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[Plugin] Leap Motion - Event Driven

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  • 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:


  • replied
    Originally posted by Juangea View Post
    Hi Getnamo, I insist

    Is there any difference if I do that with the GitHub version instead of the version included in 4.15?

    Cheers and thanks!
    github version may have timewarp disabled so it should work. Just drag and drop the github plugin into your project to replace the engine plugin for the project.

    Leave a comment:


  • replied
    Hi Getnamo, I insist

    Is there any difference if I do that with the GitHub version instead of the version included in 4.15?

    Cheers and thanks!

    Leave a comment:


  • replied
    Right now what I did with the included plugin is to detach the hands from the camera and apply the position and orientation using the HMD "Get Orientation and Position" node, but with that there is still lag and a lot of vibration.

    Will it be better with the GitHub version?

    Cheers and thanks for the answer.

    Leave a comment:


  • replied
    Originally posted by Juangea View Post
    After digging a bit, I think the latency can be due to Timewarp... is there an ETA to fix this? Because I don´t understand that UE is being released with a non-functional plugin, and in it´s current state Leap Motion is completely unusable...

    Cheers.
    There is a modern rewrite in the pipeline which will have proper latency, but it's not quite ready. Stay tuned

    That said you can disable late update in the meantime (this isn't timewarp) by taking the github plugin and moving floating hands from the camera parent and setting their position manually in the tick; it is completely opensource.

    Leave a comment:


  • replied
    After digging a bit, I think the latency can be due to Timewarp... is there an ETA to fix this? Because I don´t understand that UE is being released with a non-functional plugin, and in it´s current state Leap Motion is completely unusable...

    Cheers.

    Leave a comment:


  • replied
    Hello there getNamo.

    I´m trying to create a project with Leap Motion in UE4 4.15.0, but right now it feels pretty unusable for me.

    I´m using a HTC Vive and I managed to have the hands working in my pawn but there is a big problem, there is a BIG latency between the HMD and the hands, I can see the hands delay and stutter respect the HMD, this does not happend in Unity.

    Is there any solution to this?

    Best regards and thanks for the answer.
    Last edited by Juangea; 03-05-2017, 07:01 AM.

    Leave a comment:


  • replied
    Originally posted by bassai View Post
    Again, Thanks for the great plugin!

    I went through the tutorial and everything works with the rigged character. I started to recreate with the floating hands actor but no go. I tried to follow Cantonice's suggestion but I'm missing something. I made a child of the LeapRiggedEchoHandsActor and inside that bp put the 'pickup' and 'closest hand' functions, basically recreating all I did for the rigged character. Although I have collision, my print to screen functions aren't working and I can't pickup anything. Any suggestions?

    Thanks
    Dave
    Unlike the rigged character, the floating hands character contains a child actor which actually has the tracked hands. You may need to subclass the child actor class and add your tests to that blueprint.

    Originally posted by zdwaik View Post
    Hello all,
    I'm new to UE4 and I need to use Leap Motion for a project.

    My question is: Does the Leap Motion plugin work with Mac OS X El Capitan and with UE4.14?

    Thanks in advance!
    The latest mac support that is available is v2.3.1 (pre-orion tracking). The latest UE4 build that supports 2.3.1 with mac binaries is this branch (UE4.10): https://github.com/getnamo/leap-ue4/tree/UE4.10, here's a direct download link: https://github.com/getnamo/leap-ue4/archive/UE4.10.zip

    You could recompile that branch for 4.14 and the plugin should work. While normally no code fixes are required in engine upgrades, there could be a fix or two depending on whether the engine has had breaking changes since 4.10.

    Leap has been focusing on VR since 3.0 and macs don't really support VR so that's the main reason why the last support for the platform is the V2 (desktop focused) tracking.

    Leave a comment:

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