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    Originally posted by getnamo View Post
    So that could be it, it looks like blueprints are sensitive to minor build versions. Good to know for the future!
    Hi,
    not able to get the UE 4.9.1 from the launcher I installed the 4.9.2 and get this issues in the log file :

    [2015.10.05-09.37.54:176][233]LogAnimation:Warning: Invalid animation root node index 54 on '/LeapMotion/Character/Basic/BasicCharacter_AnimBlueprint.BasicCharacter_AnimBlueprint_C' (only 52 nodes)
    [2015.10.05-09.37.54:459][233]LogAnimation:Warning: Invalid animation root node index 54 on '/Engine/Transient.REINST_BasicCharacter_AnimBlueprint_C_0' (only 52 nodes)
    [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_8C904C7A415FB588652E8A91FDC811AE of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
    [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_416EC86F435836563C4E49AD6D016C3C of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
    [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_9FF4326C4CAD2373B92D6F9E3AC3F57A of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
    [2015.10.05-09.37.55:001][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning InputAction Event references unknown Action 'Jump' for InputAction Jump
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveRight' for InputAxis MoveRight
    [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveForward' for InputAxis MoveForward
    [2015.10.05-09.37.55:006][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 7 Warning(s) [in 13 ms]
    [2015.10.05-09.37.55:007][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 8 Warning(s) [in 0 ms]
    [2015.10.05-09.37.55:007][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 9 Warning(s) [in 0 ms]
    [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning InputAction Event references unknown Action 'Jump' for InputAction Jump
    [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
    [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
    [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
    [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
    [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveRight' for

    Comment


      Originally posted by zouzif View Post
      Hi,
      not able to get the UE 4.9.1 from the launcher I installed the 4.9.2 and get this issues in the log file :

      [2015.10.05-09.37.54:176][233]LogAnimation:Warning: Invalid animation root node index 54 on '/LeapMotion/Character/Basic/BasicCharacter_AnimBlueprint.BasicCharacter_AnimBlueprint_C' (only 52 nodes)
      [2015.10.05-09.37.54:459][233]LogAnimation:Warning: Invalid animation root node index 54 on '/Engine/Transient.REINST_BasicCharacter_AnimBlueprint_C_0' (only 52 nodes)
      [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_8C904C7A415FB588652E8A91FDC811AE of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
      [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_416EC86F435836563C4E49AD6D016C3C of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
      [2015.10.05-09.37.54:577][233]LogClass:Warning: Property AnimGraphNode_Fabrik_9FF4326C4CAD2373B92D6F9E3AC3F57A of BasicCharacter_AnimBlueprint_C has a struct type mismatch (tag FallbackStruct != prop AnimNode_Fabrik) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
      [2015.10.05-09.37.55:001][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning InputAction Event references unknown Action 'Jump' for InputAction Jump
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveRight' for InputAxis MoveRight
      [2015.10.05-09.37.55:002][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveForward' for InputAxis MoveForward
      [2015.10.05-09.37.55:006][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 7 Warning(s) [in 13 ms]
      [2015.10.05-09.37.55:007][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 8 Warning(s) [in 0 ms]
      [2015.10.05-09.37.55:007][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning [0057.68] Compile of LeapBasicRiggedCharacter successful, but with 9 Warning(s) [in 0 ms]
      [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning InputAction Event references unknown Action 'Jump' for InputAction Jump
      [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUpRate' for InputAxis LookUpRate
      [2015.10.05-09.37.55:020][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'TurnRate' for InputAxis TurnRate
      [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'Turn' for InputAxis Turn
      [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'LookUp' for InputAxis LookUp
      [2015.10.05-09.37.55:021][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning Input Axis Event references unknown Axis 'MoveRight' for
      Not sure what the first warnings are and I will have a look at the invalid animation node one.

      You can safely ignore these type of warnings:
      [2015.10.05-09.37.55:001][233]LogBlueprint:Warning: [compiler LeapBasicRiggedCharacter] Warning InputAction Event references unknown Action 'Jump' for InputAction Jump

      this is emitted simply because the character is bound to the standard move events defined in third person templates. If they're not present, WASD and other movement inputs will simply not do anything unless you link them up in a way you want the external IM to work, see third person template for example of how.
      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

      Comment


        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.

        Click image for larger version

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        Comment


          Can you supply 4.9 Binary file for mac?

          Comment


            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?

            Comment


              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).
              Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

              Comment


                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

                Comment


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

                  Cheers
                  Fred

                  Comment


                    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!

                    Comment


                      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.
                      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                      Comment


                        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 :/

                        Comment


                          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!
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment


                            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

                            Comment


                              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.

                              Comment


                                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.
                                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                                Comment

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