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[Plugin] Leap Motion - Event Driven

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  • 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.

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  • 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?

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  • 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)

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  • 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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  • replied
    Hello. I have a question.

    This did not work for OptimizeForHMD set true.

    Will need to have the OVR?

    Leave a comment:


  • replied
    Hey man, came from the Leap forums! I like this, perfect for what I want to do. Am going to give it a try and see what I can do with it

    Your documentation and explanation is awesome by the way!

    Leave a comment:

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