Originally posted by RobbeVlaeminck
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[Plugin] Leap Motion - Event Driven
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Thanks for the fast response! Unfortunately I cant get it to work. I made sure its possessing player 0, and I just tried some very basic stuff like pic related, but to no effect.
Another thing I am struggling with, is getting the hand location. I want to add a swipe effect, but when I try to get the location from the BSLowPolyHand blueprint, I only get the position on the first frame, and it doesnt look like its updating.
Thanks for your help!
Kind regards,
Robbe Vlaeminck
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Hi there, Fortunately I got it to work (forgot to add the Leap Component), and everything is working great. However, every 15 minutes or so, I get this error:
LoginId:a040fe774e4aa67b209d809985d7270a
EpicAccountId:7cf0d61578c24b00a50570c5afe56822
Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:d:\build\++ue4\sync\engine\source\runtime\engine\public\BonePose.h] [Line: 591]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
I asume its related to the Leapmotion controller?
Any clues on how to fix it?
Thanks!
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Originally posted by RobbeVlaeminck View PostHi there, Fortunately I got it to work (forgot to add the Leap Component), and everything is working great. However, every 15 minutes or so, I get this error:
LoginId:a040fe774e4aa67b209d809985d7270a
EpicAccountId:7cf0d61578c24b00a50570c5afe56822
Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:d:\build\++ue4\sync\engine\source\runtime\engine\public\BonePose.h] [Line: 591]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
I asume its related to the Leapmotion controller?
Any clues on how to fix it?
Thanks!
Comment
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I've read through this forum thread pretty extensively but I am still struggling to get my own meshes to behave properly in the animation blueprint. I got some motion in the preview, but when added to the scene and run, there is no motion from my skeletal mesh, I've tested this against the default hand.
I have a theory that the custom mesh looks so wonky due to something with the skeleton or weights not matching the default hand's skeleton.
But I am really unsure why the hand doesn't move while running the scene.
Any help would be appreciated. The documentation on this device for Unreal is quite sparse.
Thanks
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Originally posted by alexgossalexgoss View PostI've read through this forum thread pretty extensively but I am still struggling to get my own meshes to behave properly in the animation blueprint. I got some motion in the preview, but when added to the scene and run, there is no motion from my skeletal mesh, I've tested this against the default hand.
I have a theory that the custom mesh looks so wonky due to something with the skeleton or weights not matching the default hand's skeleton.
But I am really unsure why the hand doesn't move while running the scene.
Any help would be appreciated. The documentation on this device for Unreal is quite sparse.
Thanks
and examples found here:
https://github.com/leapmotion/leapunrealmodules#rigging
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