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[Plugin] Leap Motion - Event Driven

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  • replied
    Originally posted by RobbeVlaeminck View Post
    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!
    I'm not directly involved with the plugin anymore, for anything that isn't covered in the documentation I recommend reaching out on https://forums.leapmotion.com/.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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
    Attached Files

    Leave a comment:


  • replied
    Originally posted by RobbeVlaeminck View Post
    Hi there,

    Im trying to create pinch events for the leap motion controller, but I cant get it to work. Im trying to follow the tutorial by this guy: https://www.youtube.com/watch?v=fmtBQzD7ZFE&t=70s, but he is using a very different version of the plugin. For example, the 'LeapFloatingHandsCharacter' isnt there anymore. I tried downloading the older plugin for 4.19 ( he is using 4.11, but I cant find that one anymore), but the character isnt there either.
    Anyone knows how to fix this?

    Thanks!
    Grabbing and pinching are globally available input events in the v3 plugin https://github.com/leapmotion/leapunreal#grab-and-pinch

    Leave a comment:


  • replied
    Hi there,

    Im trying to create pinch events for the leap motion controller, but I cant get it to work. Im trying to follow the tutorial by this guy: https://www.youtube.com/watch?v=fmtBQzD7ZFE&t=70s, but he is using a very different version of the plugin. For example, the 'LeapFloatingHandsCharacter' isnt there anymore. I tried downloading the older plugin for 4.19 ( he is using 4.11, but I cant find that one anymore), but the character isnt there either.
    Anyone knows how to fix this?

    Thanks!

    Leave a comment:


  • replied
    Originally posted by getnamo View Post
    ​​​Please see https://github.com/leapmotion/leapunrealmodules#rigging and https://github.com/leapmotion/leapunreal#custom-rigging for documentation on custom rigging. For anything that isn't covered in the documentation I now recommend reaching out on https://forums.leapmotion.com/.
    Thank you for the answer. I just followed your suggestions and I wrote also on their forum. For whom of you is interested, this is the is this link to the post and it contains also the 4 simple steps to reproduce the bug from the LeapUnrealModules repository.

    Leave a comment:


  • replied
    Originally posted by PerseusSmith View Post
    Why is this the standard plugin, when the previous plugin was much better?

    Specifically https://github.com/getnamo/leap-ue4

    Had better commands, better hand models.

    Anyone interested in bringing that version back up to compatibility with 4.23+?
    ​​​​​
    Originally posted by PerseusSmith View Post
    Why did your version of the plugin get dropped for the new one which is decidedly worse?

    Both plugin versions were implement by me. The v2 plugin was an experimental plugin fork that tried to cover all the possible leap c++ api. With the Leap Orion update, the c++ api got deprecated in favor of a lower level c api which is what was used for the v3 plugin (the one currently in the engine). The smaller API makes for a much more stable and smaller core plugin with much improved performance and supports things like multiple devices. If you still want some of the wider features I recommend checking out the example repo: https://github.com/leapmotion/leapunrealmodules which should cover most of the common use cases. The only things that are missing are the gesture recognition utilities, which are deprecated in favor of direct interaction.

    That said the v2 plugin is still available at: https://github.com/getnamo/leap-ue4 and you're welcome to fork and use it as before, just keep in mind it won't have any more updates from Leap and it is considered deprecated.

    Originally posted by FSapio View Post
    Hi everyone,

    I have a problem (currently using 4.23) using the two handed mesh.

    The problem is that the two handed mesh looses its track (returns to the relative 0,0,0 position) when the VRCamera doesn't look at the location of the actor that contains the hands, whereas the single handed mesh doesn't loose the track (I tried even using them together, and the single hand is still tracked, the other no).

    The strange thing is that even if one VR eye is looking at the actor, the hands are rendered there, but in the other eye they are not.

    I checked the Animation Blueprints, and the Skeletal Meshes options, and they seem to have the same settings, so I cannot figure it out why this happens. Does someone of you had this problem or any idea how can I solve it?

    Hope it is clear what I mean, if you need more details or a better explanation, please ask.
    Please see https://github.com/leapmotion/leapunrealmodules#rigging and https://github.com/leapmotion/leapunreal#custom-rigging for documentation on custom rigging. For anything that isn't covered in the documentation I now recommend reaching out on https://forums.leapmotion.com/.
    Last edited by getnamo; 11-21-2019, 04:35 PM.

    Leave a comment:


  • replied
    Hi everyone,

    I have a problem (currently using 4.23) using the two handed mesh.

    The problem is that the two handed mesh looses its track (returns to the relative 0,0,0 position) when the VRCamera doesn't look at the location of the actor that contains the hands, whereas the single handed mesh doesn't loose the track (I tried even using them together, and the single hand is still tracked, the other no).

    The strange thing is that even if one VR eye is looking at the actor, the hands are rendered there, but in the other eye they are not.

    I checked the Animation Blueprints, and the Skeletal Meshes options, and they seem to have the same settings, so I cannot figure it out why this happens. Does someone of you had this problem or any idea how can I solve it?

    Hope it is clear what I mean, if you need more details or a better explanation, please ask.
    Last edited by FSapio; 11-20-2019, 06:21 AM.

    Leave a comment:


  • replied
    Why did your version of the plugin get dropped for the new one which is decidedly worse?

    Leave a comment:


  • replied
    Why is this the standard plugin, when the previous plugin was much better?

    Specifically https://github.com/getnamo/leap-ue4

    Had better commands, better hand models.

    Anyone interested in bringing that version back up to compatibility with 4.23+?

    Leave a comment:


  • replied
    Hi guys. How can I use Grab and Drop in VR with LeapMotion??? please I need your help!

    Leave a comment:


  • replied
    Originally posted by SaraCarraro View Post
    Hi.
    Thank you for the plugin!

    I started this leap motion "journey" downloading the lastes vesion
    available:
    4.22 plugin. I'm having some problems finding the plugin in Unreal, I can see only "magic leap" plugin in the plugin setting, that is not leap motion plugin. I put the Plugin folder in my project folder and i did the lip motion tryal in leap motion control panel, everyting seems ok with it.

    I can't understand how to activate the plugin in Unreal.
    Thank you in advance.

    The engine plugin is disabled by default, but you should be able to enable it by going Edit->Plugins and then selecting the category Input Devices. In there you'll find the Leap Motion Plugin tick enable and restart your project to see it loaded up.



    Optionally you can install it as a project plugin by getting the latest release from github e.g. https://github.com/leapmotion/LeapUn...ses/tag/v3.3.1 and extracting LeapMotion-v3.3.1-UE4.22.7z Plugins folder into your project root.
    Last edited by getnamo; 07-28-2019, 03:25 PM.

    Leave a comment:


  • replied
    Originally posted by Juangea View Post
    Hey getnamo any news on supporting the Oculus Quest device?
    That would depend on Leap Motion supporting the device. Best bet to track LM news would be https://www.leapmotion.com/news/

    Leave a comment:


  • replied
    Originally posted by Syed View Post
    Hi,

    I am trying to compile myself as my project is 4.19 (cannot upgrade for now) - managed to sort out the build.cs. Except for one c++ compilation error which is:-

    Code:
    ProducerLambdaFuture.Reset();
    The error was:-
    Code:
    class "TFuture<void>" has no member "Reset"
    Apparently UE4 4.19 doesn't have the member function Reset (maybe less advanced lol) so I just commented it. Is it okay?
    Should be ok, but with the caveat that it if you run your app without a leap motion service running it may be left hanging in the taskbar (it shouldn't but there is a risk for that particular case). That particular section is used to forcibly cleanup in the case of the leap service doesn't respond to polling (which is a v4 leap service bug we're working around).

    Leave a comment:


  • replied
    Hi,

    I am trying to compile myself as my project is 4.19 (cannot upgrade for now) - managed to sort out the build.cs. Except for one c++ compilation error which is:-

    Code:
    ProducerLambdaFuture.Reset();
    The error was:-
    Code:
    class "TFuture<void>" has no member "Reset"
    Apparently UE4 4.19 doesn't have the member function Reset (maybe less advanced lol) so I just commented it. Is it okay?

    Leave a comment:

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