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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by mdhananjay View Post
    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?
    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.

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  • replied
    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?

    Leave a comment:


  • replied
    I solved the question!

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  • replied
    I meet the same question with you

    if you have soled it?

    I also want to change the modle. But once I changed, it doesn't work

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  • replied
    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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  • replied
    thanks for great plugin

    but I want to know if it is possible to make collision between hand and collision box
    as far as i tried the collision box only works when the body react with box so is it possible ???

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  • replied
    Anyone have a copy of the anim blueprint that uses the default UE4 skeleton?

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  • replied
    Originally posted by CandRpartnership View Post
    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)
    I'm assuming you're trying to compile UE 4.7 engine from source.

    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!

    Leave a comment:


  • replied
    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)

    Leave a comment:


  • replied
    Originally posted by suisso View Post
    Hello,
    Thanks a lot for your hard work. I have tried to install the plugin on 4.7, 4.8, and 4.9 (from Gthub, matching plugin to my version, or using "master for 4.8+) sometimes I have to create an empty C++ class in my project for the plugin load, which is fine.
    I get the plugin listed in all versions, I follow all the steps of your video here:
    https://www.youtube.com/watch?v=I39nohn-Fq0

    But when I change the game mode to my own "jengaGameMode", it just plays as normal. (that would be point 3a.2 in your original post) I am not in first person, can't see the hands. Any idea why it would happen?
    I am new to Unreal and Leap, so please forgive my lack of knowledge, but I am stuck on this and any help would be welcome.

    Thanks!
    "If you hit play and the game mode doesn't change then delete the ThirdPersonCharacter." -Sprout, youtube comment

    Some templates have a character in the map which forces the player to use that character, simply delete them (this happens at 3:19 in the jenga video) and it will work.

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  • replied
    Hello,
    Thanks a lot for your hard work. I have tried to install the plugin on 4.7, 4.8, and 4.9 (from Gthub, matching plugin to my version, or using "master for 4.8+) sometimes I have to create an empty C++ class in my project for the plugin load, which is fine.
    I get the plugin listed in all versions, I follow all the steps of your video here:
    https://www.youtube.com/watch?v=I39nohn-Fq0

    But when I change the game mode to my own "jengaGameMode", it just plays as normal. (that would be point 3a.2 in your original post) I am not in first person, can't see the hands. Any idea why it would happen?
    I am new to Unreal and Leap, so please forgive my lack of knowledge, but I am stuck on this and any help would be welcome.

    Thanks!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    They should be available in the 4.9 preview. Haven't had a look at how to bind new plugins there yet.
    I found them. I was having trouble because I kept thinking I was looking for SteamController, when in fact I was looking for SteamVRController.

    This commit contains most of the relevant changes but there were a few updates since then.

    From what I can tell...
    - you'll need "HeadMountedDisplay" in your list of module dependencies.
    - the controller class will implement IMotionController
    - I don't know how people using the plugin in C++ but wish the interface to be device agnostic will access the controller (I use GEngine->HMDDevice for the DK2 headset, but I don't know what to use for the motion controller.)

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  • replied
    Originally posted by Cassio_90 View Post
    Hey getnamo, this is a great plugin!
    For a project I want to use a MakeHuman model, however their UE4 skeleton is different and using the leap plugin as it is, everything is messed up.
    Is there a way to use this skeleton somehow with your plugin or what would be my next step to get this working?
    I've had some success with animation re-targeting, though some bones may have to be set to animation instead of physics. I'm hoping to talk to epic on something simpler, though there's no eta yet. Worst case is that you copy the convenience animation blueprint, change the mesh used for the blueprint and change bone names for each of the anim graph actions.

    Originally posted by bullale View Post
    Are the Motion Controller bindings up on github anywhere?
    They should be available in the 4.9 preview. Haven't had a look at how to bind new plugins there yet.

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  • replied
    Hey getnamo, this is a great plugin!
    For a project I want to use a MakeHuman model, however their UE4 skeleton is different and using the leap plugin as it is, everything is messed up.
    Is there a way to use this skeleton somehow with your plugin or what would be my next step to get this working?

    Leave a comment:


  • replied
    Are the Motion Controller bindings up on github anywhere?

    Leave a comment:

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