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[Plugin] Leap Motion - Event Driven

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    Hi getnamo,
    is there a way to get hold of the thumbs up gesture?

    For a chocoloade museum we are making a chocolade creation experience - based on the idea of the leap motion blocks demo.
    It will be very cool, with 3 VR seats and loads of cookies flying around.

    Thank you, Michael

    By the way, thank you for providing the awesome socketio-client-ue4: we use it for bluetooth access of a femto.io Arduino to UE4.

    Comment


      Originally posted by BLICK 3D View Post
      Hi getnamo,
      is there a way to get hold of the thumbs up gesture?

      For a chocoloade museum we are making a chocolade creation experience - based on the idea of the leap motion blocks demo.
      It will be very cool, with 3 VR seats and loads of cookies flying around.

      Thank you, Michael

      By the way, thank you for providing the awesome socketio-client-ue4: we use it for bluetooth access of a femto.io Arduino to UE4.
      Glad the plugins are being useful

      You can determine a thumbs up state by getting the xvector from your thumb rotation and taking the dot product between it and the Z up vector (0,0,1). If it's positive the thumb is pointing up. You can also use the dot product to get the angle between the two vectors which can allow you to only recognize a thumb up if its e.g. within ~ 30degrees from the vertical. Finally i'd also check if all your other fingers are close enough to a point near the palm to count making a fist (optionally use the grab event). Using those two criteria you should be able to determine a thumb up gesture (calculate on tick, if criteria is met send a thumbs up event or call your thumbs up function)

      Ps: you should show some chocolate pictures when it's released, i'm sure the hungry devs here would love the see it!
      Last edited by getnamo; 01-17-2017, 08:26 PM.
      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

      Comment


        Feels like i'm going to cry. I just can't get a working demo out of this

        I'm using a Vive
        Leap Motion Orion 3.2.0+45899 (firmware 1.7.0)
        Mounted in front of the vive HMD
        I created a new Unreal 14.3 engine project.
        I enabled the Leap plugin
        I restarted Unreal
        I created a NewGameMode
        I overrided the game mode with NewGameMode
        I switched Default Pawn Class to LeapFloatingHandsClass
        Launch VR Preview.
        Vive works fine, but I don't see any hands in front of me.

        I just can't get the hands showing up. Spent two days but no success...

        Comment


          Originally posted by komocode View Post
          Feels like i'm going to cry. I just can't get a working demo out of this

          I'm using a Vive
          Leap Motion Orion 3.2.0+45899 (firmware 1.7.0)
          Mounted in front of the vive HMD
          I created a new Unreal 14.3 engine project.
          I enabled the Leap plugin
          I restarted Unreal
          I created a NewGameMode
          I overrided the game mode with NewGameMode
          I switched Default Pawn Class to LeapFloatingHandsClass
          Launch VR Preview.
          Vive works fine, but I don't see any hands in front of me.

          I just can't get the hands showing up. Spent two days but no success...
          Have you tried a 4.13 project? I've been getting some reports that 4.14 has some issues. I've added an issue and will see if I can replicate this problem. Also please see https://github.com/getnamo/leap-ue4#...lugin-vive-fix to ensure that your offset is correctly setup, your hands may simply be way above you .
          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

          Comment


            Originally posted by getnamo View Post
            Have you tried a 4.13 project? I've been getting some reports that 4.14 has some issues. I've added an issue and will see if I can replicate this problem. Also please see https://github.com/getnamo/leap-ue4#...lugin-vive-fix to ensure that your offset is correctly setup, your hands may simply be way above you .
            haven't tried 4.13. will do that soon.

            and yes, I did do the offset. still no hands. but i did at one point might have seen my hands at the origin in worldspace, but wasn't sure if that was 4.14 or just something weird i did in 4.12 (at that point i just deleted the project and started over).

            Comment


              Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

              When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
              I get this error.

              I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

              I have tried this on multiple computers.
              I have started with Blank Projects.
              As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

              This works fine in UE4 4.14

              Please help!
              This is Killing my Project right now.

              I have included the screen shot and all errors I can Find.

              Ken

              Click image for larger version

Name:	Screenshot 2017-02-21 20.39.17.png
Views:	1
Size:	12.1 KB
ID:	1123858

              Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

              0x000000004D287788
              0x00000000A33F4000
              0x0000000000000400
              0x00000000062CAD70
              0x00000000CFDD3568
              0x0000000000000001
              0x0000000000000001

              LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
              ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
              LogPlayLevel: BMW5:
              OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
              LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
              LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
              ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
              LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
              CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
              LogPlayLevel: BMW5:
              LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
              LogPlayLevel: BMW5:
              LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
              LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
              LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
              LogPlayLevel: at Project.Run(ProjectParams Params)
              LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
              LogPlayLevel: at BuildCookRun.ExecuteBuild()
              LogPlayLevel: at AutomationTool.BuildCommand.Execute()
              LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
              LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
              LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
              LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
              LogPlayLevel: at AutomationTool.Program.Main()
              LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
              LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
              LogPlayLevel: BUILD FAILED
              PackagingResults:Error: Error Launch failed! Unknown Error

              Comment


                Great plugin. In your Jenga tutorial part 2 at around the 10 minute mark you seem to have trouble getting the Pickup interface show up as an event. What did you do to finally make it work. I've compiled like shown but I still don't see the event listed.

                Thanks,

                Dave

                Comment


                  SOLVED
                  I was having issues with getting the floating hands to work so I cut and pasted everything to the rigged character. I didn't have the interface in the inherited list for that character. Now that the rigged character works, I'd like to get it functioning on the floating hands.

                  Dave

                  Comment


                    Originally posted by ParagonVRAdmin View Post
                    Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

                    When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
                    I get this error.

                    I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

                    I have tried this on multiple computers.
                    I have started with Blank Projects.
                    As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

                    This works fine in UE4 4.14

                    Please help!
                    This is Killing my Project right now.

                    I have included the screen shot and all errors I can Find.

                    Ken

                    [ATTACH=CONFIG]130682[/ATTACH]

                    Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

                    0x000000004D287788
                    0x00000000A33F4000
                    0x0000000000000400
                    0x00000000062CAD70
                    0x00000000CFDD3568
                    0x0000000000000001
                    0x0000000000000001

                    LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
                    ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
                    LogPlayLevel: BMW5:
                    OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
                    LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
                    LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
                    ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
                    LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
                    CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
                    LogPlayLevel: BMW5:
                    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
                    LogPlayLevel: BMW5:
                    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
                    LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
                    LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
                    LogPlayLevel: at Project.Run(ProjectParams Params)
                    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
                    LogPlayLevel: at BuildCookRun.ExecuteBuild()
                    LogPlayLevel: at AutomationTool.BuildCommand.Execute()
                    LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
                    LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
                    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
                    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
                    LogPlayLevel: at AutomationTool.Program.Main()
                    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
                    LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
                    LogPlayLevel: BUILD FAILED
                    PackagingResults:Error: Error Launch failed! Unknown Error
                    Haven't had a chance to try 4.15 yet, your problem appears to be related to https://github.com/EpicGames/UnrealE...ding.cpp#L1915 (epic github access required) which is the first time I've ever seen that line. Try posting on answerhub to get some epic response on this as there is currently no documentation on this.

                    Potential question: do you have both a project leap plugin as well as the engine plugin or only the engine plugin?
                    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                    Comment


                      The only Item that I copied to the Project is the LeapRiggedEchoHands

                      Epic has Identified this as a Bug now.

                      https://issues.unrealengine.com/issue/UE-42492

                      I did find a work around.

                      If you uncheck the "Event Driven Loader Enabled" it will not crash, but it will throw an error about loading DamageTypes.

                      I do not need damage in my project, so I disabled damage in my project, restarted the UE4 Editor and it is now running without crashing.

                      This is not a final solution, but this allowed me to send out a runnable demo to my client.

                      Thanks for getting back to me.

                      Comment


                        Hello all,
                        I'm new to UE4 and I need to use Leap Motion for a project.

                        My question is: Does the Leap Motion plugin work with Mac OS X El Capitan and with UE4.14?

                        Thanks in advance!

                        Comment


                          Again, Thanks for the great plugin!

                          I went through the tutorial and everything works with the rigged character. I started to recreate with the floating hands actor but no go. I tried to follow Cantonice's suggestion but I'm missing something. I made a child of the LeapRiggedEchoHandsActor and inside that bp put the 'pickup' and 'closest hand' functions, basically recreating all I did for the rigged character. Although I have collision, my print to screen functions aren't working and I can't pickup anything. Any suggestions?

                          Thanks
                          Dave

                          Comment


                            Originally posted by bassai View Post
                            Again, Thanks for the great plugin!

                            I went through the tutorial and everything works with the rigged character. I started to recreate with the floating hands actor but no go. I tried to follow Cantonice's suggestion but I'm missing something. I made a child of the LeapRiggedEchoHandsActor and inside that bp put the 'pickup' and 'closest hand' functions, basically recreating all I did for the rigged character. Although I have collision, my print to screen functions aren't working and I can't pickup anything. Any suggestions?

                            Thanks
                            Dave
                            Unlike the rigged character, the floating hands character contains a child actor which actually has the tracked hands. You may need to subclass the child actor class and add your tests to that blueprint.

                            Originally posted by zdwaik View Post
                            Hello all,
                            I'm new to UE4 and I need to use Leap Motion for a project.

                            My question is: Does the Leap Motion plugin work with Mac OS X El Capitan and with UE4.14?

                            Thanks in advance!
                            The latest mac support that is available is v2.3.1 (pre-orion tracking). The latest UE4 build that supports 2.3.1 with mac binaries is this branch (UE4.10): https://github.com/getnamo/leap-ue4/tree/UE4.10, here's a direct download link: https://github.com/getnamo/leap-ue4/archive/UE4.10.zip

                            You could recompile that branch for 4.14 and the plugin should work. While normally no code fixes are required in engine upgrades, there could be a fix or two depending on whether the engine has had breaking changes since 4.10.

                            Leap has been focusing on VR since 3.0 and macs don't really support VR so that's the main reason why the last support for the platform is the V2 (desktop focused) tracking.
                            Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                            Comment


                              Hello there getNamo.

                              I´m trying to create a project with Leap Motion in UE4 4.15.0, but right now it feels pretty unusable for me.

                              I´m using a HTC Vive and I managed to have the hands working in my pawn but there is a big problem, there is a BIG latency between the HMD and the hands, I can see the hands delay and stutter respect the HMD, this does not happend in Unity.

                              Is there any solution to this?

                              Best regards and thanks for the answer.
                              Last edited by Juangea; 03-05-2017, 07:01 AM.

                              Comment


                                After digging a bit, I think the latency can be due to Timewarp... is there an ETA to fix this? Because I don´t understand that UE is being released with a non-functional plugin, and in it´s current state Leap Motion is completely unusable...

                                Cheers.

                                Comment

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