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Thread: Kinect 4 Windows v2.0 Plugin

  1. #401
    0
    I find the problem, That Code use a function "WITH_EDITORONLY_DATA",So if package,Editor module will remove, the code will be useless.

  2. #402
    0
    Anyone gotten packaging to work with 4.10? I get the PreviewAttachedAssetContainer error mentioned above, so I just commented out that line as I'm not using skeletal tracking. Then I end up with the copy errors around the kinect face DLLs that paranoio had and can't get beyond that. Any ideas? It's almost like it can't copy the DLLs while the plugin is in use, is there any way to package without having the plugin loaded?

  3. #403
    0
    Alright guys, I finally got packaged builds working (tested with 4.10)!

    In KinectAnimInstance.cpp comment out this line:

    Code:
    auto num = CurrentSkeleton->PreviewAttachedAssetContainer.Num();
    That should get rid of the compile errors.

    Then go through and remove any references to the face tracking dlls, that should fix the permissions errors during packaging.

    Finally, you need to update this StreamActor to have this after begin play; otherwise the event binds don't work:

    Name:  stream_actor.png
Views: 891
Size:  67.0 KB

    You also need to add the same thing to the level blueprint 'begin play', otherwise turning on the kinect at the start will fail for packaged builds and standalone games, but not for play in editor.


    Full diff of the source files you need to change:

    Code:
    --- Plugins/KinectV2/Source/KinectV2/Private//KinectAnimInstance.cpp	2015-09-01 02:36:57.000000000 -0400
    +++ "/media/sf_F_DRIVE/Unreal Projects/KinectDemoRoom-develop/KinectDemoRoom-develop/Plugins/KinectV2/Source/KinectV2/Private/KinectAnimInstance.cpp"	2016-03-10 20:08:52.464179800 -0500
    @@ -14,7 +14,8 @@
     
     	if (CurrentSkeleton)
     	{
    -		auto num = CurrentSkeleton->PreviewAttachedAssetContainer.Num();
    +		// TODO I (Charles) removed this, add it back
    +		//auto num = CurrentSkeleton->PreviewAttachedAssetContainer.Num();
     	}
     
     	if (BoneAdjustments.Num() < 25)
    
    
    
    --- Plugins/KinectV2/Source/KinectV2/Private//KinectSensor.cpp	2015-09-01 02:36:57.000000000 -0400
    +++ "/media/sf_F_DRIVE/Unreal Projects/KinectDemoRoom-develop/KinectDemoRoom-develop/Plugins/KinectV2/Source/KinectV2/Private/KinectSensor.cpp"	2016-04-05 02:55:50.843795400 -0400
    @@ -19,18 +19,18 @@
     #define POINTER_MOVED_WAIT_OBJECT WAIT_OBJECT_0 + 7
     #define AUDIO_WAIT_OBJECT WAIT_OBJECT_0 + 8
     
    -static const DWORD c_FaceFrameFeatures =
    -FaceFrameFeatures::FaceFrameFeatures_BoundingBoxInColorSpace
    -| FaceFrameFeatures::FaceFrameFeatures_PointsInColorSpace
    -| FaceFrameFeatures::FaceFrameFeatures_RotationOrientation
    -| FaceFrameFeatures::FaceFrameFeatures_Happy
    -| FaceFrameFeatures::FaceFrameFeatures_RightEyeClosed
    -| FaceFrameFeatures::FaceFrameFeatures_LeftEyeClosed
    -| FaceFrameFeatures::FaceFrameFeatures_MouthOpen
    -| FaceFrameFeatures::FaceFrameFeatures_MouthMoved
    -| FaceFrameFeatures::FaceFrameFeatures_LookingAway
    -| FaceFrameFeatures::FaceFrameFeatures_Glasses
    -| FaceFrameFeatures::FaceFrameFeatures_FaceEngagement;
    +//static const DWORD c_FaceFrameFeatures =
    +//FaceFrameFeatures::FaceFrameFeatures_BoundingBoxInColorSpace
    +//| FaceFrameFeatures::FaceFrameFeatures_PointsInColorSpace
    +//| FaceFrameFeatures::FaceFrameFeatures_RotationOrientation
    +//| FaceFrameFeatures::FaceFrameFeatures_Happy
    +//| FaceFrameFeatures::FaceFrameFeatures_RightEyeClosed
    +//| FaceFrameFeatures::FaceFrameFeatures_LeftEyeClosed
    +//| FaceFrameFeatures::FaceFrameFeatures_MouthOpen
    +//| FaceFrameFeatures::FaceFrameFeatures_MouthMoved
    +//| FaceFrameFeatures::FaceFrameFeatures_LookingAway
    +//| FaceFrameFeatures::FaceFrameFeatures_Glasses
    +//| FaceFrameFeatures::FaceFrameFeatures_FaceEngagement;
     
     static const uint32 BodyColorLUT[] = {
     	0x0000FF00,
    
    
    --- Plugins/KinectV2/Source/KinectV2/Private//KinectSensor.h	2015-09-01 02:36:57.000000000 -0400
    +++ "/media/sf_F_DRIVE/Unreal Projects/KinectDemoRoom-develop/KinectDemoRoom-develop/Plugins/KinectV2/Source/KinectV2/Private/KinectSensor.h"	2016-04-05 02:57:03.984173900 -0400
    @@ -8,7 +8,7 @@
     #include "KinectFunctionLibrary.h"
     #include "AllowWindowsPlatformTypes.h"
     #include "Kinect.h"
    -#include "Kinect.Face.h"
    +//#include "Kinect.Face.h"
     
     #include "COMPointer.h"
     
    @@ -282,9 +282,9 @@
     
     	TComPtr<IKinectCoreWindow>		m_pCoreWindow;
     
    -	TComPtr<IFaceFrameSource>		m_pFaceFrameSources[BODY_COUNT];
    +	//TComPtr<IFaceFrameSource>		m_pFaceFrameSources[BODY_COUNT];
     
    -	TComPtr<IFaceFrameReader>		m_pFaceFrameReaders[BODY_COUNT];
    +	//TComPtr<IFaceFrameReader>		m_pFaceFrameReaders[BODY_COUNT];
     
     
     
    @@ -325,7 +325,7 @@
     
     	WAITABLE_HANDLE			PointerMovedEventHandle;
     
    -	WAITABLE_HANDLE			FaceEventHandle;
    +	//WAITABLE_HANDLE			FaceEventHandle;
     
    
    --- Plugins/KinectV2/Source/KinectV2/Private//KinectV2InputDevice.cpp	2015-09-01 02:36:57.000000000 -0400
    +++ "/media/sf_F_DRIVE/Unreal Projects/KinectDemoRoom-develop/KinectDemoRoom-develop/Plugins/KinectV2/Source/KinectV2/Private/KinectV2InputDevice.cpp"	2016-04-05 02:59:30.613574000 -0400
    @@ -21,9 +21,9 @@
     const FKey EKinectKeys::KinectRightHandPos("KinectRightHandPos");
     
     
    -#if PLATFORM_WINDOWS
    -HMODULE FaceHandle;
    -#endif
    +//#if PLATFORM_WINDOWS
    +//HMODULE FaceHandle;
    +//#endif
     
     
     class KINECTV2_API FKinectV2Plugin : public IKinectV2Plugin
    @@ -64,7 +64,7 @@
     {
     
     	IKinectV2Plugin::ShutdownModule();
    -	FreeLibrary(FaceHandle);
    +//	FreeLibrary(FaceHandle);
     	//if (KinectSensor.)
     	//FKinectSensor::Get().Stop();
     
    @@ -74,12 +74,12 @@
     {
     	IKinectV2Plugin::StartupModule();
     	IConsoleManager::Get().RegisterConsoleCommand(TEXT("sensoron"), TEXT("Turn on kinect sensor"));
    -#if PLATFORM_WINDOWS
    -	FString LibRootPath = FPaths::EnginePluginsDir() / TEXT("Runtime/KinectV2/Source/ThirdParty/Redist/Face/x64/");
    +//#if PLATFORM_WINDOWS
    +//	FString LibRootPath = FPaths::EnginePluginsDir() / TEXT("Runtime/KinectV2/Source/ThirdParty/Redist/Face/x64/");
     
    -	FaceHandle = LoadLibraryW(*(LibRootPath + "Kinect20.Face.dll"));
    +//	FaceHandle = LoadLibraryW(*(LibRootPath + "Kinect20.Face.dll"));
     
    -#endif
    +//#endif
     }
     
    
    
    
    --- Plugins/KinectV2/Source/ThirdParty/K4WLib/K4WLib.Build.cs	2015-09-01 02:36:57.000000000 -0400
    +++ "/media/sf_F_DRIVE/Unreal Projects/KinectDemoRoom-develop/KinectDemoRoom-develop/Plugins/KinectV2/Source/ThirdParty/K4WLib/K4WLib.Build.cs"	2016-04-05 03:02:15.653372000 -0400
    @@ -33,10 +33,10 @@
     
     
     
    -            RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Kinect20.Face.dll")));
    -            RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "NuiDataBase")));
    -            RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Microsoft.Kinect.Face.dll")));
    -            RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Microsoft.Kinect.Face.xml")));
    +            //RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Kinect20.Face.dll")));
    +            //RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "NuiDataBase")));
    +            //RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Microsoft.Kinect.Face.dll")));
    +            //RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(RedistDirectory, "Face", ShortPlatform, "Microsoft.Kinect.Face.xml")));

    I have no idea what the effects are of commenting out the CurrentSkeleton->PreviewAttachedAssetContainer line are: I wasn't using any skeleton stuff in my project.
    Last edited by muchcharles; 04-08-2016 at 06:37 AM.

  4. #404
    0
    Another bug fix, the 'kinect on' console command was breaking other console commands. In KinectV2InputDevice change the function:


    Code:
    /** Exec handler to allow console commands to be passed through for debugging */
    bool FKinectV2InputDevice::Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar){
    	
    
    	if (FParse::Command(&Cmd, TEXT("kinect")))
    	{
    		if (FParse::Command(&Cmd, TEXT("on")) || FParse::Command(&Cmd, TEXT("1")))
    		{
    			KinectSensor->StartSensor();
    		}
    		else if (FParse::Command(&Cmd, TEXT("off")) || FParse::Command(&Cmd, TEXT("0")))
    		{
    			KinectSensor->ShutDownSensor();
    		}
    		
    
    	}
    
    	return true;
    
    }
    to

    Code:
    /** Exec handler to allow console commands to be passed through for debugging */
    bool FKinectV2InputDevice::Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar){
    	
    
    	if (FParse::Command(&Cmd, TEXT("kinect")))
    	{
    		if (FParse::Command(&Cmd, TEXT("on")) || FParse::Command(&Cmd, TEXT("1")))
    		{
    			KinectSensor->StartSensor();
    			return true;
    		}
    		else if (FParse::Command(&Cmd, TEXT("off")) || FParse::Command(&Cmd, TEXT("0")))
    		{
    			KinectSensor->ShutDownSensor();
    			return true;
    		}
    		return false;
    	}
    	return false; // TODO call a super function?
    	//return super::Exec(InWorld, Cmd, Ar);
    }
    By always returning 'true', it seemed to swallow up other legitimate console commands; that broke GPU profiling for me and took me forever to track it down to this.

  5. #405
    0
    Supporter
    Join Date
    Feb 2016
    Posts
    4
    Hi

    re camera texture streaming

    ...I've installed and compiled the demo room and works well. (I'm using UE4.10)
    Now, I'm trying to get my head around doing some basic stuff with the plugin.
    I'd like to take a Kinect camera stream (color for instance) and apply it to a dynamic texture parameter...scripted in it's simplest form.
    The demo is a great example but I haven't been able to recreate it so far.
    Is it obvious what I'm missing? B) What I'm I missing?
    Attached Images Attached Images    
    Last edited by cake_; 04-25-2016 at 05:58 PM.

  6. #406
    0
    as far as i know events are not working anymore. in each frame you have to pull the frame and set it to the dynamic material again

  7. #407
    0
    Supporter
    Join Date
    Feb 2016
    Posts
    4
    plangton - thanks for the suggestion.
    I'll give that a try.
    I figure if I can get in working in some manner it'll give me a place to work from.

  8. #408
    0
    Supporter
    Join Date
    Feb 2016
    Posts
    4
    I tried this with some success...

    I took the demoRoom and deleted everything except the stream colorFrame items.
    All cleaned and recompiled, it will still work.
    The only component that was not so obvious is the 'EKinectStream' object - it looks unused but it is required.
    So everything's deleted except the plugins folder; the StreamActor, it's material, it's mesh, and the 'EKinectStream' enumerator

    However, when I try to reproduce this in a new empty project (plugin included) it doesn't work.
    Even if I copy the demoRoom's StreamActor into my new project it won't work.
    This makes me think I've missed something fundamental.
    The plugin's functions are in my editor but not in my game.
    Attached Images Attached Images    
    Last edited by cake_; 04-25-2016 at 05:59 PM.

  9. #409
    0
    Supporter
    Join Date
    Feb 2016
    Posts
    4
    Okay - I got it sorted out.
    I missed the part about turning the camera on </blush>
    Simply added Kinect>StartSensor to the construction script and it worked.
    (btw...I suspect the eventGraph might be a better place to add the start)

    constructionScript
    Name:  constructionScript.jpg
Views: 796
Size:  134.6 KB
    Last edited by cake_; 04-25-2016 at 07:33 PM.

  10. #410
    0
    do not add startSensor in the construction script. it will be run when ever you run the compile, even though the game is not running. it is a bit dangerous and use a lot of resource.
    rather call it with event "Begin play" and call stopSensor in End Game/play event




    Quote Originally Posted by cake_ View Post
    Okay - I got it sorted out.
    I missed the part about turning the camera on </blush>
    Simply added Kinect>StartSensor to the construction script and it worked.
    (btw...I suspect the eventGraph might be a better place to add the start)

    constructionScript
    Name:  constructionScript.jpg
Views: 796
Size:  134.6 KB

  11. #411
    0
    Hi Folks. First of all I want to thank Leon for sharing his great plugin with the unreal community!
    Unfortunately, I'm having a hard time to use it right now, so maybe somebody reading this can point me in the right direction.
    I simply want to bind my custom c++ class (AActor subclass) to the RawBodyFrameEvent declared inside the KinectEventManager. I couldn't make it work so far, so I wonder if it is possible and how.
    Thanks for your help!

  12. #412
    0
    Quote Originally Posted by Arne Magold View Post
    Hi Folks. First of all I want to thank Leon for sharing his great plugin with the unreal community!
    Unfortunately, I'm having a hard time to use it right now, so maybe somebody reading this can point me in the right direction.
    I simply want to bind my custom c++ class (AActor subclass) to the RawBodyFrameEvent declared inside the KinectEventManager. I couldn't make it work so far, so I wonder if it is possible and how.
    Thanks for your help!
    Why don't you grab the body frame inside your blueprint class and use the data ? I don't get what is the complication exactly
    ps : kinect plugin of Leon is a singleton so you should be able to use it in multiple places, just make sure when do you call start and when do you stop the sensor

  13. #413
    0
    Quote Originally Posted by plangton View Post
    Why don't you grab the body frame inside your blueprint class and use the data ? I don't get what is the complication exactly
    ps : kinect plugin of Leon is a singleton so you should be able to use it in multiple places, just make sure when do you call start and when do you stop the sensor
    Thanks for the hint, plangton, it's just that I want to stay inside C++ for performance reasons. Besides I have my own user management class, coming from Unity3D I simply try to port my C# code to unreal as far as possible.
    Fortunately the event binding is working by now, so there's currently nothing to worry about

  14. #414
    0
    Hi there,
    just tried to package the KinectV2 plugin (inside the game folder, not the engine) in UE 4.13 and get the error message
    "LINK : fatal error LNK1181: cannot open input file 'libsndfile-1.lib' ". The plugin is running perfectly when playing inside the editor.
    Has anyone had the same issue?
    Thanks for any advice!
    Arne

  15. #415
    0
    Hello! I'm getting a crash in the editor when trying to access joints.

    Code:
    MachineId:BA2C10B746ED76E5985E23AF32BDB6E1EpicAccountId:0d22223890c14e53a7b95ab62128b47c
    
    
    Access violation - code c0000005 (first/second chance not available)
    
    
    UE4Editor_Kinect4Unreal!UKinectInterfaceComponent::execGetNearestBody() [d:\projects\kinect 4 unreal\projects\k4u_plugin\plugins\kinect4unreal\source\kinect4unreal\private\kinectinterfacecomponent.h:15]
    UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
    UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:697]
    UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2126]
    UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
    UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:821]
    UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
    UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
    UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1305]
    UE4Editor_Engine!UAnimInstance::BlueprintUpdateAnimation() [d:\build\++ue4+release-4.13+compile\sync\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:10958]
    UE4Editor_Engine!UAnimInstance::UpdateAnimation() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\animation\animinstance.cpp:397]
    UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:633]
    UE4Editor_Engine!USkeletalMeshComponent::InitAnim() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:420]
    UE4Editor_Engine!USkeletalMeshComponent::OnRegister() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:338]
    UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1145]
    UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:878]
    UE4Editor_Engine!AActor::IncrementalRegisterComponents() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:4003]
    UE4Editor_Engine!ULevel::IncrementalUpdateComponents() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\level.cpp:875]
    UE4Editor_Engine!UWorld::UpdateWorldComponents() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:1393]
    UE4Editor_UnrealEd!UEditorEngine::OnAssetLoaded() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:6516]
    UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl(UObject * __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:848]
    UE4Editor_CoreUObject!TBaseMulticastDelegate<void,UObject * __ptr64>::Broadcast() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:921]
    UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1593]
    UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1228]
    UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1400]
    UE4Editor_CoreUObject!ResolveName() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:714]
    UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:801]
    UE4Editor_CoreUObject!StaticLoadObject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:875]
    UE4Editor_ContentBrowser!FAssetData::GetAsset() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\assetregistry\public\assetdata.h:218]
    UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1793]
    UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
    UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
    UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608]
    UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3555]
    UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
    UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
    UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608]
    UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:718]
    UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:264]
    UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5293]
    UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
    UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5291]
    UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5276]
    UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5254]
    UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1588]
    UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
    UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
    UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
    user32
    user32
    UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
    UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
    UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
    UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
    kernel32
    ntdll
    I suspect it's because the kinect is off. This seems like an exception that could be handled better.

    Is there a way to test in blueprints that the kinect is switched on and available?

    Edit: I tried the stuff below and when hooked up the same crash occurs:

    (Clarification: this is an anim blueprint so needs to reference the KinectInterface from a non-anim blueprint)



    Edit 2: I forced the kinect to wake up by monitoring it with the Kinect Studio and it still crashes. No idea what to do.
    Last edited by Antidamage; 10-08-2016 at 05:32 AM.

  16. #416
    0
    Hi Guys, Hi leon thank you for your amazing work
    i must have read this thread 100 times before asking you some help.

    Everything was working perfectly on 4.9.2 but i'm struggling to port the plug in 4.13. I managed to compile it in VS
    But the Avateering animation is not working anymore (same problem since 4.10).
    It seems that all the skeleton tracking is working but the kinectBonesRotator don't receive any data in the Anim graph

    Any Thoughts ?

    Bises

  17. #417
    0
    Supporter
    Join Date
    Oct 2015
    Posts
    1
    Hi guys.
    I started to test the K4U and I think it's amazing.

    But the plugin works in a xbox one? I couldn't find any information about if it's only working in a windows computer with the Kinect for Windows v2 or with the unreal verion fox xbox one also works.

    Thanks

  18. #418
    0
    Hi Guys,
    Did a little digging on the fact that the skeleton is not working on any version since 4.11 /
    It seems that there was a change in the animation code in 4.11 with UAnimInstance::NativeEvaluateAnimation
    that could be the reason. I'm tracking down some other changes.
    Cheers

  19. #419
    0
    Supporter
    Join Date
    Sep 2016
    Posts
    3
    Hi Guys!
    I started using this plugin a few days ago and first of all, thanks a lot to the developer!!!
    As I tried to add another plugin, that needs the project to as a c++ project, i wanted to create a new c++ project an received this error message:

    An error occurred while trying to generate project files.

    Running C:/Program Files/Epic Games/UE_4.14/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/cgi_09/Documents/Unreal Projects/DoesItWork/DoesItWork.uproject" -game -rocket -progress
    Discovering modules, targets and source code for project...
    ERROR: Couldn't find module rules file for module 'Kinect4Unreal'.

    For now, i always created blueprint projects. So i am not familiar with the troubleshooting for c++ projects.
    Any Solutions on this?

    Thx a lot!

  20. #420
    0
    I am sorry for that noobish question, but is GitHub repo still valid? Every time I tried it, it shown me "ERROR404" message...

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