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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by getnamo View Post
    Ensure you're on Win64, make sure you download the latest plugin version (0.6.3) this is compiled for UE4.5. When you play hit play not launch. If you want to run it outside the editor use Play->Standalone Game. If you want to package/cook and test for shipping, read the shipping instructions.
    Thanks for the quick reply. I'm on Win64. Downloaded the latest plugin and UE4.5. Unfortunately I can't get to the editor (it just stops loading when the "The following modules are missing or build with a different engine version: UE4Editor-LeapMotion.dll Would you like to rebuild them now?" so I did not get to test it with play. Am I missing something?

    Leave a comment:


  • replied
    Originally posted by BartBarlowski View Post
    Hi,

    I tried running the plugin in UE4.5 and I get message:
    The following modules are missing or build with a different engine version:
    UE4Editor-LeapMotion.dll
    Would you like to rebuild them now?

    When I click yes, it fails to compile.
    I copied Binaries and Plugin folders to the root of the project.
    I also tried the 4.4 version fo the plugin and get a diffrent message
    "Plugin 'LeapMotion' failed to load because module LeapMotion' could be loaded...'

    Any help will be much appreciated, I'm completly stuck!
    Ensure you're on Win64, make sure you download the latest plugin version (0.6.3) this is compiled for UE4.5. When you play hit play not launch. If you want to run it outside the editor use Play->Standalone Game. If you want to package/cook and test for shipping, read the shipping instructions.

    Leave a comment:


  • replied
    Hi,

    I tried running the plugin in UE4.5 and I get message:
    The following modules are missing or build with a different engine version:
    UE4Editor-LeapMotion.dll
    Would you like to rebuild them now?

    When I click yes, it fails to compile.
    I copied Binaries and Plugin folders to the root of the project.
    I also tried the 4.4 version fo the plugin and get a diffrent message
    "Plugin 'LeapMotion' failed to load because module LeapMotion' could be loaded...'

    Any help will be much appreciated, I'm completly stuck!

    Leave a comment:


  • replied
    Update to 0.6.3
    -Changed plugin to runtime to support shipping builds
    -See the github readme for shipping/packaging instructions.

    Originally posted by Inx51 View Post
    Ok.. so I just tried the updated version of the plugin with UE4.5 and also changed my projects directory to the default path... but now I keep getting this error:
    Any ideas?

    If its possible it would be really nice to have a sample project to test with to make sure that I have setup everything right
    This was happening because of launching v0.6.2 or lower version of the plugin which didn't have packaged/shipping support. Download 0.6.3 plugin or later and see the github readme for shipping/packaging instructions.

    Originally posted by lewisq View Post
    Hey, Is there anywhere where I can download an example project? Thanks, Lewis
    I don't plan on including an example project as it is two simple steps to include leap support. Follow the how to instructions and you will be up and running in a few minutes.
    Last edited by getnamo; 10-16-2014, 05:27 PM.

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  • replied
    Hey, Is there anywhere where I can download an example project? Thanks, Lewis

    Leave a comment:


  • replied
    Thank you very much it's working perfectly !! Have a good day !!!

    Leave a comment:


  • replied
    Originally posted by Inx51 View Post
    Ok.. so I just tried the updated version of the plugin with UE4.5 and also changed my projects directory to the default path... but now I keep getting this error:
    ...
    Any ideas?

    If its possible it would be really nice to have a sample project to test with to make sure that I have setup everything right
    Just did a blank project (no code) test with the currently uploaded 0.6.2 plugin from this page (github download), it worked without problems.

    Please ensure you're installing this correctly



    Also check that you're using the Windows x64 platform (XP/Vista/7/8 x64), I have not tested this plugin for any other platform and will need to add relevant binaries before it will work. If both of those cases are correct and it is still not working, send me your logs (found in {ProjectRoot}/Saved/Logs)

    Originally posted by Xeno
    Hi !! First I want to thank you very much for your plugin I was waiting a lot for that !!
    I was wondering if you could explain me if there is a way to allow the hands to follow the same rotation of the character Root (Capsule Component) ? ^^
    When i am rotating my character, the hand doesn't rotate :'[
    Thank you !
    You have to rotate the positions you get from your leap by your control rotation like so


    Make sure the order you do this is correct as it will rotate the vector around its origin. In most cases this will be before you convert it to world space.

    Leave a comment:


  • replied
    Originally posted by Inx51 View Post
    Hi,
    and thanks for sharing this plugin with us .
    However.. I'm currently having a problem with the plugin.. as soon as I add the interface to my controller (MyController) and launches the project I end up with a message saying "Fatal error!" and that the game crashed and the message that's displayed refers to a bunch of addresses and paths (as far as I can tell all the paths do exist).

    I have added the Bin and Plugin folders and all the files to my project, and the plugin is enabled.

    Im using the latest Leap SDK and UE4.4.3, I have also confirmed that my leap is working with other leap projects.
    Im not sure if it matters but Im using Windows 8.1 x64.. if that's helpful in some way .

    Any ideas?
    Ok.. so I just tried the updated version of the plugin with UE4.5 and also changed my projects directory to the default path... but now I keep getting this error:
    Click image for larger version

Name:	Capture.PNG
Views:	1
Size:	74.2 KB
ID:	1057835
    Any ideas?

    If its possible it would be really nice to have a sample project to test with to make sure that I have setup everything right
    Last edited by Inx51; 10-15-2014, 07:01 PM.

    Leave a comment:


  • replied
    Hi !! First I want to thank you very much for your plugin I was waiting a lot for that !!
    I was wondering if you could explain me if there is a way to allow the hands to follow the same rotation of the character Root (Capsule Component) ? ^^
    When i am rotating my character, the hand doesn't rotate :'[
    Thank you !
    Last edited by Xeno; 10-15-2014, 06:20 PM.

    Leave a comment:


  • replied
    Hi,
    and thanks for sharing this plugin with us .
    However.. I'm currently having a problem with the plugin.. as soon as I add the interface to my controller (MyController) and launches the project I end up with a message saying "Fatal error!" and that the game crashed and the message that's displayed refers to a bunch of addresses and paths (as far as I can tell all the paths do exist).

    I have added the Bin and Plugin folders and all the files to my project, and the plugin is enabled.

    Im using the latest Leap SDK and UE4.4.3, I have also confirmed that my leap is working with other leap projects.
    Im not sure if it matters but Im using Windows 8.1 x64.. if that's helpful in some way .

    Any ideas?

    Leave a comment:


  • replied
    Update to 0.6.2
    -Updated to UE4.5
    -Removed the need to SetInterfaceDelegate! Just adding the Component and
    adding the LeapEventInterface is enough.
    -Added Image policy flag support, actual image handling is still not
    working at this time. You can query about image dimension and other
    stats, just not the raw image.

    Updated documentation to reflect newer options and added some documentation regarding gestures. Full image support is missing at this time.

    Leave a comment:


  • replied
    Thank you so much for this! Finally an easy way to experiment with the leap and vr in ue4.

    The raw image support would be interesting for me only in the sense that it would enable a somewhat easy port of this which is essential for a tracking thing I'm trying. (opentrack use in ue4 is somewhat problematic for me)

    Leave a comment:


  • replied
    Updated plugin to 0.6.1 which contains convenience options for VRMode.

    You will now see autoRotation and autoShift booleans in addition to useTopdown for OptimizeForHMD. Setting all three to enabled will make your reported leap positions automatically adjust for your head position and look direction.

    VR easy mode enabled!

    Note sure if it's relevant, but Leap (https://developer.leapmotion.com/vr) says, "starting with v2.1.3, you must set the policy flags POLICY_IMAGES and POLICY_OPTIMIZE_HMD to access the Image API and head-mounted tracking in your application".
    This is what OptimizeforHMD does. Image API is currently the only real feature not properly supported (may get to it at some point).

    Anyways, I am also developing for the Oculus Rift, and using the above blueprint event graph layout with OptmizeForHMD checked. The debug boxes only draw in any meaningful relation to my character when I look straight up at the ceiling where the Leap is in it's Non-HMD orientation. This could be tied to the fact that I'm using a first person template and not third person as you were, and may require some additional rotations/translations to place the debug spheres properly in relation to the headset.
    Try the auto-rotation and auto-shift options and let me know if that fixes things! If you're using the VR mode I suggest you shrink the debug spheres radius and scale to 1 as this will give that 1:1 feel.

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  • replied
    Originally posted by simpple View Post
    This did not work for OptimizeForHMD set true.
    First off thanks for the contribution! Hopefully between what you have going on here and what Leap has going on in their forums we'll eventually get an official LeapMotion plugin for UE4.

    Anyways, I am also developing for the Oculus Rift, and using the above blueprint event graph layout with OptmizeForHMD checked. The debug boxes only draw in any meaningful relation to my character when I look straight up at the ceiling where the Leap is in it's Non-HMD orientation. This could be tied to the fact that I'm using a first person template and not third person as you were, and may require some additional rotations/translations to place the debug spheres properly in relation to the headset.

    Note sure if it's relevant, but Leap (https://developer.leapmotion.com/vr) says, "starting with v2.1.3, you must set the policy flags POLICY_IMAGES and POLICY_OPTIMIZE_HMD to access the Image API and head-mounted tracking in your application".

    Hoping to have the time in the near future to start digging through their VRIntro source code.
    Last edited by spyderweb; 10-12-2014, 07:17 PM.

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  • replied
    Updated plugin to v0.6 with the following changes:

    -Setting policy to optimize for hmd will automatically rotate position
    data
    -Fixed pinch detection stability, grabbing will now override pinching
    event
    -Changed event names to better reflect their purpose
    -Added gesture event, set gesture support at startup to receive
    gesture events (refer to leap api)
    -Added polling data for: interaction box, pointables, gestures, images
    (basic support)


    Originally posted by simpple View Post
    Hello. I have a question.

    This did not work for OptimizeForHMD set true.

    Will need to have the OVR?
    This was working according to the leap api, it expected you to do rotations manually.

    Since this is the expected use case, I've added automatic rotation changes when you enable optimize for HMD, try again and let me know if that is what you wanted.

    Edit: 0.6 only adjusted for front facing rotation, 0.6.1 added HMD orientation and position adjustments as additional options for OptimizeForHMD.
    Last edited by getnamo; 10-12-2014, 11:11 PM.

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