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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by Mega Future Games View Post
    Hi getnamo,

    Firstly, cheers for all the work you've been doing and all the support you provide. Thanks for my entire team.

    I'm having a few issues with the plug-in though. The main one at this time is the plug-in seems to partially cut out after 60 seconds of play.

    I currently have 2 custom gestures built into my game, one based off the circle gesture event and one that uses polling to find finger data at a given time. The game starts fine but after 60 seconds, no matter how I preform the circle gesture, the event stops firing. If I try the polling gesture after that time, the engine tends to crash straight away or when I end the game. The game cant seem to find the functions after his point.

    I also have some character look code that is based off the players hand position. This works no matter how long the game runs.

    I was initially using 0.7.11 and updated to 0.8 today (didn't fix it) but for some reason the engine still says 0.7.11 . From reading this thread, this has been an issue before. Something to do with garbage collection and the plug-in variables, but this had been fixed. Any ideas on what could be causing this?
    I spotted a few more incorrect garbage collection links and all of those should be fixed in 0.8. The plugin version definitely says 0.8 so you may not have correctly replaced the plugin. Remember that you need to delete the old plugin content/plugin source to replace it as some classes have been removed.

    If you're still getting an issue, try to narrow the function call as much as you can. I believe yours seems to be due to the controller->frame releasing the object early which should have been fixed in the last update.

    I've been using the 0.8 version in the leapjam and it's been stable while using the circle gesture detection for quite some time, way beyond the GC interval. Let me know how it goes!

    Originally posted by a.carter1182 View Post
    Awesome getnamo,
    Thanks again for this. I'll have this up and running for testing soon. Looking forward to it
    Great, looking forward to the feedback
    Last edited by getnamo; 12-02-2014, 06:15 PM.

    Leave a comment:


  • replied
    Hi getnamo,

    Firstly, cheers for all the work you've been doing and all the support you provide. Thanks for my entire team.

    I'm having a few issues with the plug-in though. The main one at this time is the plug-in seems to partially cut out after 60 seconds of play.

    I currently have 2 custom gestures built into my game, one based off the circle gesture event and one that uses polling to find finger data at a given time. The game starts fine but after 60 seconds, no matter how I preform the circle gesture, the event stops firing. If I try the polling gesture after that time, the engine tends to crash straight away or when I end the game. The game cant seem to find the functions after his point.

    I also have some character look code that is based off the players hand position. This works no matter how long the game runs.

    I was initially using 0.7.11 and updated to 0.8 today (didn't fix it) but for some reason the engine still says 0.7.11 . From reading this thread, this has been an issue before. Something to do with garbage collection and the plug-in variables, but this had been fixed. Any ideas on what could be causing this?

    Leave a comment:


  • replied
    Awesome getnamo,
    Thanks again for this. I'll have this up and running for testing soon. Looking forward to it

    Leave a comment:


  • replied
    Originally posted by a.carter1182 View Post
    I completely understand,
    I have a cyber security visualization (which is what I'd like to use the ironman ui for) and another project for virtual training, and well.......to say the least I understand multi-tasking projects . Anyhow thanks again for all your hard work and I look forward to working with your plugin.
    Pushed an update to 0.8
    -Basic Rigged leap character added. Works like the LeapDebugCharacter,
    change your player controller to VRPlayercontroller and pawn to
    LeapRiggedCharacter
    -Updated bind to Leap SDK 2.2.0
    -Ensured consistency by prepending leap to all classes, this will likely
    break compatibility with old blueprints.
    -Fixed dynamic object allocation architecture
    -Added basic AnimBody, Hand, Finger, and Bone for convenient animation
    state and basis conversion.


    To use the rigged character set your PlayerController to VRPlayerController and your pawn to LeapRiggedCharacter. Please note that this is a preliminary support for rigging and there will likely be bugs. Also it is important to note that the namespace update for the classes will likely break compatibility with your old blueprint setups.

    Will provide more documentation sometime after the jam.


    Originally posted by Tarwine View Post
    First off, thank you for all of your work, the plugin is absolutely fantastic.

    I just have one question - Every time I use a "Set Timer" node, various errors similar to this are thrown
    ...
    It directs me to nodes in the functions I set up in my timers - and if I leave the functions empty, directly to the function call. Have you encountered this or know why this would happen? Thank you!
    Seems like some of the nodes are returning null objects (none), identify the culprit and do a cast or != none check to suppress the warning.

    Leave a comment:


  • replied
    First off, thank you for all of your work, the plugin is absolutely fantastic.

    I just have one question - Every time I use a "Set Timer" node, various errors similar to this are thrown

    LogScript:Warning: Attempt to assign variable through None
    CarriageCharacter_C /Game/Maps/UEDPIE_0_Level_ver1.Level_ver1:PersistentLevel.CarriageCharacter_C_29
    Function /Game/Blueprints/CarriageCharacter.CarriageCharacter_C:ExecuteUbergraph_CarriageCharacter:110E
    PIE:Error: Error Attempt to assign variable through None from node Set ReinsGestureDetected in blueprint CarriageCharacter
    LogScript:Warning: Accessed None 'K2Node_Event_hand'
    CarriageCharacter_C /Game/Maps/UEDPIE_0_Level_ver1.Level_ver1:PersistentLevel.CarriageCharacter_C_0
    Function /Game/Blueprints/CarriageCharacter.CarriageCharacter_C:ExecuteUbergraph_CarriageCharacter:0941
    PIE:Error: Error Accessed None 'K2Node_Event_hand' from node Play in blueprint CarriageCharacter
    It directs me to nodes in the functions I set up in my timers - and if I leave the functions empty, directly to the function call. Have you encountered this or know why this would happen? Thank you!

    Leave a comment:


  • replied
    I completely understand,
    I have a cyber security visualization (which is what I'd like to use the ironman ui for) and another project for virtual training, and well.......to say the least I understand multi-tasking projects . Anyhow thanks again for all your hard work and I look forward to working with your plugin.

    Leave a comment:


  • replied
    Originally posted by a.carter1182 View Post
    Thanks for your hard work on this,
    I'd like to know how the rigged hand control is going. I'd really love to use this as I am way more efficient in UE4 vs Unity. I plan on creating a similar version of the ironman ui thats part of the leap widgets example for unity on leapmotion.com
    The UI sounds very cool and would be very useful! Regarding the rigged hands, I should have something pushed to the repo by 1st of December, maybe a bit earlier but no guarantees; unfortunately currently swamped with projects leaving me less time for plugins.

    Leave a comment:


  • replied
    Thanks for your hard work on this,
    I'd like to know how the rigged hand control is going. I'd really love to use this as I am way more efficient in UE4 vs Unity. I plan on creating a similar version of the ironman ui thats part of the leap widgets example for unity on leapmotion.com

    Leave a comment:


  • replied
    Awesome! That worked. Thanks man!

    Leave a comment:


  • replied
    Originally posted by ipas View Post
    I just want to build for development or shipping. I followed the instructions on the github post. I have a character class blueprint with leap motion events. What else do I need to do. I dont understand this : "Projects require code, if you are using blueprint only add an empty class and compile your project module". Why do I need a empty class, and what kind of class is this ?
    Thank you.
    Do File->Add code to the project. It doesn't matter what class you add as it is not going to be used, but you have to do it so that the project converts to a C++ project and the plugin gets included in the packaged/shipping build. So usually I just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution, Ctrl+Shift+B).

    If you haven't added code before follow the unreal engine programing Quick Start guide. Essentially it boils down to downloading the free Visual Studio community and changing a few small configs.

    It seems epic is working on removing this requirement, possibly in 4.7.

    Edit:
    Updated the github readme shipping instructions to contain more verbose instructions as this seems to be a FAQ.
    Last edited by getnamo; 11-18-2014, 10:52 AM.

    Leave a comment:


  • replied
    I just want to build for development or shipping. I followed the instructions on the github post. I have a character class blueprint with leap motion events. What else do I need to do. I dont understand this : "Projects require code, if you are using blueprint only add an empty class and compile your project module". Why do I need a empty class, and what kind of class is this ?
    Thank you.

    Leave a comment:


  • replied
    Originally posted by ipas View Post
    I also having problems packaging the drivers. I did copy the Binaries folder into the root of my package and I am using classes in my controller blueprint. What am I missing here ?. I updated tot the latest version.
    [ATTACH=CONFIG]17416[/ATTACH]
    Packaging drivers sounds ambiguous, what exactly are you attempting? Are you trying to package the game for a packaged (shipping or development) build? If so, the error you're getting is indicating your project is missing code, all projects require code for packaged builds, please see the shipping post or github repo for details. For other cases, remember that Launching from editor is not supported, use play in editor and play standalone for testing, for packaged/shipping builds, follow the shipping instructions provided.

    Leave a comment:


  • replied
    I also having problems packaging the drivers. I did copy the Binaries folder into the root of my package and I am using classes in my controller blueprint. What am I missing here ?. I updated tot the latest version.
    Click image for larger version

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  • replied
    Originally posted by Killerham View Post
    Has anyone been able to get the Finger type to determine a finger a particular bone is on? For example, determine the finger is an index finger or ring finger? I feel like I may be stupidly missing it, but I just cant seem to find it!
    Whoops! Looks like you found a property (hopefully only one) that was missing the plugin bind. The leap sdk is quite big, while I have tried to be thorough it looks like I missed a property. Grab the latest version for an update that fixes this

    Update to 0.7.11
    -You can now check which finger you have by dragging out the Type
    property from Finger.

    Leave a comment:


  • replied
    Has anyone been able to get the Finger type to determine a finger a particular bone is on? For example, determine the finger is an index finger or ring finger? I feel like I may be stupidly missing it, but I just cant seem to find it!

    Leave a comment:

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