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[Plugin] Leap Motion - Event Driven

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    Originally posted by Juangea View Post
    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.
    There is a modern rewrite in the pipeline which will have proper latency, but it's not quite ready. Stay tuned

    That said you can disable late update in the meantime (this isn't timewarp) by taking the github plugin and moving floating hands from the camera parent and setting their position manually in the tick; it is completely opensource.
    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

    Comment


      Right now what I did with the included plugin is to detach the hands from the camera and apply the position and orientation using the HMD "Get Orientation and Position" node, but with that there is still lag and a lot of vibration.

      Will it be better with the GitHub version?

      Cheers and thanks for the answer.

      Comment


        Hi Getnamo, I insist

        Is there any difference if I do that with the GitHub version instead of the version included in 4.15?

        Cheers and thanks!

        Comment


          Originally posted by Juangea View Post
          Hi Getnamo, I insist

          Is there any difference if I do that with the GitHub version instead of the version included in 4.15?

          Cheers and thanks!
          github version may have timewarp disabled so it should work. Just drag and drop the github plugin into your project to replace the engine plugin for the project.
          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

          Comment


            When I put th eplugin inside a Plugin folder inside my project I get an error when I open the project, it tells me "Plugin missing or incompatible", am I installing it correctly?

            Cheers and thanks!

            Comment


              Ok, I tried overwriting the original location of the plugin with the github version and I still receive the same message... I don't know how to install it, I'm sorry for that, please help

              Comment


                Originally posted by Juangea View Post
                Ok, I tried overwriting the original location of the plugin with the github version and I still receive the same message... I don't know how to install it, I'm sorry for that, please help
                To compile the plugin to your engine version, you will need to add the github plugin to your project and a C++ class to your project (e.g. https://docs.unrealengine.com/latest...t/2/index.html) and then compile the project. The included plugin will then recompile with the project and you should be able to launch it.

                That said the modern rewrite isn't too far off if you can wait a bit
                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                Comment


                  I get errors:

                  Code:
                  Plugins\LeapMotion\Source\LeapMotion\LeapMotion.Build.cs(11,48): error CS0619: 'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' está obsoleto: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
                  
                  \Plugins\LeapMotion\Source\LeapMotion\LeapMotion.Build.cs(11,48): error CS0619: 'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' está obsoleto: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
                  1>EXEC : error : UnrealBuildTool encountered an error while compiling source files
                  Sorry to be so stubborn with this, but I need to deliver my project by the end of the month, and I'm way behind the time schedule :P

                  Cheers and thanks!!!

                  Comment


                    ok, I did this and it compiles

                    In the X.Build.cs (Replace X with the module in questions name) you want to replace "return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name));" with only "return ModuleDirectory;".

                    So for example if the problem is in the ModulePath it will be changed from:

                    private string ModulePath
                    {
                    get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
                    }

                    To this:

                    private string ModulePath
                    {
                    get { return ModuleDirectory; }
                    }


                    Hope it helps
                    Cheers!

                    Comment


                      So I have an update.

                      I implemented it and it does exactly the same as the included plugin in 4.15, so no improvement, eagerly waiting to the new plugin, please hurry up!

                      Cheers and thanks!

                      Comment


                        Hi Getnamo,

                        Is there any update on the rewrite? I've managed to get the hands to replicate over the network but it involves sending each transform every frame and means it looks very slow and laggy!

                        Thanks,

                        Matt

                        Comment


                          Originally posted by maffew View Post
                          Hi Getnamo,

                          Is there any update on the rewrite? I've managed to get the hands to replicate over the network but it involves sending each transform every frame and means it looks very slow and laggy!

                          Thanks,

                          Matt
                          Getting closer, PM me your github username.

                          Originally posted by Juangea View Post
                          So I have an update.

                          I implemented it and it does exactly the same as the included plugin in 4.15, so no improvement, eagerly waiting to the new plugin, please hurry up!

                          Cheers and thanks!
                          Check your github account notifications.
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment


                            Hi getnamo.

                            Already in, thanks!

                            Cheers.

                            Comment


                              Pm sent!
                              Thanks.

                              Comment


                                Hi [MENTION=548]getnamo[/MENTION], first of thanks for your work on this plug-in it's a great start.

                                We are working on a project that requires Leaps to be replicated properly over network, out of the box we get our own hands mimicked to all players and players can't see tracked hands of others just their own copies everywhere.
                                From what I understand the new rewrite of the plug-in will have improved latency which we are excited about. Does the rewrite also integrate well with Unreal replication? Will it be supported out of the box or do we have to replicate all transforms by hand like [MENTION=14253]maffew[/MENTION] did, it does not sound like a good solution though?

                                Do you have any blog on the progress of the rewrite or even a short list of upcoming improvements, features?

                                PS. If you are willing to share the github repo I would really appreciate the access.

                                Thanks,
                                Mariusz

                                Comment

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