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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by benjamin.smith View Post
    I've been looking forward to this release From my interaction with it earlier, you will find a very easy to use plugin!

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  • replied
    Official Leap Motion Plugin Announced!

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  • replied
    Seems we going to have a UE4 offical plugin from/for LM

    News tomorrow

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  • replied
    Originally posted by Tanthalason View Post
    Hi, I have just a couple of questions. I'm working with a group for a VR project at our college and we bought the Leap Motion hoping to use it as an in between while we waited for our VR gloves to come in (hopefully some time next month or April) I found your plugin and have been trying to adapt it into our project(which is very basic at the moment) I'm able to get everything to work correctly when I first load the plug in into the project. Play in Editor works great, the leap recognizes both hands all individual finger movements etc.

    FIRST ISSUE:
    However when I try and launch standalone, after the whole cooking process I get an error telling me that Leap.DLL could not be found on my computer. I've checked through the files in the project and the files that came with your plugin as well as Leaps SDK. Leap.dll is all over the place, I even copy pasted it to several other locations, still getting this error every time I try and launch stand alone.
    Launching is not supported, use play or play standalone. If you want to distribute it, read the packaging/shipping instructions found on the github readme.

    Originally posted by Tanthalason View Post
    SECOND ISSUE:
    After initially loading the Leap plugin into our project and everything working great, I saved everything so as not to lose the setup, as it was working and then closed UE4. When I went to launch the project again later, I get around 430-450 load errors on launch, varying each time I launch the project. I didn't change anything between getting leap to work and closing the project and didn't touch the project between closing it and relaunching it later that same hour.

    Attached are a couple of screen shots. One showing the content browser from UE4 which shows all of the Leap plugin folders still in the same location I placed them when I got the plugin to work the first time. The other screen shot is just a small number of the Load errors I'm getting when launching after initially getting leap to work.


    Side note...I can delete the copy of the project I made to test the plugin with (and in the process deleting all of the leap motion items) then create another copy, re-add all of the leap stuff to it and it works again but only in Play in Editor, and only that first time. After I save/close/relaunch it load errors again. And the Standalone has never worked.

    We are using the latest Leap SDK, with UE 4.6.1
    the second issue may be related to this: https://forums.unrealengine.com/show...l=1#post167298
    TL;DR: If you're sourcing your classes from C++ you may need to create a middle-man blueprint where you add your leap parts. Still unsure why this happens.

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  • replied
    Hi, I have just a couple of questions. I'm working with a group for a VR project at our college and we bought the Leap Motion hoping to use it as an in between while we waited for our VR gloves to come in (hopefully some time next month or April) I found your plugin and have been trying to adapt it into our project(which is very basic at the moment) I'm able to get everything to work correctly when I first load the plug in into the project. Play in Editor works great, the leap recognizes both hands all individual finger movements etc.

    FIRST ISSUE:
    However when I try and launch standalone, after the whole cooking process I get an error telling me that Leap.DLL could not be found on my computer. I've checked through the files in the project and the files that came with your plugin as well as Leaps SDK. Leap.dll is all over the place, I even copy pasted it to several other locations, still getting this error every time I try and launch stand alone.

    SECOND ISSUE:
    After initially loading the Leap plugin into our project and everything working great, I saved everything so as not to lose the setup, as it was working and then closed UE4. When I went to launch the project again later, I get around 430-450 load errors on launch, varying each time I launch the project. I didn't change anything between getting leap to work and closing the project and didn't touch the project between closing it and relaunching it later that same hour.

    Attached are a couple of screen shots. One showing the content browser from UE4 which shows all of the Leap plugin folders still in the same location I placed them when I got the plugin to work the first time. The other screen shot is just a small number of the Load errors I'm getting when launching after initially getting leap to work.


    Side note...I can delete the copy of the project I made to test the plugin with (and in the process deleting all of the leap motion items) then create another copy, re-add all of the leap stuff to it and it works again but only in Play in Editor, and only that first time. After I save/close/relaunch it load errors again. And the Standalone has never worked.

    We are using the latest Leap SDK, with UE 4.6.1
    Attached Files

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Back when I started with the hydra plugin (4.0) there wasn't as much documentation so I wasn't aware of the UE4 delegate system. I was looking for an architecture that would allow me to add event driven, auto-ticking to any class where you would've wanted it in C++. As time went on and I learned more about UE4 it became clear that components offer more flexibility and you could receive events by adding an interface. This allowed each plugin to now extend functionality directly in blueprints rather than C++. I still believe this, along with including convenience characters/actors that can be used for common use cases (e.g. rigged character), is the best approach.

    If you can see a way to make your code cleaner by using the UE delegate system, use it. Let us know how it goes!
    Thank you for your reply.

    One major advantage of the UE delegate system is that you can have more than one listener. I think this could still work with the UActorComponent. It might be possible to have many Actors with LeapController within. Anyway, the documentation is still not quite there yet so I don't fully get it and will probably not use it.

    I have another question for you but it's not Leap-specific so I will ask by PM.

    Thanks again!

    Leave a comment:


  • replied
    Originally posted by Harry.Kim View Post
    I found what was the problem. It's related to VR mode. https://developer.leapmotion.com/vr
    Was it a toggle you forgot to use?

    Originally posted by paradoc View Post
    this plugin is incredible and works great, thanks so much for this integration work!
    Glad you found it useful !

    Originally posted by paradoc View Post
    when i'm retrieving a world-space value for the distal position of the index finger (or any finger segment position for that matter), i'm storing this value, and converting it to screen space. this has been extremely accurate in windowed mode, however in full screen mode, there seems to be an offset when grabbing this value and converting it. any idea if this is related to the plugin code? i'm trying to pinpoint various locations to check. does full screen enable hmd offset compensation even when there isn't any hmd device enabled?
    I believe HMD mode automatically adds the leap-rift offset, which is 8cm FVector(8,0,0) rotated by the HMD. This will only be added if you enable HMD mode.

    Originally posted by bullale View Post
    Hi Getnamo,

    In this plugin (and your Myo plugin and your Hydra plugin) you make use of a "delegate" concept. However, looking through your code you do not seem to use any of UE4's delegate system. Did you look at that and, if so, why did you choose your own custom delegate implementation (mostly through subclassing and virtual functions)?

    I ask because I'm making my own plugin now and I wonder if I should use UE4's system.
    Back when I started with the hydra plugin (4.0) there wasn't as much documentation so I wasn't aware of the UE4 delegate system. I was looking for an architecture that would allow me to add event driven, auto-ticking to any class where you would've wanted it in C++. As time went on and I learned more about UE4 it became clear that components offer more flexibility and you could receive events by adding an interface. This allowed each plugin to now extend functionality directly in blueprints rather than C++. I still believe this, along with including convenience characters/actors that can be used for common use cases (e.g. rigged character), is the best approach.

    If you can see a way to make your code cleaner by using the UE delegate system, use it. Let us know how it goes!

    Leave a comment:


  • replied
    when i'm retrieving a world-space value for the distal position of the index finger (or any finger segment position for that matter), i'm storing this value, and converting it to screen space. this has been extremely accurate in windowed mode, however in full screen mode, there seems to be an offset when grabbing this value and converting it. any idea if this is related to the plugin code? i'm trying to pinpoint various locations to check. does full screen enable hmd offset compensation even when there isn't any hmd device enabled?

    Leave a comment:


  • replied
    Hi Getnamo,

    In this plugin (and your Myo plugin and your Hydra plugin) you make use of a "delegate" concept. However, looking through your code you do not seem to use any of UE4's delegate system. Did you look at that and, if so, why did you choose your own custom delegate implementation (mostly through subclassing and virtual functions)?

    I ask because I'm making my own plugin now and I wonder if I should use UE4's system.

    Leave a comment:


  • replied
    Originally posted by Harry.Kim View Post
    Hi, I'm trying to use it now, and I just downloaded newest version of it, I also successfully see my hands on the screen, however hands on screen is flipped, for example, my thumb movement reflect on the little finger at the screen.
    It would be helpful if I know what reason could make this is happening!
    I found what was the problem. It's related to VR mode. https://developer.leapmotion.com/vr

    Leave a comment:


  • replied
    this plugin is incredible and works great, thanks so much for this integration work!

    Leave a comment:


  • replied
    Hi, I'm trying to use it now, and I just downloaded newest version of it, I also successfully see my hands on the screen, however hands on screen is flipped, for example, my thumb movement reflect on the little finger at the screen.
    It would be helpful if I know what reason could make this is happening!

    Leave a comment:


  • replied
    Originally posted by Tony Tong View Post
    Hi there, just try your plug-in and it was awesome!! By the way I've tried with Oculus VR and something get weird. Hands&arms are reversed display (I move right hand, the left one in VR move). Also if I want to use only the arm detecting (freezing fingers/hands) will I be able to do it with your plug-in?

    P.S. I'm really new to UE, please spare me if I know too little, Thank you.
    If you're using the rigged content, then hands reversal may be due to initial wrong guess by the leap software. Hide and show your hands again and it will typically get them right. If you're using a custom approach on the other hand, remember that you need to enable HMD mode (Optimize for HMD and auto-shift and auto-rotate) in order for the hands to appear correctly. Rigged content automatically adjusts this.

    Regarding arm detection, you can query Arm location from the 'Hand Moved' event and only use that to track your characters movements.

    Originally posted by knack View Post
    some progress in the finger rotation fix?
    Not yet, will take a look at this when I get some time :/

    Originally posted by ppaolell View Post
    Hi All,

    I'm wondering if anyone else is having a problem with gestures? I'm using "Event Hand Grabbed" and it seems like the leap only registers the gesture about half of the time, and only if the hands are located in a very specific location relative to the leap. I'm not sure if it's the leap itself, or something specific to my project or this plugin. Does anybody else have this problem, or know of a fix for it?

    Thanks,
    Pat
    Leap software may have issues detecting a grabbing gesture when your hand is facing away. If you're finding a specific location causes a problem, try to make a video of it and it will be easier to find the root cause.

    Leave a comment:


  • replied
    Hi there, just try your plug-in and it was awesome!! By the way I've tried with Oculus VR and something get weird. Hands&arms are reversed display (I move right hand, the left one in VR move). Also if I want to use only the arm detecting (freezing fingers/hands) will I be able to do it with your plug-in?

    P.S. I'm really new to UE, please spare me if I know too little, Thank you.

    Leave a comment:


  • replied
    some progress in the finger rotation fix?

    Leave a comment:

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