@underdoeg @plockhard: At this point in time we have not exposed the module externally and therefore the classes of the plugin are not accessible to code projects such as yours. We apologize that the plugin does not expose its functionality in a way suited to how you work with Unreal Engine 4. Our primary focus during development was the Blueprint exposed features of the plugin and projects using them. The same data available to Blueprints can be passed to code classes, after a fashion, but we recognize this is not as easy and intuitive as it should be. We have seen that there is a demand for exposing this module to C++ projects and it is definitely something we are looking to include in future updates of the plugin.
Positional Avateering
[FONT=Times New Roman]Is there a recommended method for getting Avateering working positional tracking? All the demos in the introduction feature stationary figures; I want to create a character that walks around.
So far I’ve made some progress with getting joint position each tick and setting relative location on the actor, but this is involving a lot of ugly offset calculation, since setting the actor’s location seems to be setting some point in the middle of the actor’s body.
Is there a cleaner way to make an avatar walk around matching the user in front of the Kinect?
is this plugin compatible with a kinect 2 for xbox one with the adapter? Thanks!
[FONT=Times New Roman]Yes it is. That is the setup I am using.
Hi, I’ve quickly thrown together the most simple solution for how I build a moving avateered actor. Here is the main blueprint setup that you will need. The actor has a Kinect Poseable Mesh Component, a Kinect Interface Component and an Arrow component from the root for aid in positioning.
Blueprint nodes:
For simplicity I have used the Kinect Poseable Mesh but you could just as easily replace that component with a skeletal mesh controlled by the avateering animation instance. The ugly offset if it ever appears should only be in relation to this component so you should be able configure the whole actor to handle it by moving that components base of spine to the root of the actor (which the set location node is moving around).
[FONT=Times New Roman]Thanks for the reply. That’s actually really close to what I ended up with.
I was having quite the time of it when I was trying to set the actor location using data from the feet; lots of spaghetti computing offsets between joints trying to make it work. Once I switched to Base of Spine all the offsets fell away.
Are you guys planning on adding the facial data from kinect sometime down the line?
I just installed it and it works very well. Thank you so much!
Base of the spine was how I was doing it before too, it works fairly well but still not something I would trust for actual gameplay. I was doing it to try and allow movement around a room in a VR scene but definitely wouldn’t rely it at the moment.
We currently have access to the facial data in a prototype build of K4U. We were contacted by Sirenum Digital about their game The Lost Pisces which requires reading the facial data from the Kinect and have successfully gotten the facial animation data among a few other things. The general state of the Kinect’s API in that area is best described as interesting and the data it outputs requires a lot of fiddling to get into a usable fashion (the eyebrows for instance randomly set their zero point between .4 and -.2). Once we are happy with the quality of nodes, examples and documentation we have produced we will be releasing it.
However a note with any of the extended libraries is that they require people to move files from the Kinect SDK install directory into their system32 directory, which is why some of the basic functionality hasn’t already been included as it could cause crashes and instabilities in everyone who hasn’t explicitly set up their face libraries.
I cant package my game with plugin :(((((((( is there any solutions how to package with plugin?
The current Unreal Engine is not capable of packaging any project that contains a plugin, Epic are still trying to fix this.
However depending on your needs it may not be necessary to package your plugin for deployment. Particularly relevant to installations and exhibits, running your project from inside the editor as a new editor window or a standalone game, these both allow you resolution and full screen control equivalent to that of a packaged project.
Hi! Great plugin, thank you!
Can you please tell me how we can use your plugin when building UE4 from source with Visual Studio? I’m getting complaints about UE4Editor-Kinect4Unreal.dll and cannot load my project. Perhaps you can post the source such that the plugin can be saved in Engine/Plugins/Runtime like the LeapMotionController plugin? Is there another work-around?
Cheers!
Hey, I apologise if this is the wrong area to ask this, just wondering is there anyway to get this working with an older version of the kinect, a 1414 ? or if anybody could direct me in the right direction it would be a great help.
Nice work on the plugin, well done it seems really good, student life blocks me from buying any new hardware to try it out for a while.
kdumovic: we are unfortunately not looking to release our source at this stage. There are some suggested work arounds posted previously in this thread but we have not personaly had any luck with them.
p_cat: The old Kinect uses entirely different systems that just aren’t compatible with the new plugin. As far as we are aware there are no Kinect 1 plugins for UE4
Thank you for the responce, scraped together enough to pick up a kinect 2 and win cable, it is possible to just register the depth of something say if you have the kinect pointed at a spandex sheet would the plugin be able to register somebody pushing from the other side ? just as points to spawn something on screen?
Thanks for all the hard work you guys have put into making this plugin, and for replying promptly when I have asked questions. I have used it heavily in my master’s dissertation about virtual reality/environments. If there is some way I can donate I’d like to do so, for you have saved me lots of time and headache.
The morroring the avatar is not working for me. I set “Is Mirrored” to true but nothing changes, any help?
Another question: Is it possible to package this plugin so my game doesnt need the editor to run?
Hey thanks again for this plugin in, got it set up and running all good, picked up the example levels from the store to support you, just wondering if anybody has done any work with the depth sensor, as i said above i am just trying to spawn an actor/object on screen when the user passes a threshold/distance, i am currently using an arduino and an ultrasonic range finder to monitor one point, it would be amazing if could use the kinect as it would be able to monitor a larger area, i am truly lost here, thanks again !
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I think this is the API you will have to use. You’ll have to iterate over the coordinates (possibly sparsely) to find the threshold value(s) you are looking for.