Kinect 4 Unreal

Hi again… I was wondering if you guys have done any experiments using depth image from kinect to mask the regular video, a la green screen? If so could you point me in the right direction to accomplish this? Thanks

Would it be possible to control the movement of a rolling ball (such as in the unreal “rolling” template) with the kinect? Any help on how the blueprints would look?

@: I figured out why my meshes didn’t react to the player’s movement. Turns out I did not set the correct blueprint variable in “Get the AnimBP reference” and “Send CenteredBody reference to AnimBP”.

This is my current progress. Left hand controls movement and camera while right hand controls shooting.

://www.youtube.com/watch?v=DJOPQywXSOA

Still not as smooth as grizfb75’s example though.

@grizfb75: I want to say thanks because watching your great progress motivated me to stop procrastinating.

@grantr2: Yes, I think it would be possible. These are the blueprints I made to control my player. Try testing it out with the rolling template.


A better view of the blueprint

@catalejo
You can use the body stamping functions to separate out a persons image:
http://www…com/search?q=stamping&f_collectionId=55617394e4b08b2ebc695780

the plugin crashes when I preses compile button on ue4 4.8 update 3
anyone else has this issue ?

That works thanks!

I am struggling to figure out how to record an animation withing Unreal using the Kinect. I have looked everywhere, but have found nothing. Can anyone tell me how or point me to a tutorial? Thanks!

First off, thank you for this handy plugin. There are some questions I would like to ask:

  1. UE 4.9 is out, and our project requires some of its new functionalities as well. Will you also be releasing a binary plugin for UE 4.9 anytime soon?

  2. What’s your plan for exposing the plugin functions for C++ code projects? Are there other ways we can utilized the joint rotation/positon and body index data to another C++ module?

Thank you.

Mega Kman96:
There is a record button for animations in the top bar of the animation blueprint editor window. This editor window runs a live version of unreal that interacts with in all the normal ways, however it doesn’t works so well to be fed a dynamic centered body so you will have to play around to find the right value for that.

Ingrid W.:
We have finished our 4.9 version and are just testing it before release.

I was to use this for a performance im working on. Fantastic work guys!

@ I have two questions:
1 - may I ask for the method in which you do the depth normalization ? do you use the kinect 1 formula ( BYTE depth = 255 - (BYTE)(256*realDepth/0x0fff) ) ?
2 - does your method of normalization causes any real depth data ( represanting distance from the camera ) to change ?

It’s a bit more complicated under the hood due to the need to some peculiarities with gamma correction but the end result is much the same- the depth frame pixels intensity should move from 0 at 0.5 meters to 1 at 4.5 meters, and 0 past 4.5 meters. Does that answer your question?

@ is it possible to use the plugin to navigate a menu in Unreal 4?

Yes it is.

you could either use the kinect to drive a cursor, or you could use blueprints in the menu to drive it by feeding information from another blueprint to the widget.

Thanks for the info. The point is that in my project I need to use the actual depth for projection mapping. Since you are manipulating the real data and the raw depth without normalization is not provided I think I cannot use the depth data from your plugin for my project

Any news on the 4.9 version?

for version 4.9 has now finished testing.

Thank you everyone for being patient.

Thank YOU for being awesome, sharing it with us and keeping it up to date! Now I can upgrade my app to the UE4 version without the bugged APEX Wind =D
I’m really sad that when I sell this app I’ll have to make my own plugin, since UE4 won’t let me compile my project without the source :frowning:

You guys made such an awesome job and I don’t know where to even start on doing a plugin like this.
Would you guys, by any chance, give or sell the source? We could make a deal or something.

Thanks, anyway!

Hello ,

I tried to add your plugin to my project using the engine 4.8.0 but failed, just like this:

You see, the version of the plugin downloaded from your website is 1.1, and I don’t know what’s wrong.

Any help would mean a lot and I really appreciate it!


I found that the plugin cant be loaded when using the UE4 with the Nvidia Flex (Here it is:://github.com/NvPhysX/UnrealEngine/tree/FleX)
Is there anything I can do to solve the problem?
Thanks!

Hey there Opaque, Im having an issue where when i try and refresh my VS i get a Kinect4Unreal error.
the project runs fine in PIE in 4.9.1, i just can no longer refresh my VS file meaning i cant run from Visual studios.
I have tried removing my intermediate folder / binarys and rebuilding- this will lock me out of my project. Any ideas?


Running E:/ProgramFiles/Epic Games/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="E:/UnrealProjects/KinectProject/KinectProject.uproject" -game -rocket -progress
Discovering modules, targets and source code for game...
ERROR: Couldn't find module rules file for module 'Kinect4Unreal'.

i have the plugins inside E:\ProgramFiles\Epic Games\4.9\Engine\Plugins\Kinect4Unreal v1.1

i have tried putting them in [projectloc]/plugins/Kinect4Unreal v1.1

I upgraded this project from 4.8.x to 4.9, thanks!