Announcement

Collapse
No announcement yet.

[Plugin] Leap Motion - Event Driven

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I think you can lower that Data of the Leap hands if you eliminate the knuckles and Just track the Fingertips locations and palm location. That would allow for less bandwidth to be broadcast. right? Or, am I missing something?

    Leave a comment:


  • replied
    Originally posted by MariuszWaclawek View Post
    Hi [MENTION=548]getnamo[/MENTION], first of thanks for your work on this plug-in it's a great start.

    We are working on a project that requires Leaps to be replicated properly over network, out of the box we get our own hands mimicked to all players and players can't see tracked hands of others just their own copies everywhere.
    From what I understand the new rewrite of the plug-in will have improved latency which we are excited about. Does the rewrite also integrate well with Unreal replication? Will it be supported out of the box or do we have to replicate all transforms by hand like [MENTION=14253]maffew[/MENTION] did, it does not sound like a good solution though?

    Do you have any blog on the progress of the rewrite or even a short list of upcoming improvements, features?

    PS. If you are willing to share the github repo I would really appreciate the access.

    Thanks,
    Mariusz
    Originally posted by Syed View Post
    AFAIK, there is no replication done in getnamo github. And I am now also trying to get replication done here.

    Edit: No replication in the existing github. I have no idea about rewrite version.
    Trying to figure out the best architecture for this. There are a few considerations to have a good experience for replication.

    For VR this is especially true, since 2 players at 90fps of just 3 transforms (e.g. HMD, left and right) will saturate the 10kb/s default bandwidth, so we will likely need to raise the cap e.g. https://answers.unrealengine.com/que...-of-setti.html. Leap motion fingers have ~ 22 per hand or nearly 15x the data of head + motion controllers.

    The other consideration is how to have a good experience with a ranging number of people streaming their hand positions at these higher data rates. I'm thinking some kind of interpolation will be needed with the more aggressive kind being used when the other person is e.g farther away from you, while more accurate streaming happens when they're near (or maybe leave that as an option)

    Finally what is the best way to have this working from a developer point of view? Not all leap experiences will be multiplayer, so there should be a toggle, then you need a way to determine ownership of tracked hands, perhaps check if a rigged actor's parent is a pawn or player controller and determine ownership that way? This isn't fully settled yet so if you have good ideas about how to expose the functionality in an intuitive way, please contribute thoughts, ideas, maybe even code

    Originally posted by Juangea View Post
    Hi getnamo

    With the latest beta I can´t manage to enable hands collisions (I´m using the low poly hands) do I have to do something special about it?

    Cheers.
    For the moment, add issues on the preview github for preview plugin issues.

    Leave a comment:


  • replied
    Originally posted by MariuszWaclawek View Post
    Hi [MENTION=548]getnamo[/MENTION], first of thanks for your work on this plug-in it's a great start.

    We are working on a project that requires Leaps to be replicated properly over network, out of the box we get our own hands mimicked to all players and players can't see tracked hands of others just their own copies everywhere.
    From what I understand the new rewrite of the plug-in will have improved latency which we are excited about. Does the rewrite also integrate well with Unreal replication? Will it be supported out of the box or do we have to replicate all transforms by hand like [MENTION=14253]maffew[/MENTION] did, it does not sound like a good solution though?
    AFAIK, there is no replication done in getnamo github. And I am now also trying to get replication done here.

    Edit: No replication in the existing github. I have no idea about rewrite version.
    Last edited by Syed; 03-27-2017, 03:14 AM.

    Leave a comment:


  • replied
    Hi getnamo

    With the latest beta I can´t manage to enable hands collisions (I´m using the low poly hands) do I have to do something special about it?

    Cheers.

    Leave a comment:


  • replied
    Hi [MENTION=548]getnamo[/MENTION], first of thanks for your work on this plug-in it's a great start.

    We are working on a project that requires Leaps to be replicated properly over network, out of the box we get our own hands mimicked to all players and players can't see tracked hands of others just their own copies everywhere.
    From what I understand the new rewrite of the plug-in will have improved latency which we are excited about. Does the rewrite also integrate well with Unreal replication? Will it be supported out of the box or do we have to replicate all transforms by hand like [MENTION=14253]maffew[/MENTION] did, it does not sound like a good solution though?

    Do you have any blog on the progress of the rewrite or even a short list of upcoming improvements, features?

    PS. If you are willing to share the github repo I would really appreciate the access.

    Thanks,
    Mariusz

    Leave a comment:


  • replied
    Pm sent!
    Thanks.

    Leave a comment:


  • replied
    Hi getnamo.

    Already in, thanks!

    Cheers.

    Leave a comment:


  • replied
    Originally posted by maffew View Post
    Hi Getnamo,

    Is there any update on the rewrite? I've managed to get the hands to replicate over the network but it involves sending each transform every frame and means it looks very slow and laggy!

    Thanks,

    Matt
    Getting closer, PM me your github username.

    Originally posted by Juangea View Post
    So I have an update.

    I implemented it and it does exactly the same as the included plugin in 4.15, so no improvement, eagerly waiting to the new plugin, please hurry up!

    Cheers and thanks!
    Check your github account notifications.

    Leave a comment:


  • replied
    Hi Getnamo,

    Is there any update on the rewrite? I've managed to get the hands to replicate over the network but it involves sending each transform every frame and means it looks very slow and laggy!

    Thanks,

    Matt

    Leave a comment:


  • replied
    So I have an update.

    I implemented it and it does exactly the same as the included plugin in 4.15, so no improvement, eagerly waiting to the new plugin, please hurry up!

    Cheers and thanks!

    Leave a comment:


  • replied
    ok, I did this and it compiles

    In the X.Build.cs (Replace X with the module in questions name) you want to replace "return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name));" with only "return ModuleDirectory;".

    So for example if the problem is in the ModulePath it will be changed from:

    private string ModulePath
    {
    get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
    }

    To this:

    private string ModulePath
    {
    get { return ModuleDirectory; }
    }


    Hope it helps
    Cheers!

    Leave a comment:


  • replied
    I get errors:

    Code:
    Plugins\LeapMotion\Source\LeapMotion\LeapMotion.Build.cs(11,48): error CS0619: 'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' está obsoleto: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
    
    \Plugins\LeapMotion\Source\LeapMotion\LeapMotion.Build.cs(11,48): error CS0619: 'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' está obsoleto: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
    1>EXEC : error : UnrealBuildTool encountered an error while compiling source files
    Sorry to be so stubborn with this, but I need to deliver my project by the end of the month, and I'm way behind the time schedule :P

    Cheers and thanks!!!

    Leave a comment:


  • replied
    Originally posted by Juangea View Post
    Ok, I tried overwriting the original location of the plugin with the github version and I still receive the same message... I don't know how to install it, I'm sorry for that, please help
    To compile the plugin to your engine version, you will need to add the github plugin to your project and a C++ class to your project (e.g. https://docs.unrealengine.com/latest...t/2/index.html) and then compile the project. The included plugin will then recompile with the project and you should be able to launch it.

    That said the modern rewrite isn't too far off if you can wait a bit

    Leave a comment:


  • replied
    Ok, I tried overwriting the original location of the plugin with the github version and I still receive the same message... I don't know how to install it, I'm sorry for that, please help

    Leave a comment:


  • replied
    When I put th eplugin inside a Plugin folder inside my project I get an error when I open the project, it tells me "Plugin missing or incompatible", am I installing it correctly?

    Cheers and thanks!

    Leave a comment:

Working...
X