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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by Shy_ELC View Post
    Hi Jan!


    We've been playing with the Leap Motion plugin for UE4 for a few weeks now and found it quite informative, thank you for putting it together!

    One thing we'd like to know is how to go about rebuilding our own customised version of the plugin. Our use case involves using specific gestures which are not currently supported by the plugin v3.2, and we would also like to tweak the behaviour of the existing gestures to work more seamlessly with our intended UX. To this end we went digging deep into the plugin code to see how we might go about doing this.

    However, we have found that any attempt to rebuild the plugin from .uproject->Open or from Visual Studio->Build fails with a list of
    Code:
    cannot find *.dll
    errors, even if we try to build from unmodified source. We are able to reboot the project by using the pre-built assemblies, but this doesn't give us the ability to modify functionality that we're looking for.

    This is blocking our ability to really experiment with the Leap Motion in a meaningful way.

    Is this intended behaviour, or does it seem obvious that we should be approaching it a different way?

    Any assistance would be appreciated!
    The current plugin found at https://github.com/leapmotion/leapunreal should work both as project plugin and engine plugin as it detects it's environment. The general way to rebuild the plugin is to include it in e.g. a ue4 C++ project under plugins and regenerating your .sln then recompiling, the plugin will recompile with it.

    The same process is used for engine plugins except that you replace the plugin found under e.g.
    Code:
    UE_4.21/Engine/Plugins/Runtime/LeapMotion
    and you copy your third party includes to
    Code:
    UE_4.21/Engine/Source/ThirdParty/Leap
    and dlls to
    Code:
    UE_4.21/Engine/Binaries/ThirdParty/LeapMotion
    I'm hoping we will have an updated leap motion plugin for 4.22 which should eliminate the engine plugin workaround, but can give no guarantees at this time.
    Last edited by getnamo; 01-07-2019, 06:21 PM.

    Leave a comment:


  • replied
    Hello, I would like to develop a desktop game with LeapMotion,
    can you please help to answer a few questions:
    1. Can I start developing with 4.21.1 out of the box or I need to download a special plugin and install it to 4.21.1 Engine?
    2. Where do I download some initial pack? Altough I've made many VR games, I would like to start from desktop-demo.

    Can you please guide me with these questions and show me how to use it with Blueprints, thank you very much!

    Leave a comment:


  • replied
    Hi Jan!


    We've been playing with the Leap Motion plugin for UE4 for a few weeks now and found it quite informative, thank you for putting it together!

    One thing we'd like to know is how to go about rebuilding our own customised version of the plugin. Our use case involves using specific gestures which are not currently supported by the plugin v3.2, and we would also like to tweak the behaviour of the existing gestures to work more seamlessly with our intended UX. To this end we went digging deep into the plugin code to see how we might go about doing this.

    However, we have found that any attempt to rebuild the plugin from .uproject->Open or from Visual Studio->Build fails with a list of
    Code:
    cannot find *.dll
    errors, even if we try to build from unmodified source. We are able to reboot the project by using the pre-built assemblies, but this doesn't give us the ability to modify functionality that we're looking for.

    This is blocking our ability to really experiment with the Leap Motion in a meaningful way.

    Is this intended behaviour, or does it seem obvious that we should be approaching it a different way?

    Any assistance would be appreciated!

    Leave a comment:


  • replied
    Originally posted by jakwarne View Post
    So... I have updated to the new plugin and SDK, thanks for the work getnamo. What is the situation now with gestures such as swipe? Do you know of an effective way to do that?

    Thanks
    The inbuilt gesture detections have been deprecated, see this issue for detail: https://github.com/leapmotion/LeapUnreal/issues/11. It isn't too hard to make swipe gestures (some basic concepts are discussed in the issue) but if there is sufficient demand, an example could be added in the LeapUnrealModules implementing basic gesture recognizers.

    Leave a comment:


  • replied
    So... I have updated to the new plugin and SDK, thanks for the work getnamo. What is the situation now with gestures such as swipe? Do you know of an effective way to do that?

    Thanks

    Leave a comment:


  • replied
    Originally posted by jakwarne View Post
    Hi everyone,

    I had a project in 4.18 using the v2 Leap Motion framework . Now that that we're on 4.21 and v4 framework, does that mean that I have to rebuild all my blueprints related to the Leap Motion?

    I'm asking because it seems like a lot of things have been changed with the plugin. Did anyone else have the same problem?

    Thanks,
    The v3 plugin (using v4 tracking) is a complete rewrite so it has fully breaking API. That said it should be easier to get things running and you will find it much more performant with lower latency. It is not expected to have significant breaking API like this in the future.

    Check out https://github.com/leapmotion/leapunrealmodules for some basic blueprint examples.

    Originally posted by timsuitcase View Post
    Hi guys!

    So I'm really excited! I've got the plugin working in my project. In the sense that I've loaded the actor and I can see the hands in VR.

    However, the next step: letting the hand interact with my products (grab), is something I'm struggling with. The tutorials I found so far on getting the hands in VR were pretty easy. But I'm sort of missing something to let the hands interact..

    Could somebody help me? Of course, compensation is available, because as we like to say in Dutch: only the sun rises for free (so everything else should be paid).

    All the best,

    Tim

    There is a basic pickup/drop button press example found here: https://github.com/leapmotion/leapun...ickup-and-drop try out the map and explore the blueprints to see how it all comes together.


    Leave a comment:


  • replied
    Hi everyone,

    I had a project in 4.18 using the v2 Leap Motion framework . Now that that we're on 4.21 and v4 framework, does that mean that I have to rebuild all my blueprints related to the Leap Motion?

    I'm asking because it seems like a lot of things have been changed with the plugin. Did anyone else have the same problem?

    Thanks,

    Leave a comment:


  • replied
    Hi guys!

    So I'm really excited! I've got the plugin working in my project. In the sense that I've loaded the actor and I can see the hands in VR.

    However, the next step: letting the hand interact with my products (grab), is something I'm struggling with. The tutorials I found so far on getting the hands in VR were pretty easy. But I'm sort of missing something to let the hands interact..

    Could somebody help me? Of course, compensation is available, because as we like to say in Dutch: only the sun rises for free (so everything else should be paid).

    All the best,

    Tim

    Leave a comment:


  • replied
    Originally posted by LeMooNcs View Post
    Hi Getnamo.

    I'm having an issue with the Unreal Plugin. The problem is: when i use your modules example and the leapdesktop pawn, the leapmotion sensor get optmized for head mounted only after hit play and ESC on the unreal editer. After that, nothing works unless restarting the Computer. I just have the raw module and plugin to test and i'm getting it. Is it right?

    Ty!
    By default the Leap Motion is set to VR optimized tracking (Leap Mode VR), if you want to use it for this mode nothing needs to be done. The LeapDesktopActor expects the leap motion sensor to be used in the non-default desktop mode where it is facing up. It prepares the leap sensor for this by changing the optimization mode to Desktop on begin play and then resetting it back to VR mode on end play. Because of how it works, if you want to use the leap motion in vr, don't use this asset anywhere in your map!

    Instead you should be using LeapHandsPawn or it's child actor BSLowPolyHand in a pawn of your choice.

    Leave a comment:


  • replied
    Hi Getnamo.

    I'm having an issue with the Unreal Plugin. The problem is: when i use your modules example and the leapdesktop pawn, the leapmotion sensor get optmized for head mounted only after hit play and ESC on the unreal editer. After that, nothing works unless restarting the Computer. I just have the raw module and plugin to test and i'm getting it. Is it right?

    Ty!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post

    At the moment there is nothing out of the box that makes that easy for ue4, but it is possible to manually capture leap data frames in the plugin each tick and then do manual processing to them.

    If you want something more complete, consider capturing this externally e.g. https://gallery.leapmotion.com/hand-capture/ or http://blog.leapmotion.com/leap-moti...e-7-animation/

    It's a fairly popular feature request, it's possible saving recording for animations may be possible in a future release. Contributions are certainly welcome
    I'm not an avid UE4 user (just an 3d animator), but I thought it was possible by using the Sequencer Recorder. From my understanding, it can record any skeleton data. So I think it's possible, never tried it but I plan on doing so in the future

    Leave a comment:


  • replied
    Hi everybody. I am a total newbie to this technology. What I cannot grasp, from both the comments here and the leap motion web site, is what is the system architecture underneath the overall solution.. I mean, is the AR app provided by a cloud server or just hosted in the PC, or no connection whatsoever is required (namely, the AR application and processing run on-board the AR headset)? Can someone explain me this? Thanks

    Leave a comment:


  • replied
    Originally posted by VR class View Post
    Great plugin.
    Someone can advice please how to replace the low poly hands model with another hands model ? Thanks
    Please check out the CustomRigHello.umap https://github.com/leapmotion/LeapUnrealmodules#rigging in https://github.com/leapmotion/LeapUnrealmodules which contains examples of different rigs

    Leave a comment:


  • replied
    Great plugin.
    Someone can advice please how to replace the low poly hands model with another hands model ? Thanks

    Leave a comment:


  • replied
    Originally posted by BarisT View Post
    I think I'm missing the obvious but let me ask anyway...

    Is there a simple way so that I can use Leap Motion Plugin to "record" animations on my default UE4 mannequin rig and use them as "fbx" later on? As if using LM plugin to record mocap data?
    At the moment there is nothing out of the box that makes that easy for ue4, but it is possible to manually capture leap data frames in the plugin each tick and then do manual processing to them.

    If you want something more complete, consider capturing this externally e.g. https://gallery.leapmotion.com/hand-capture/ or http://blog.leapmotion.com/leap-moti...e-7-animation/

    It's a fairly popular feature request, it's possible saving recording for animations may be possible in a future release. Contributions are certainly welcome

    Leave a comment:

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