Originally posted by boomji View Post
    Hi,
    Just getting started with Leap & UE4.
    The plugin for 4.9 does not support gestures as yet ?

    I cant find the "Event gesture detected" node.
    Is this a 4.9 only problem.

    Thanks for any help.

    behram
    Did you add a component and interface as outlined in the readme? If you did then you should be able to just hit compile on the blueprint and right click to see all the leap specific events. If you have issues let me know and I'll look into it.

    Leave a comment:


  • replied
    Hi,
    I've created a new project to test the 4.9 version of the pluging but when I select LeapBasicRiggedCharacter for Default Pawn Class in World settings my project crash, same thing for the other options : LeapBasic...LeapCollision...
    I've copied Binaries and Plugins folders in the root as mentioned in the documentation

    any help please ?

    Thank you
    Attached Files

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  • replied
    4.9 :Event gesture detected node missing ?

    SOLVED: forgot to add LeapEventInterface to the script.My bad.
    https://github.com/getnamo/leap-ue4

    Hi,
    Just getting started with Leap & UE4.
    The plugin for 4.9 does not support gestures as yet ?

    I cant find the "Event gesture detected" node.
    Is this a 4.9 only problem.

    Thanks for any help.

    behram
    Last edited by boomji; 10-01-2015, 06:00 AM. Reason: typo

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  • replied
    Yes, if you want to add something to Begin Play event, you need to call parent function first.

    Right click on Begin Play node -> add call to parent function, and then it works as expected.

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  • replied
    I am experiencing a strange issue with events.

    I installed everything according to the instructions in the first post. I also used 3B instructions: however, I created a custom character and reparented it to LeapRiggedCharacter, and then pointed Game Mode to my character. And if I leave it at this, it works as expected - hands are rendered just fine

    However, if I add an On Begin Play event to my custom class, the hands stop rendering. Events are triggered, but hands are not rendered anymore. I have a feeling that On Begin Play in my custom class overrides parent's event. Is that true? Is there any workaround?

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  • replied
    thanks !
    ...

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  • replied
    Update to 0.9.6
    -Binaries synced with UE 4.9
    -Leap SDK synced with 2.3.1
    -Added Echo convenience hands (rigged floating hands)


    Still in the pipeline but not currently in the latest release:
    -Image hands
    -Motion Controller support
    -Re-structure of convenience content into modular components

    Good luck with the Jam!

    Leave a comment:


  • replied
    Originally posted by mdhananjay View Post
    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(
    This is weird, try to package an new clean project with only the plugin and one of the convenience characters (e.g. Rigged) set as default pawn and let me know if you're still getting the same problem. If not then how is your project use of the plugin different?

    Originally posted by EVRTOP View Post
    My UE4 is version4.8,Why there is an error
    [ATTACH=CONFIG]57543[/ATTACH]
    Make sure you're using the 4.8 version of the plugin (latest is 4.8)

    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 Post
    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?
    From the github readme:

    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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  • replied
    My UE4 is version4.8,Why there is an error
    Click image for larger version

Name:	QQ图片20150917104656.png
Views:	1
Size:	42.0 KB
ID:	1087757

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  • replied
    [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?

    Leave a comment:


  • replied
    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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  • replied
    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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  • replied
    Originally posted by Slayemin View Post
    I 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.
    Hmmm.....food for thought Slayemin. I'll try that out and get back to you. Thanks mate!

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