Kinect 4 Unreal

@Staggerlee: That happened to me with the 4.8 version when I upgraded from 4.7. Try:

  • remove the plugin from the project (by renaming the Plugins folder to something else or moving it completely from there)
  • right click on the project file ([your project name].uproject)
  • choose “Generate Visual Studio project files”
  • insert the plugin back
    I believe that’s how I had to do with a C++ project of mine.

Hmm seems like all my C++ projects are non functional now if i put the plugin in the engine/… folder. Can anyone else confirm this issue?
Gonna roll back to 4.8 for now (if i can). Thanks for the advice , could not get it to work consistently, although the first time i did that it did work!

@Staggerlee: Yeah, it’s a bummer. You have to close Unreal, remove the plugin, open again, refresh, close and add the plugin again everytime you make a change on C++. Ideally, don’t use C++. I know it sucks, but until Epic solve this plugins without source problem…
I’ll probably be making my own Kinect plugin to overcome this issue.

Hi.

I am already using the Opaque plugin for Kinect and it is working fine, but my Windows8 is constantly insisting in upgrading version to windows 10. I am afraid about upgrading because I am not sure that it will continue working or maybe it will need a big effort to make it function as it previously did in Windows 8.

Anybody working with the plugin has experience in upgrading from Windows 8 to 10? What are the issues that may arise?

Thanks in advance.

@luis.hernandez: I’m using UE4 4.9 and in Win10 without any issues. It’s really stable. My only problem is with my soundcard. But that has nothing to do with Unreal or the Opaque plugin.

@: Thank you for your reply. Did you used id previously in Win8 and upgraded to Win10 or did you started working with it directly in Win10?

@luis.hernandez: You’re welcome! I was using in Win8, with Unreal 4.8. Then, I upgraded to Win10. But, as I changed my language from Portuguese to English, Windows uninstalled a lot of things. So, I had to reinstall UE 4.8. But it had no issues at all. My only issue with Win10 as a ‘child’ was with some BSODs in chrome. But that’s gone.

Recently, I’ve upgraded to UE 4.9, as Opaque released that version of the plugin, and I upgraded one of my Kinect projects. Everything is working fine. Except for a Blueprint that kept crashing Unreal as it tried to call some functions whenever I compiled. So, I put a Branch there that, while it’s not in Play mode, it returns false and don’t execute the other nodes. The crash is gone now and everything’s working really fine.

@Staggerlee: I’ve been doing a lot of C++ with UE 4.9 in a project with the plugin and I’ve found the perfect workflow! Goes like this:

  • Rename your Plugins folder to something like Plugins_;
  • Open Unreal. It’ll complain about classes etc missing. Don’t worry. Just don’t edit any dependant BP or you’ll have to re-create the nodes again later;
  • Refresh the VS project and work your C++ out. At this point, I like to close Unreal and test my project pressing F5 whenever I make some change. I don’t trust the Hot Reload feature as it breaks when you change BP nodes.
  • When you’re finished with C++, or need to test it together with the plugin, Ctrl+Shift+B to build the project then rename Plugins_ folder to it’s original name and launch UE.

That’s it. I’ve worked whole days using these steps. Just remember to always change the name of the Plugins folder to something else when you need to recompile your code, so UE doesn’t try to compile the plugin too. That has to be when the Engine is closed, as it blocks the Plugins folder when it’s open. Hence my F5 way of testing the code. It automatically launches and closes Unreal from VS. Another thing I recommend is when using F5 to launch and test the code in UE4, close UE4 using the software’s X button after testing, not the stop button in VS. So Unreal saves any changes you’ve made to BPs etc.

@: Your information is really helpful. Lots of thanks!

Is it now possible to build a project?

The unreal engine can currently build with whitelisted plugins, which I believe right now is only substance. Our most recent communication with epic has been helping lay down the legal grounds that other plugins can use so that we can finally allow people to package.

Thanks for your hard work !

woow, that’s amazing.
in case it is possible to pack a project with your plugin it would be awesome.
thanks a lot. keep us informed

I am attempting to control a game using a kinect as an interface device; as part of it I am attempting to obtain the rotation of the user’s head to control the camera. Whilst it is controllable using the ‘Neck’ joint I can’t seem to obtain the rotation of the ‘Head’ joint. Is this due to a fault of my own or due to the Kinect/plugin being unable to pick up the rotation?

Thanks for your work .

@Brock Lee: Kinect only gives head orientation through the face tracking APIs. So, while doesn’t implement it, no head orientation tracking available.

@: Are there plans on implementing the Kinect’s face tracking APIs into the plugin? Thanks!

Can anyone send me the .uproject file for the 4.9 version of the Kinect4Unreal Introduction project? Mine doesn’t generate a .uproject.

Alternatively how do I setup avateering for v4.9?

Edit:

Nevermind I just made an empty project and copied over the files.

Hello,

Sorry for bad english. New to unreal and plugin (4.9.2). Can see that plugin installed in Plugins window below “Project” (enabled). Buy example levels from store and add to project. Open K4U_Basic Features map and click Play. Kinect lights open but no response in keyboard (WASD) and mouse, cannot go in scene? Any help, thank you?

Hi everyone!

First of all, thank you for making such a great plugin!

For my graduation work, I have to research the possibility of using mocap data realtime in a game engine and make a project about it. After some research, I stumbled upon this great plugin.
I started with the easy introduction about the hands. Then I updated it to spheres for every joint. After that I tried getting some movement with the KinectPoseableMesh, but this was very limitated so I updated it to a more complex version with seperate bones (used the base mannequin as mesh).
The next step was to smooth out the jitters and I applied the RInterp To nodes which gave a really decent smoothing.

Now, I got some problems occuring. First one is that the palms of my hands, in Unreal, are pointing in the opposite direction of my real handpalms. And the second one is that if I crouch or bend to the left or right side, my hips won’t move, they always stay in one place, but my legs for example move aside to copy the pose that I’m doing in real life. So I want my hips to move left/right or up/down instead of my feet/legs. Does anybody knows what I’m doing wrong?
Below is a video where (I hope) it’s clear what I mean.

://vimeo.com/145808405

Thanks in advance!

Cheers!

Hello!

I am trying to get my head around how this work in terms of capturing the motion generated with in UE4, How is the animation generated by the kinect stored in UE4? Is it store-able with in UE4 or do i need to “bake” it in another software and then re-import?

I am current researching the best option for my project where I am looking at a possible live capture of an actor within UE4 (think virtual camera with composite scene) so I thought I would ask before committing.

I does look like a brilliant plugin so I hope I will be able to use it in the near future.

Cheers

I wonder when plugin will be released for unreal engine version 4.10 !!!

Hello everyone,

Version 4.10 is now out!