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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by Rolento View Post
    I need particles to emit from specific sockets, what's the best way to access the socket in the updated plugin? thanks for the awesome work btw!
    If you're using e.g. example LeapHandsPawn it just has a child actor called BSLowPolyHand. This is the asset which links tracked skeletal meshes to an actor, you can find this asset in the plugin contents folder. In the default example we use two skeletal meshes, one for each hand, you can attach things to either hands to e.g. emit things from sockets.

    An easy way to adjust things is to simply clone the BSLowPolyHand asset, add your new cloned asset to pawn or other actor of choice and modify it to your needs e.g. whether that is to use a different skeletal mesh or to add things to the skeletal mesh sockets in the usual way https://docs.unrealengine.com/en-us/...Meshes/Sockets.

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  • replied
    I need particles to emit from specific sockets, what's the best way to access the socket in the updated plugin? thanks for the awesome work btw!

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  • replied
    This is awesome!!! :d

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  • replied
    New Plugin Release! v3 plugin with v4 tracking

    The preview plugin is now publicly available at
    https://github.com/leapmotion/LeapUnreal

    and you can find example assets that go with it here
    https://github.com/leapmotion/LeapUnrealmodules

    If you've been using the engine plugin, I highly recommend you check the new plugin out!

    Blog post about update: http://blog.leapmotion.com/v4-sdk-updates/

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  • replied
    Originally posted by getnamo View Post

    I'm assuming you're using something like https://github.com/getnamo/leap-ue4#...world position

    you can then append the actor position to convert the local positions to world positions via something like
    Hi there I am having trouble trying to track a specific finger as well. What is the location info that you are feeding into this function?

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  • replied
    Originally posted by getnamo View Post

    There's a currently private preview plugin available for people willing to give some feedback which already has this fixed along with some other cool features . PM me your github username and I'll add you to it.
    Would it be possible for me to get access to this? I've been using your plugin (thank you for your work!) in VR for a few years and would love to test the new version and experience lower latency, as experienced in Untiy. I PM'd you my GitHub username, in case this is possible. Thanks!

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  • replied
    Hello,

    I tried deriving from the LeapController c++ file and visual studio found errors within the official leapmotion c++ files, once the file was created. A Screenshot showing the errors has been attached. As for my project, I am using UE4.17 and I am trying to create custom gestures for the leap motion controller. Any help will be greatly appreciated.
    Attached Files

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  • replied
    I have some querstion about UTexture2D* FPrivateLeapImage::Texture32FromLeapImage (leapimage.h), how i can understand - X points array go out of memory?

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  • replied
    Originally posted by merouses View Post
    Hello!
    Im fairly new to developing with leap, and Id like to ask how to track the fingertips' world positions? Im currently using the TipLocation node and it doesnt give their global transform, and I cant find the rigth way to offset them to get the accurate locations...
    I'm assuming you're using something like https://github.com/getnamo/leap-ue4#...world position

    you can then append the actor position to convert the local positions to world positions via something like

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  • replied
    Hi, I have a project and I just want to use the leap motion to display my hands. So I followed your tutorial How to use it - Convenience Rigged Characters. I changed my game mode to use LeapRiggedCharacter or LeapFloatingHandsCharacter as my default pawn. But I found that if I use LeapRiggedCharacter or LeapFloatingHandsCharacter as my default pawn, the previous pawn in my project wil not work. Is there any solution to make LeapFloatingHandsCharacter and my previous pawn work together?

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  • replied
    Hello!
    Im fairly new to developing with leap, and Id like to ask how to track the fingertips' world positions? Im currently using the TipLocation node and it doesnt give their global transform, and I cant find the rigth way to offset them to get the accurate locations...

    Leave a comment:


  • replied
    Originally posted by D_Petrov88 View Post

    Thanks for the answer!

    I guess you mean something like this ? Sadly still not working, am i doing something wrong ? Should i use attach to component at all or it need different approach ?
    I also try to attach to LeftHandMesh child which was a cube again attached on begin play to the hand and to same socket, but the result was the same.
    That does appear correct, maybe your socket name is wrong, check the bone names. That said if you're looking for basic pickup/drop it may be easier for you to use the preview plugin which has a working example of this, PM me your github username and I'll send you an invite to the repo.

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  • replied
    Originally posted by getnamo View Post


    You'd likely want to attach the DefaultSceneRoot in your TestGrab bp to the LeftHandMesh component instead of your actor using AttachToComponent. The actual hand actor doesn't move, but the hand skeletal mesh component and its children do.
    Thanks for the answer!

    I guess you mean something like this ? Sadly still not working, am i doing something wrong ? Should i use attach to component at all or it need different approach ?
    I also try to attach to LeftHandMesh child which was a cube again attached on begin play to the hand and to same socket, but the result was the same.

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  • replied

    Originally posted by D_Petrov88 View Post
    Hello, Community

    I am pretty new to leap motion so i'm asking for help, kinda desperate here. I am trying to attach a BP_Actor to LeapRiggedEchoHands which is child actor of LeapFloatinghands Character on overlap but i cant make it work.

    I also try almost same logic inside FloatingHandsCharacter but with no success."TestGrab" is the cube Bp which im trying to pickup

    It seems only the AttachtoActor part from the blueprints doesn't work, because when i put my hand in the cube it generates overlap events and everything else looks fine.

    Is my logic right?

    I will be so thankful if someone can explain me how to make this work!

    Regards!
    You'd likely want to attach the DefaultSceneRoot in your TestGrab bp to the LeftHandMesh component instead of your actor using AttachToComponent. The actual hand actor doesn't move, but the hand skeletal mesh component and its children do.


    Originally posted by littlewildwolf View Post

    Ok, I found the problem, I can get the one finger at the time and store it in a variable, but as soon as I get a new finger the other variables are overridden. At least that's what it looks like to me.
    I don't know if I am doing something wrong or it's not possible to acces more than one finger at the time.

    Looking at the code https://github.com/getnamo/leap-ue4/...erList.cpp#L70 that analysis does appear to be correct. Probably the best workaround would be to fetch the direction and store it in a local variable like you said, then do the final comparison with the stored local variables instead of directly referencing the fingers. This may have been a case of me marking a blueprint function pure, when it shouldn't have. This shouldn't be an issue in the preview plugin as it uses structs to hold all the data.
    Last edited by getnamo; 12-18-2017, 08:38 AM.

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  • replied
    Hello, Community

    I am pretty new to leap motion so i'm asking for help, kinda desperate here. I am trying to attach a BP_Actor to LeapRiggedEchoHands which is child actor of LeapFloatinghands Character on overlap but i cant make it work.

    I also try almost same logic inside FloatingHandsCharacter but with no success."TestGrab" is the cube Bp which im trying to pickup

    It seems only the AttachtoActor part from the blueprints doesn't work, because when i put my hand in the cube it generates overlap events and everything else looks fine.

    Is my logic right?

    I will be so thankful if someone can explain me how to make this work!

    Regards!
    Last edited by MosPetrov; 12-14-2017, 09:13 AM.

    Leave a comment:

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