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[Plugin] Leap Motion - Event Driven

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  • replied
    [BUG]
    There's a bug in the "Time Visibility". If you keep your hands in the leap for 60 seconds, it freezes. Happens when the clock reaches 59 seconds to 60 seconds. It's probably turning the clock to zero and then dividing something.
    MachineId:3A2B766347103AC601C101BE480F709D
    EpicAccountId:f70334c8adc940bb9f2a7652200b564a

    Access violation - code c0000005 (first/second chance not available)

    Leap + 202387 bytes
    UE4Editor_LeapMotion + 15903 bytes
    UE4Editor_LeapMotion + 35027 bytes
    UE4Editor_Engine + 1589783 bytes
    UE4Editor_Engine + 1651574 bytes
    UE4Editor_Engine + 8779958 bytes
    UE4Editor_Engine + 8829659 bytes
    UE4Editor_Core + 746772 bytes
    UE4Editor_Core + 747165 bytes
    UE4Editor_Core + 870341 bytes
    UE4Editor_Engine + 9060549 bytes
    UE4Editor_Engine + 8971673 bytes
    UE4Editor_Engine + 8982533 bytes
    UE4Editor_Engine + 5590422 bytes
    UE4Editor_Engine + 5619206 bytes
    UE4Editor_UnrealEd + 1895346 bytes
    UE4Editor_UnrealEd + 6486374 bytes
    UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
    UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
    UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
    UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
    UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

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  • replied
    First of all, I noticed that I was not using the current build 0.7.2. Updated and fixed all errors inside blueprints. So far so good! Works perfect inside editor.
    Originally posted by getnamo View Post
    The following things must be done, none of them are optional.
    1. Add code to project, it doesn't have to do anything but you must have that part so that the plugin gets compiled and linked with the final build
    2. Add the following line to your DefaultEngine.ini (found in {Project Root}/Config)
    EnabledPlugins=LeapMotion under [Plugins], create this category if missing (part may be optional for a development build)
    After those steps, I get several errors when I try to compile. Most of the errors are like these:
    \plugins\leapmotion\source\leapmotion\public\LeapController.h(36) : error C2039: 'getFrame' : is not a member of 'ULeapController'
    plugins\leapmotion\source\leapmotion\public\LeapController.h(34) : see declaration of 'ULeapController'
    plugins\leapmotion\source\leapmotion\public\InteractionBox.h(9) : error C2064: term does not evaluate to a function taking 0 arguments
    plugins\leapmotion\source\leapmotion\public\LeapFrame.h(9) : error C2064: term does not evaluate to a function taking 0 arguments
    plugins\leapmotion\source\leapmotion\public\LeapFrame.h(9) : error C2039: 'fingers' : is not a member of 'ULeapFrame'
    plugins\leapmotion\source\leapmotion\public\LeapFrame.h(7) : see declaration of 'ULeapFrame'
    And the list goes on for all the header files. I'm not a C++ programmer so I may be making some mistake.
    Just to make clear. Do I need to compile and link the LeapSDK with the Unreal code? I don't think so, since the LeapSDK is already inside your build.
    What I'm missing?

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  • replied
    Originally posted by Medina2883 View Post
    I'm having many issues as all the nodes used in these examples are not in the blueprints. the blue pin off the execute doesn't drag off the metacarple node or any of the other finger joints. All i find is stabilized tips for a numbered pointer witch seem to be finger tips but do no move in or out. only up down left and right. also if someone can help me how do you make a varaible from one of the bone joints to call in animation blueprint I have left clicked silly on everything I can think of and can't find a link.
    Grab the latest download from github (link is always at the beginning of this thread), the current version is 0.7.2.

    All the documentation found at the github repo and in this thread is up to date. Use events where possible as they filter to only fire when relevant (I.e. if your hand isnt being tracked you will not get any hand/finger events, when you move your hand into view, they will fire), and they will have the contextual data you need available right from the event node.
    Last edited by getnamo; 10-29-2014, 07:31 AM.

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  • replied
    Originally posted by fabianoberlim View Post
    It's working in the editor. I just can't make it work to the build project. So I'm assuming that I also need to copy to the project folder where I built it. I did it. But it crashes when I launch.
    Or does it automatically copy the "Plugins" folder to the right build location?

    "\MainFolder\WindowsNoEditor\Project Folder\Plugins\LeapMotion"

    Is that right?
    Follow the shipping instructions found in the main plugin documentation (github repo). These specify:

    The following things must be done, none of them are optional.
    1. Add code to project, it doesn't have to do anything but you must have that part so that the plugin gets compiled and linked with the final build
    2. Add the following line to your DefaultEngine.ini (found in {Project Root}/Config)
    EnabledPlugins=LeapMotion under [Plugins], create this category if missing (part may be optional for a development build). It should look like:
    [Plugins]
    EnabledPlugins=LeapMotion
    3. Package your project, both development and shipping is supported, pick your target and package.
    4. In your packaged directory drag the Binaries folder from the plugin into your packaged project folder. E.g. if I have a packaged folder called LeapPluginTest find WindowsNoEditor/LeapPluginTest, this is your packaged project root. Add the binaries folder there.

    If you get errors complaining 'Leap Motion' plugin cannot be found, you do not have code in your project.
    If you get errors complaining the 'Leap.dll' is missing, you did not drag binaries to the correct location.
    Last edited by getnamo; 10-29-2014, 07:30 AM.

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  • replied
    I'm having many issues as all the nodes used in these examples are not in the blueprints. the blue pin off the execute doesn't drag off the metacarple node or any of the other finger joints. All i find is stabilized tips for a numbered pointer witch seem to be finger tips but do no move in or out. only up down left and right. also if someone can help me how do you make a varaible from one of the bone joints to call in animation blueprint I have left clicked silly on everything I can think of and can't find a link.

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  • replied
    what are you trying to set up? I havent done anything with the fingers yet. Still have some kinks in the hand rotation

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  • replied
    In this documentations its states to use the newest version I have that however none of my blueprint nodes look similar to any of the nodes in the example. the only way to expose Metacarple is after a fingers node and select pointer by id node and after selecting the bones node i can not find a location for that bone? only showing finger tips. also hands never seem to move in or out just side to side and up and down, but the wrist component moves in all proper directions.

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  • replied
    I don't know about building the project I havent done that yet.

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  • replied
    Originally posted by Joe1029 View Post
    Fabianoberlin - You have to install the plugin folder to your project file and NOT the engine folder.
    It's working in the editor. I just can't make it work to the build project. So I'm assuming that I also need to copy to the project folder where I built it. I did it. But it crashes when I launch.
    Or does it automatically copy the "Plugins" folder to the right build location?

    "\MainFolder\WindowsNoEditor\Project Folder\Plugins\LeapMotion"

    Is that right?

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  • replied
    Xeno - I am developing for the oculus so all my variables are set up to be attached to the oculus but you can play with those values until you get something that works for you.

    Fabianoberlin - You have to install the plugin folder to your project file and NOT the engine folder.

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  • replied
    I'm hoping someone can offer some advice. I'm trying to create actual spheres instead of the debug spheres so they can collide with objects. I haven't found a way yet to create a static sphere and pick out the specific joint to attach each sphere to (most likely the best solution if possible).

    Instead I modified the Draw Debug Sphere function to spawn a blueprint actor with sphere instead and then set the lifespan to something extremely short. I also tried using an event tick to delete all actors of that blueprint class. It works for a while but eventually UE4 leaves a ghost of the deleted actor in the scene outliner and it crashes.

    Any one experience the same or found a way to create a simple set of spheres and move them rather than respawn (basically how to get the location of each and every joing LEAP provides).

    Thanks in advance!

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  • replied
    The build project is crashing. I think I should also copy the "Plugins" folder to the build project.
    Can anyone help me with that?

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  • replied
    ok thank you ! I'm going to try (again )
    But just to know you are only using Leap Motion Controller data or you are also using the Oculus Rift?
    Because I only have the the leap motion :/
    Good luck for the fingers *o*'

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  • replied
    Thanks I got it working! I initially wasnt able to get the rotation from the palm but thanks to the API I found out I had to Frame > Hand > Rightmost > Palm Normal and Palm Direction > Break Rot > Make Rot.

    Now I need to work on the finger IK any suggestions?

    Xeno I've posted all the blueprints to get the hands matched to the position if you look at the past couple of posts I have three pics that show everything that I have done. First I'd say get the debug spheres working cuz that really helped me to understand and visualize how leap data is being transferred. Once you have that check out the past posts, if you fall into some trouble ask away I'll try to help.

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  • replied
    Originally posted by Joe1029 View Post
    if anyone wants to know how I got this far I will supply you pics, just let me know.
    I am curious to see your nodes
    I'm little confused :/
    Thank you x)

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