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[Plugin] Leap Motion - Event Driven

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    Map: DesktopHelloWorld
    Left and Right hand movement are ok.

    Adding LeapMannequinMerged_Anim

    Right Hand move the arm Crossing middle body coordinate. 0 or 180 degrees.

    I'm going to read your recomandencaiones to get it. Thank you very much for your time and links. I really appreciate it
    Attached Files

    Comment


      Hi.
      Thank you for the plugin!

      I started this leap motion "journey" downloading the lastes vesion
      available:
      4.22 plugin. I'm having some problems finding the plugin in Unreal, I can see only "magic leap" plugin in the plugin setting, that is not leap motion plugin. I put the Plugin folder in my project folder and i did the lip motion tryal in leap motion control panel, everyting seems ok with it.

      I can't understand how to activate the plugin in Unreal.
      Thank you in advance.

      Comment


        Hey getnamo any news on supporting the Oculus Quest device?

        Comment


          Hi all - this might have been obvious to some, but certainly wasn't for me. When downloading any .7z module or plugin from GitHub, it is essential that you unzip the download with 7-zip: https://www.7-zip.org/ in order for everything to extract cleanly. Using WinZip, ALZip or other alternatives won't work properly.

          Comment


            Hi,

            I am trying to compile myself as my project is 4.19 (cannot upgrade for now) - managed to sort out the build.cs. Except for one c++ compilation error which is:-

            Code:
            ProducerLambdaFuture.Reset();
            The error was:-
            Code:
            class "TFuture<void>" has no member "Reset"
            Apparently UE4 4.19 doesn't have the member function Reset (maybe less advanced lol) so I just commented it. Is it okay?

            Comment


              Originally posted by Syed View Post
              Hi,

              I am trying to compile myself as my project is 4.19 (cannot upgrade for now) - managed to sort out the build.cs. Except for one c++ compilation error which is:-

              Code:
              ProducerLambdaFuture.Reset();
              The error was:-
              Code:
              class "TFuture<void>" has no member "Reset"
              Apparently UE4 4.19 doesn't have the member function Reset (maybe less advanced lol) so I just commented it. Is it okay?
              Should be ok, but with the caveat that it if you run your app without a leap motion service running it may be left hanging in the taskbar (it shouldn't but there is a risk for that particular case). That particular section is used to forcibly cleanup in the case of the leap service doesn't respond to polling (which is a v4 leap service bug we're working around).
              Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

              Comment


                Originally posted by Juangea View Post
                Hey getnamo any news on supporting the Oculus Quest device?
                That would depend on Leap Motion supporting the device. Best bet to track LM news would be https://www.leapmotion.com/news/
                Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                Comment


                  Originally posted by SaraCarraro View Post
                  Hi.
                  Thank you for the plugin!

                  I started this leap motion "journey" downloading the lastes vesion
                  available:
                  4.22 plugin. I'm having some problems finding the plugin in Unreal, I can see only "magic leap" plugin in the plugin setting, that is not leap motion plugin. I put the Plugin folder in my project folder and i did the lip motion tryal in leap motion control panel, everyting seems ok with it.

                  I can't understand how to activate the plugin in Unreal.
                  Thank you in advance.

                  The engine plugin is disabled by default, but you should be able to enable it by going Edit->Plugins and then selecting the category Input Devices. In there you'll find the Leap Motion Plugin tick enable and restart your project to see it loaded up.



                  Optionally you can install it as a project plugin by getting the latest release from github e.g. https://github.com/leapmotion/LeapUn...ses/tag/v3.3.1 and extracting LeapMotion-v3.3.1-UE4.22.7z Plugins folder into your project root.
                  Last edited by getnamo; 07-28-2019, 03:25 PM.
                  Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                  Comment


                    Hi guys. How can I use Grab and Drop in VR with LeapMotion??? please I need your help!

                    Comment


                      Why is this the standard plugin, when the previous plugin was much better?

                      Specifically https://github.com/getnamo/leap-ue4

                      Had better commands, better hand models.

                      Anyone interested in bringing that version back up to compatibility with 4.23+?

                      Comment


                        Why did your version of the plugin get dropped for the new one which is decidedly worse?

                        Comment


                          Hi everyone,

                          I have a problem (currently using 4.23) using the two handed mesh.

                          The problem is that the two handed mesh looses its track (returns to the relative 0,0,0 position) when the VRCamera doesn't look at the location of the actor that contains the hands, whereas the single handed mesh doesn't loose the track (I tried even using them together, and the single hand is still tracked, the other no).

                          The strange thing is that even if one VR eye is looking at the actor, the hands are rendered there, but in the other eye they are not.

                          I checked the Animation Blueprints, and the Skeletal Meshes options, and they seem to have the same settings, so I cannot figure it out why this happens. Does someone of you had this problem or any idea how can I solve it?

                          Hope it is clear what I mean, if you need more details or a better explanation, please ask.
                          Last edited by FSapio; 11-20-2019, 06:21 AM.
                          Leader of the Unreal Engine Meetup - Rome.
                          Find me on twitter, glad to get in touch

                          Comment


                            Originally posted by PerseusSmith View Post
                            Why is this the standard plugin, when the previous plugin was much better?

                            Specifically https://github.com/getnamo/leap-ue4

                            Had better commands, better hand models.

                            Anyone interested in bringing that version back up to compatibility with 4.23+?
                            ​​​​​
                            Originally posted by PerseusSmith View Post
                            Why did your version of the plugin get dropped for the new one which is decidedly worse?

                            Both plugin versions were implement by me. The v2 plugin was an experimental plugin fork that tried to cover all the possible leap c++ api. With the Leap Orion update, the c++ api got deprecated in favor of a lower level c api which is what was used for the v3 plugin (the one currently in the engine). The smaller API makes for a much more stable and smaller core plugin with much improved performance and supports things like multiple devices. If you still want some of the wider features I recommend checking out the example repo: https://github.com/leapmotion/leapunrealmodules which should cover most of the common use cases. The only things that are missing are the gesture recognition utilities, which are deprecated in favor of direct interaction.

                            That said the v2 plugin is still available at: https://github.com/getnamo/leap-ue4 and you're welcome to fork and use it as before, just keep in mind it won't have any more updates from Leap and it is considered deprecated.

                            Originally posted by FSapio View Post
                            Hi everyone,

                            I have a problem (currently using 4.23) using the two handed mesh.

                            The problem is that the two handed mesh looses its track (returns to the relative 0,0,0 position) when the VRCamera doesn't look at the location of the actor that contains the hands, whereas the single handed mesh doesn't loose the track (I tried even using them together, and the single hand is still tracked, the other no).

                            The strange thing is that even if one VR eye is looking at the actor, the hands are rendered there, but in the other eye they are not.

                            I checked the Animation Blueprints, and the Skeletal Meshes options, and they seem to have the same settings, so I cannot figure it out why this happens. Does someone of you had this problem or any idea how can I solve it?

                            Hope it is clear what I mean, if you need more details or a better explanation, please ask.
                            Please see https://github.com/leapmotion/leapunrealmodules#rigging and https://github.com/leapmotion/leapunreal#custom-rigging for documentation on custom rigging. For anything that isn't covered in the documentation I now recommend reaching out on https://forums.leapmotion.com/.
                            Last edited by getnamo; 11-21-2019, 04:35 PM.
                            Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

                            Comment


                              Originally posted by getnamo View Post
                              ​​​Please see https://github.com/leapmotion/leapunrealmodules#rigging and https://github.com/leapmotion/leapunreal#custom-rigging for documentation on custom rigging. For anything that isn't covered in the documentation I now recommend reaching out on https://forums.leapmotion.com/.
                              Thank you for the answer. I just followed your suggestions and I wrote also on their forum. For whom of you is interested, this is the is this link to the post and it contains also the 4 simple steps to reproduce the bug from the LeapUnrealModules repository.
                              Leader of the Unreal Engine Meetup - Rome.
                              Find me on twitter, glad to get in touch

                              Comment

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