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[Plugin] Leap Motion - Event Driven

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  • 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:


  • replied
    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

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    The only Item that I copied to the Project is the LeapRiggedEchoHands

    Epic has Identified this as a Bug now.

    https://issues.unrealengine.com/issue/UE-42492

    I did find a work around.

    If you uncheck the "Event Driven Loader Enabled" it will not crash, but it will throw an error about loading DamageTypes.

    I do not need damage in my project, so I disabled damage in my project, restarted the UE4 Editor and it is now running without crashing.

    This is not a final solution, but this allowed me to send out a runnable demo to my client.

    Thanks for getting back to me.

    Leave a comment:


  • replied
    Originally posted by ParagonVRAdmin View Post
    Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

    When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
    I get this error.

    I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

    I have tried this on multiple computers.
    I have started with Blank Projects.
    As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

    This works fine in UE4 4.14

    Please help!
    This is Killing my Project right now.

    I have included the screen shot and all errors I can Find.

    Ken

    [ATTACH=CONFIG]130682[/ATTACH]

    Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

    0x000000004D287788
    0x00000000A33F4000
    0x0000000000000400
    0x00000000062CAD70
    0x00000000CFDD3568
    0x0000000000000001
    0x0000000000000001

    LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
    ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
    LogPlayLevel: BMW5:
    OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
    LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
    LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
    ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
    CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
    LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
    LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
    LogPlayLevel: at Project.Run(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.ExecuteBuild()
    LogPlayLevel: at AutomationTool.BuildCommand.Execute()
    LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
    LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
    LogPlayLevel: at AutomationTool.Program.Main()
    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
    LogPlayLevel: BUILD FAILED
    PackagingResults:Error: Error Launch failed! Unknown Error
    Haven't had a chance to try 4.15 yet, your problem appears to be related to https://github.com/EpicGames/UnrealE...ding.cpp#L1915 (epic github access required) which is the first time I've ever seen that line. Try posting on answerhub to get some epic response on this as there is currently no documentation on this.

    Potential question: do you have both a project leap plugin as well as the engine plugin or only the engine plugin?

    Leave a comment:


  • replied
    SOLVED
    I was having issues with getting the floating hands to work so I cut and pasted everything to the rigged character. I didn't have the interface in the inherited list for that character. Now that the rigged character works, I'd like to get it functioning on the floating hands.

    Dave

    Leave a comment:


  • replied
    Great plugin. In your Jenga tutorial part 2 at around the 10 minute mark you seem to have trouble getting the Pickup interface show up as an event. What did you do to finally make it work. I've compiled like shown but I still don't see the event listed.

    Thanks,

    Dave

    Leave a comment:


  • replied
    Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

    When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
    I get this error.

    I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

    I have tried this on multiple computers.
    I have started with Blank Projects.
    As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

    This works fine in UE4 4.14

    Please help!
    This is Killing my Project right now.

    I have included the screen shot and all errors I can Find.

    Ken

    Click image for larger version

Name:	Screenshot 2017-02-21 20.39.17.png
Views:	1
Size:	12.1 KB
ID:	1123858

    Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

    0x000000004D287788
    0x00000000A33F4000
    0x0000000000000400
    0x00000000062CAD70
    0x00000000CFDD3568
    0x0000000000000001
    0x0000000000000001

    LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
    ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
    LogPlayLevel: BMW5:
    OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
    LogPlayLevel: BMW5: LogInitisplay: Running engine for game: BMW5
    LogPlayLevel: BMW5: LogInitisplay: RandInit(-1899815146) SRandInit(-1899815146).LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: LogStreamingisplay: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInitisplay: Game Engine Initialized.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInitisplay: Game Engine Initialized.LogInitisplay: Starting Game.
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInitisplay: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
    ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
    CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
    LogPlayLevel: BMW5:
    LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
    LogPlayLevel: BMW5:
    LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
    LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
    LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
    LogPlayLevel: at Project.Run(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    LogPlayLevel: at BuildCookRun.ExecuteBuild()
    LogPlayLevel: at AutomationTool.BuildCommand.Execute()
    LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
    LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
    LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
    LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
    LogPlayLevel: at AutomationTool.Program.Main()
    LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
    LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
    LogPlayLevel: BUILD FAILED
    PackagingResults:Error: Error Launch failed! Unknown Error

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    Have you tried a 4.13 project? I've been getting some reports that 4.14 has some issues. I've added an issue and will see if I can replicate this problem. Also please see https://github.com/getnamo/leap-ue4#...lugin-vive-fix to ensure that your offset is correctly setup, your hands may simply be way above you .
    haven't tried 4.13. will do that soon.

    and yes, I did do the offset. still no hands. but i did at one point might have seen my hands at the origin in worldspace, but wasn't sure if that was 4.14 or just something weird i did in 4.12 (at that point i just deleted the project and started over).

    Leave a comment:

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