Important! Read First!
Disclaimer:
The Kinect for Windows V2 hardware and software described here are preliminary and subject to change.
Compatibility:
1) This plugin is designed for Kinect for Windows V2 and can be compiled only by participants of Microsoft's Kinect4Windows Developer preview program with properly installed SDK.
2) It is not backward compatible to the Kinect 4 Windows V1 and XBOX 360 Kinect!
Kinect 4 Windows V2 SDK:
1) This plugin does not include the Kinect 4 Windows V2 SDK and K4WLib assumes that you have it installed.
2) Please do not ask for the SDK because I cannot redistribute it (see Compatibility note 1).
The Kinect for Windows V2 hardware and software described here are preliminary and subject to change.
Compatibility:
1) This plugin is designed for Kinect for Windows V2 and can be compiled only by participants of Microsoft's Kinect4Windows Developer preview program with properly installed SDK.
2) It is not backward compatible to the Kinect 4 Windows V1 and XBOX 360 Kinect!
Kinect 4 Windows V2 SDK:
1) This plugin does not include the Kinect 4 Windows V2 SDK and K4WLib assumes that you have it installed.
2) Please do not ask for the SDK because I cannot redistribute it (see Compatibility note 1).
Hello all!
So the moment I found out that UE4 is out and went over the code I knew that the potential for serious Kinect game is amazing!
Fortunately I participate in the developer preview program for the windows version of the Xbox One Kinect

So I started hacking at it!
For now I was able to hook into the input device system and open a connection to the sensor from inside the UE.
Repos:
4.1
4.2
Demos:
Prebuilt
Editor Project
UPDATES:
Fully functional
Work in progress
Does not function
Upcoming update:
1) No more custom engine build!
The plugin framework is now based on IInputDeviceModule that means that it is now a true plugin.
2) One editor to rule them all!
From the next update if you want Kinect in your game you don't need to go into C++ at all!
That means that no more recompiling and overriding functions all you'll need to receive Kinect events is to add kinect listener inrerface to any blueprint you want and you will get instantly a Kinect event in that blueprint!
3) If the kinect can recognize track hand states why can't I see it on my model?
Well the update will include an animation node adding the ability to blend animations with the kinect controlled avatar!
So now if you close or open your hand the model will too!
4) Who said that if you stand in one spot in your room you should stay in the same place in game?
The update will include body joystick! Want to go back and forward just lean forward or back! If you want to strafe just lean to the sides!
And if you want to turn? No problem! Use your shoulders as a steering wheel!
17/5/14
Added color,depth and infrared stream interfaces
Latest update
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