Originally posted by ameygumaste
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[Plugin] Leap Motion - Event Driven
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Originally posted by getnamo View PostNote that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you're trying to grab either doesn't have physics enabled or doesn't have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you're trying to do in detail.
I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.
Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?
Again really appreciate your help!! Thanks!
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Hi,
I am working on a Mac using Unreal 4.12.3.
But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.
I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
If you could send me the unstable version - that would amazing.
Thanks for your time.
dymscut@gmail.com
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Originally posted by ameygumaste View PostHey Getnamo,I finally got it working on my setup at home! Thanks for your support!!
I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.
Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?
Again really appreciate your help!! Thanks!
Originally posted by leo dym View PostHi,
I am working on a Mac using Unreal 4.12.3.
But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.
I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
If you could send me the unstable version - that would amazing.
Thanks for your time.
dymscut@gmail.com
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Originally posted by getnamo View PostYou should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
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Is it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being read from my Leap Motion.
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[QUOTE=getnamo;555998]You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
Hi Getnamo, I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!
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Originally posted by HintOfBlu View PostIs it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being read from my Leap Motion.
Originally posted by Bucket Monkey View PostOriginally posted by getnamo View PostYou should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.
Originally posted by BoggyLP View PostWhen I downloaded the plugin, there is not LeapCollisionCharacter or VRPlayerController in the menu for selecting gamemode. Im using UE 12.3. Have you removed this from the latest release? If so, why isn't the documentation updated?
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Hi getnamo and hi everyone.
First, thank you for this amazing plugin. I've tried it out and it works very well out of the box ! This will open new possibilities with VR and I can't wait to see future project using it.
I'm currently working on a networked simulation and I'm trying to figure out how to replicate hands through the network.
I think the plugin is currently not setup to do so (correct me if I'm wrong), so I started to modify a bit the plugin blueprints.
I've managed to replicates a LeapRiggedEchoHandsActor and its sub components/actor but I'm stuck at animating it. For now, the leap motion client implements the HandMoved event and call a server RPC. The issue is that on the server side the LeapHand reference is not valid so I guess this one is not replicated. To do so I have to start modifying the C++ plugin code and this may be a bit harder than expected.
So before I run into this I would like to know if someone already managed to replicated the hands through the network.
Best regards.Last edited by NymKappa; 07-19-2016, 05:02 AM.
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Originally posted by Joris Vial View PostHi getnamo and hi everyone.
First, thank you for this amazing plugin. I've tried it out and it works very well out of the box ! This will open new possibilities with VR and I can't wait to see future project using it.
I'm currently working on a networked simulation and I'm trying to figure out how to replicate hands through the network.
I think the plugin is currently not setup to do so (correct me if I'm wrong), so I started to modify a bit the plugin blueprints.
I've managed to replicates a LeapRiggedEchoHandsActor and its sub components/actor but I'm stuck at animating it. For now, the leap motion client implements the HandMoved event and call a server RPC. The issue is that on the server side the LeapHand reference is not valid so I guess this one is not replicated. To do so I have to start modifying the C++ plugin code and this may be a bit harder than expected.
So before I run into this I would like to know if someone already managed to replicated the hands through the network.
Best regards.
On a side note has anyone else had this issue: https://github.com/getnamo/leap-ue4/issues/12 in packaged games? If so what version of the plugin/editor did you see this?
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Hi getnamo and everyone! This plugin is great and i'm learning to use it
I'm using the plugin to read all hand's data from the first client and send them to a custom nodejs server. On the second client i'm trying to position the hand and its fingers according to the infos received from the server and i can't understand how to accomplish this last thing.
In LeapBasicRiggedCharacter's anim BP (BasicCharacter_AnimBlueprint), in the SetLocalVariables function all fingers orientations are set(e.g. Left Middle 1Orientation), for what i know the Leap API gives you the positions of finger bones, i can't understand why in the animBP orientations are used, can you explain me this?
Also should i apply received values to set directly variables like 'Left Middle 1Orientaton' or can i simply use "Transform Bone" functions?
I see that there an intermediate step in your plugin that is the AnimBody object, should i set received values in it?
Sorry for the many questions but i'm getting crazy over this.
I thank you for any help you or anyone can give me.
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Originally posted by SP2016 View PostHi getnamo and everyone! This plugin is great and i'm learning to use it
I'm using the plugin to read all hand's data from the first client and send them to a custom nodejs server. On the second client i'm trying to position the hand and its fingers according to the infos received from the server and i can't understand how to accomplish this last thing.
In LeapBasicRiggedCharacter's anim BP (BasicCharacter_AnimBlueprint), in the SetLocalVariables function all fingers orientations are set(e.g. Left Middle 1Orientation), for what i know the Leap API gives you the positions of finger bones, i can't understand why in the animBP orientations are used, can you explain me this?
Also should i apply received values to set directly variables like 'Left Middle 1Orientaton' or can i simply use "Transform Bone" functions?
I see that there an intermediate step in your plugin that is the AnimBody object, should i set received values in it?
Sorry for the many questions but i'm getting crazy over this.
I thank you for any help you or anyone can give me.
https://github.com/getnamo/leap-ue4#...nt-quick-setup
and then just push the data you get from the event on hand moved:
https://github.com/getnamo/leap-ue4#...--event-driven
which is much closer to the raw data you get from leap (albeit converted to UE4 space and units).
Hope that helps!
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