Kinect 4 Unreal

, hows the talk going with Epic about building projects using plugins with no source?

I’ve downloaded the 4.10 Version of the Introduction Level and started it, but Unreal says the Engine Version is wrong. (Has this something to do with 4.10.1?)

Have the same problem with 4.10.1

There was a problem with the folder nesting in the plugin zip that has been fixed now. You could redownload or you could rename the plugin folder from K4U_4.10_1.1c_Plugin to just Kinect 4 Unreal. As far as I know the marketplace update is still in Epic’s pipeline or you can download the version of the introduction level from our website.

I’ve just now installed the plugin on 4.10 and cannot open the starter project from your site. I get the same errors as those above. My plugin folder is named Kinect4Unreal.

Thanks for any help!

Is there an easy way to get the two nearest bodies?

The project on our site had a similar problem and has now also been fixed.

Getting the two closest bodies is fairly simple but it’s easier to show a macro that is one way of doing this than try and use words. This gets a little rats nesty and has room for improvement but it should show a decent way of getting the two closest bodies:

[FONT=Times New Roman]I am getting this error too, both with C++ projects I create fresh on 4.10.1 and with C++ projects upgraded from 4.7.X

@Techrocket9: Take a look at my answer to the post you quoted. The conversation that follows will help you.

@ I saw that. It’s a huge hack to work around though, especially when I am designing a Blueprints ↔ C++ api for the game; having to constantly restart the engine to unload and reload the plugin is enough of a hassle for this to still be a serious bug.

@
Is there a way to switch the TrackingMode: ://msdn.microsoft.com/en-us/library/hh973077.aspx

I have some disturbances and incorrect trackings cause in my scenario the person is sitting in front of the table and the lower part of the body is cut off. I see a lot of jumping in the Kinect Studio Application so i wonder if there could be a fast and easy way
to implement this “Seated” Tracking Mode!

Thanks for any help!

@Techrocket9 Unfortunately, it’s an Engine problem. Until it supports compiling without the plugins’ source code, we’re in for a long ride working with C++ and plugins. =(

@alterEg0 What you saw is for the first Kinect sensor. The v2 doesn’t have that functionality. See here.

ahh ok thanks :slight_smile:

The plugin gets the info for the joints, now how would I use that info to update the animation skeleton? Is there a simple way to relay this data to allow my VR body to react appropriately?

Hi,
I wanted to ask what filter do you apply on the depth image ?
can it be by any chance the bilateral one ?

Opaque Multimedia, this is a really awesome plugin!!

I just went through introduction, I want to replace the avateering 3d character with my own mesh and texture, and update it in real time.
I am new to unreal, but this plugin gives me hope. Can anyone help?

Is it just me or is the download link no working right now? My browser says the webpage is unavailable. Do I need to sign-up some where to get the link working correctly?

Any news on getting a version out so that we can package our projects? I’ve tried multiple times through the contact forums to acquire a source code license, with no luck yet. I am getting ready to look into other options.

Last year i started using the plugin, and have been developing a project based on this plugin in the hopes that by the time i finished i could somehow package my project.

Any info would be great, so i know my options.

Awesome plugin! Is there a 4.11 version yet?

Hi,
I was wondering if there is any news on the possibility to package a project with this plugin. I’d like to try and use this plugin in an upcoming project. Currently running 4.11 and the demo seems to be very solid, only when packaging I get the message, “Plugin ‘Kinect4Unreal’ Failed to load because module ‘Kinect4Unreal’ could not be found.”