Kinect 4 Windows v2.0 Plugin

Ok so it builds successfully but when I try to run it from binaries folder it stops and says it cannot find kinect20.visualgesturebuilder.dll and tells me to reinstall but I’ve reinstalled and rebooted like 10 times already. Does any one have any suggestions other than drop kicking my computer out of a three story building?

Ok I just threw the kinect20.visualgesturebuilder.dll into my engine binaries and now it works. I know I rigged it so I might see some errors later to bite me in the *** but for now it works thanks to unrealjanfasola, BZysberg, , and lion for helping me out and putting up with me.

What is a poseble mesh component and what does it do? Does it live inside my skeleton blueprint? I don’t understand how the poseble mesh component fits into the blueprint example from the plug in file.

[=]
Actually I have written a simple plugin for Kinect 1 and I can work with depth and color data, but then I noticed for my project I need to use Kinect2
If you are interested we can work on it. I can gather my code and then we can work on it together.
[/]

Hi, thanks for this offer, but my current knowledge in development won’t allow me to help you create a plugin. Maybe when I’ll have more experience!

But I’m considering buying the Kinect 2 anyway.

very nice work.
I want to try it for my VR project, but the download URL is not accessible now.
github.com/lion03/UE4-K4W-Plugin/tree/KinectV2Plugin-4.4
Is there anyone who have the recent source to share?
appreciate.

It works but you need a subscription to UE 4 and to link your GitHub account with your UE account.

Awesome, just got everything compiled with 4.5 last night. Thanks again for all your hard work on this. Looking forward to seeing it continue to evolve.

Awesome stuff, thanks for putting this together! I’d love to be kept in the loop about this, as would the Kinect team.

As you continue to improve me, shoot me an e-mail so that we can keep an eye on it and help promote the work with you!

He guys

Is any on you able to help me with this problems that I have ?

1 - I use “getDirectionVector” and then connect it to “rotationFromXVector” from two connected joint to find the rotation of the parent joint. it works fine for “shoulder,elbow” but not for “wrist”.
the issue is not only that the wrist is not respond correct but that although the shoulder and elbow are moving correct they won’t understand some part of the rotation. do you know any better solution for this ?

2 - can someone give an example about how to use the jitters removal functionality ? as far as i got the “oneEuro” function is for such purpose but I don’t quite get how to use it.

3 - I got a bit confused by the discussion in this forum. so do we need still to convert the coordination system between UE4 and kinect or it is embedded in the code now, or there is a blueprint node for it ?

I should mention I am using the default character provided by Unreal engine 4 itself.

Thanks very much

Does VisualGesture module of the plugin work?
and if it does, how can one use it?

or is it unfinished

thanks in advance

So I’m on the KinectV2Plugin-4.5 branch. Both the engine and the KinectDemoFullProject build just fine. I have not made any changes to either the engine or the project. However I see no changes to the static meshes or the avatar when running the demo project. No breakpoints in the event graphs for these blueprints are hit. However I know that the kinect and the plugin are running (lights are on and breakpoints set on the plugin code are hit). If someone could help me out I would very much appreciate it. I’m working on a multi-part algorithm for improving the skeletal joint positions and orientations.

Looking for some assistance during first time VS2013 compile.

[=BZysberg;161647]
Hello,

Here’s a quick step by step on how to compile the plugin.


Now to compile :

I - You already have the sources of the engine
1)Get Lion’s plugin from his GitHub : https://github.com/lion03/UE4-K4W-Plugin/tree/KinectV2Plugin-4.4
2)Copy the folder KinectV2 from the folder Engine/Plugins into your own folder Engine/Plugins. If you already had a previous version, delete the entire existing KinectV2 folder first.
3)Run the batch “GenerateProjectFiles.bat”. It will parse all the news files and update the solution
4)Choose the Development configuration and the x64 platform
5)Build
6)Copy Kinect20.VisualGestureBuilder.dll from C:\Program Files\Microsoft SDKs\Kinect\v2.0-PublicPreview1409\Redist\VGB\x64 into …\GitHub\UnrealEngine\Engine\Binaries\Win64

II - You don’t have the sources of the engine
1)It’s going to be faster to use Lion’s entire branch so get it from GitHub :
https://github.com/lion03/UE4-K4W-Plugin/tree/KinectV2Plugin-4.4
2)Download the two dependencies :
https://github.com/EpicGames/UnrealEngine/releases/download/4.4.0-release/Required_1of2.
and
https://github.com/EpicGames/UnrealEngine/releases/download/4.4.0-release/Required_2of2.
3)Unzip them where you placed the sources.
4)Run the batch GenerateProjectFiles.bat. It will generate the solution.
5)Open the solution with VS2013
6)Choose the Development configuration and the x64 platform
7)Build
8)Your custom build of UE will be located in Engine\Binaries\Win64
9)Copy Kinect20.VisualGestureBuilder.dll from C:\Program Files\Microsoft SDKs\Kinect\v2.0-PublicPreview1409\Redist\VGB\x64 into Engine\Binaries\Win64
[/]

Hello guys,

I’m new to Visual , and was wondering if someone could help me troubleshoot some compiling errors?

I’ve followed the above instructions with success.
I have the latest Kinect SDK, verified the Kinect is operational. ( even Lion’s demo’s work! )

I’m running into issues with #7, the actual Build.

I’ve opened the ‘solution’ file, set the Dev platform, and x64 platform… and ran build.
However, get some errors, and am unclear how to debug them…

[]
30> Building UnrealHeaderTool…
30> Performing 30 actions (max 4 parallel jobs)
30> [4/30] rc.exe PCLaunch.rc
30> [3/30] rc.exe ModuleVersionResource.rc.inl
30> PCH.Core.Core.h.cpp
30> PCH.Shared.Core.h.cpp
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file ‘windows.h’.
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime/Launch/Resources/Windows/PCLaunch.rc(13): fatal error RC1015: cannot open include file ‘windows.h’.
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30> [7/30] rc.exe PCLaunch.rc
30> [6/30] rc.exe ModuleVersionResource.rc.inl
30> PCH.Shared.CoreUObject.h.cpp
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file ‘windows.h’.
30> Module.CoreUObject.1_of_4.cpp
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime/Launch/Resources/Windows/PCLaunch.rc(13): fatal error RC1015: cannot open include file ‘windows.h’.
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30> [12/30] rc.exe ModuleVersionResource.rc.inl
30> Module.CoreUObject.3_of_4.cpp
30> Module.CoreUObject.4_of_4.cpp
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file ‘windows.h’.
30> Module.CoreUObject.2_of_4.cpp
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30>d:\dev\ue4-k4w-plugin\ue4-k4w-plugin\engine\source\runtime\core\public\Windows/MinWindows.h(66): fatal error C1083: Cannot open include file: ‘windows.h’: No such file or directory
30> [13/30] rc.exe PCLaunch.rc
30> [14/30] rc.exe ModuleVersionResource.rc.inl
30> [15/30] rc.exe PCLaunch.rc
30> [16/30] rc.exe PCLaunch.rc
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime\Core\Resources\Windows\ModuleVersionResource.rc.inl(3): fatal error RC1015: cannot open include file ‘windows.h’.
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime/Launch/Resources/Windows/PCLaunch.rc(13): fatal error RC1015: cannot open include file ‘windows.h’.
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Programs\UnrealHeaderTool\Resources\PCLaunch.rc(3): fatal error RC1015: cannot open include file ‘windows.h’.
30>D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Source\Runtime/Launch/Resources/Windows/PCLaunch.rc(13): fatal error RC1015: cannot open include file ‘windows.h’.
30> -------- End Detailed Actions Stats -----------------------------------------------------------
30>ERROR : UBT error : Failed to produce item: D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Binaries\Win64\UnrealHeaderTool-Core.dll
30> Cumulative action seconds (8 processors): 0.00 building projects, 1.79 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
30> UBT execution time: 3.30 seconds
30> UnrealHeaderTool failed for target ‘UE4Editor’ (platform: Win64, module info: D:\Dev\UE4-k4W-Plugin\UE4-K4w-Plugin\Engine\Intermediate\Build\Win64\UE4Editor\Development\UnrealHeaderTool.manifest).
30>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “…..\Build\BatchFiles\Build.bat UE4Editor Win64 Development” exited with code -1.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 30 skipped ==========
[/]

any assistance would be greatly appreciated!

[=LR;169742]
So I’m on the KinectV2Plugin-4.5 branch. Both the engine and the KinectDemoFullProject build just fine. I have not made any changes to either the engine or the project. However I see no changes to the static meshes or the avatar when running the demo project. No breakpoints in the event graphs for these blueprints are hit. However I know that the kinect and the plugin are running (lights are on and breakpoints set on the plugin code are hit). If someone could help me out I would very much appreciate it. I’m working on a multi-part algorithm for improving the skeletal joint positions and orientations.
[/]

I think that changed the enum player with 4.5. Player0 used to have the index 0 and now it’s 1. 0 is for Disabled. Maybe it’s your issue.

kungfukoi : do you have any special character in your account username (something else than letters and numbers) ? It may prevent VS from compiling.

[=BZysberg;173860]

kungfukoi : do you have any special character in your account username (something else than letters and numbers) ? It may prevent VS from compiling.
[/]

No, I had seen others say that was an issue, but I have a standard username… Thanks though.

Hi,

I tried to compile the engine for 4.5 and all seems to work well. Now… could be much appreciated to have a step by step tutorial of how to use a character blueprint to set a personal project for Kinect input. Thank you!

there really isn’t an updated demo working with the latest version. But i’ll see if i can piece something together this weekend.

[=;175205]
there really isn’t an updated demo working with the latest version. But i’ll see if i can piece something together this weekend.
[/]

Please do! The videos are great, but I can’t figure out how to use the plugin. We really need a “getting started”.

Guys,

So I was able to get everything compiled, and working in 4.4…

The demoScene loads with only material errors… However, even without blueprint errors, I’m unable to get the Kinect streams to show up on the Demo Display windows. I’m not reading any errors, and the Kinect’s infared lights and led are on…

By all accounts I should be seeing the streams in the display windows ( after hitting play/simulate )… but it’s doesn’t dsplay the streams.

What am I missing?

Thanks!

For further clarification, here is the log from when I’m opening the demo scene…
Hopefully you guys might find this helpful in what I’m doing wrong.
Thanks!!

[]
LogInit:Display: Running engine for game: KinectDemo
LogInit: Version: 4.4.2-0+UE4
LogInit: API Version: 0
LogInit: Compiled (64-bit): Nov 6 2014 12:31:57
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/UE4-K4W-Plugin/Engine/Binaries/Win64/
LogInit: Rocket: 0
LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: BAMF-02-NY-PC
LogInit: User: Administrator
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =3.330089 MHz
LogMemory: Memory total: Physical=31.9GB (32GB approx) Virtual=131072.0GB
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 58.93 MB used, 58.99 MB peak
LogMemory: Process Virtual Memory: 35.64 MB used, 35.73 MB peak
LogMemory: Physical Memory: 3809.05 MB used, 32716.29 MB total
LogMemory: Virtual Memory: 253.59 MB used, 134217728.00 MB total
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 780 Ti (Feature Level 11_0)
LogD3D11RHI: Adapter has 2930MB of dedicated video memory, 0MB of dedicated system memory, and 16358MB of shared system memory, 1 output[s]
LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogContentStreaming: Texture pool size is 0.000000MB
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.04s 50MB …/…/…/…/KinectDemoFullProject 4.4/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: …/…/…/…/KinectDemoFullProject 4.4/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/KinectDemoFullProject 4.4/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file …/…/…/Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
LogDerivedDataCache: Using Local data cache path …/…/…/Engine/DerivedDataCache: Writable
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FMonitoredProcess///Thread_15c4_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FMonitoredProcess///Thread_738_0///////STATCAT_Advanced////
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
BlueprintLog: New page: Editor Load
LogObj: 21696 objects as part of root set at end of initial load.
LogUObjectAllocator: 4260192 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogInit: XAudio2 using ‘Digital Audio (S/PDIF) (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogAIModule: Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache 0.02s 39MB …/…/…/…/KinectDemoFullProject 4.4/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
LogAssetRegistry: FAssetRegistry took 0.0107 seconds to start up
LogTargetPlatformManager:Display: Building Assets For Windows
LogTargetPlatformManager:Display: Building Assets For Windows
LogModuleManager:Warning: ModuleManager: Unable to load module ‘AndroidRuntimeSettings’ because the file ‘C:/Program Files/Epic Games/UE4-K4W-Plugin/Engine/Binaries/Win64/’ was not found.
LogModuleManager:Warning: ModuleManager: Unable to load module ‘AndroidPlatformEditor’ because the file ‘C:/Program Files/Epic Games/UE4-K4W-Plugin/Engine/Binaries/Win64/’ was not found.
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FMonitoredProcess///Thread_1288_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FMonitoredProcess///Thread_738_0///////STATCAT_Advanced////
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FMonitoredProcess///Thread_a9c_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FMonitoredProcess///Thread_738_0///////STATCAT_Advanced////
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“…/…/…/…/KinectDemoFullProject 4.4/Content/Maps/Minimal_Default.umap” TEMPLATE=0 SHOWPROGRESS=1
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000E874B30220
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWall_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWall_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Rubber
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWall_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWall_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Rubber
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWall_Inst_3.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWall_Inst_3 : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWall_Inst_3.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWall_Inst_3 : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoRoomTiles_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoRoomTiles_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Concrete
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoRoomTiles_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoRoomTiles_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Concrete
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWallPattern_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWallPattern_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWallPattern_Inst.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWallPattern_Inst : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWallPattern_NoText.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWallPattern_NoText : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading …/…/…/…/KinectDemoFullProject 4.4/Content/DemoRoom/Materials/M_DemoWallPattern_NoText.uasset.
LoadErrors:Error: Error /Game/DemoRoom/Materials/M_DemoWallPattern_NoText : Can’t find file for asset. /Game/ExampleContent/Audio/Physical_Materials/Metal
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWall_Inst_3 Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading NULL.
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWall_Inst_3 Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Rubber.Rubber Referenced by M_DemoWall_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Rubber’ while loading NULL.
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Rubber.Rubber Referenced by M_DemoWall_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Concrete.Concrete Referenced by M_DemoRoomTiles_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Concrete’ while loading NULL.
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Concrete.Concrete Referenced by M_DemoRoomTiles_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWallPattern_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading NULL.
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWallPattern_Inst Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWallPattern_NoText Property /Script/Engine.MaterialInstance:PhysMaterial
LogLinker:Warning: Can’t find file for asset ‘/Game/ExampleContent/Audio/Physical_Materials/Metal’ while loading NULL.
LoadErrors: Info Failed to load /Game/ExampleContent/Audio/Physical_Materials/Metal.Metal Referenced by M_DemoWallPattern_NoText Property /Script/Engine.MaterialInstance:PhysMaterial
BlueprintLog:Warning: Warning Blueprint BP_DemoDisplay has been migrated and requires re-saving to avoid import errors
BlueprintLog:Warning: Warning Blueprint BP_DemoRoom has been migrated and requires re-saving to avoid import errors
LogBlueprint:Warning: Node ‘/Game/Kinect/Avatar/Blueprints/Avatar.Avatar:EventGraph.NewBodyFrameEvent_1’ missing NodeGuid.
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogAIModule: Creating AISystem for world Minimal_Default
Cmd: MAP CHECKDEP
MapCheck: New page: Minimal_Default - Nov 6, 2014, 9:48:58 AM
MapCheck: Info ========== Map Check: 0 Error(s), 0 Warning(s), [53.889ms] ==========
LogFileHelpers: Loading map ‘Minimal_Default’ took 0.794
LogCollectionManager: Loaded 0 collections in 0.001260 seconds
LogCrashTracker: Crashtracker disabled due to settings.
LogInit: Using libcurl 7.34.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: Libcurl will NOT reuse connections
LogLoad: Full Startup: 5.30 seconds (BP compile: 0.31 seconds)
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/Kinect/Blueprints’
LogRenderer:Warning: Reallocating scene render targets to support 32x32.
LogRenderer:Warning: Reallocating scene render targets to support 1136x1032.
LogAssetRegistry: Asset discovery search completed in 2.1495 seconds
LogEditorViewport: Clicking on Actor (LMB): ColorStream_C (ColorStream)
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/Materials’
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/Kinect/Material’
LogMaterial: Missing cached shader map for material PreviewMaterial_0, compiling.
LogActorComponent: UnregisterComponent: (/Engine/Transient.SkeletalMeshComponent_0) Not registered. Aborting.
LogActorComponent: UnregisterComponent: (/Engine/Transient.SkeletalMeshComponent_0) Not registered. Aborting.
LogActorComponent: RegisterComponentWithWorld: (/Engine/Transient.MaterialEditorMeshComponent_0) Already registered. Aborting.
LogActorComponent: UnregisterComponent: (/Engine/Transient.SkeletalMeshComponent_0) Not registered. Aborting.
LogActorComponent: RegisterComponentWithWorld: (/Engine/Transient.MaterialEditorMeshComponent_0) Already registered. Aborting.
LogMaterial: Missing cached shader map for material PreviewMaterial_0, compiling.
LogMaterial: Missing cached shader map for material FMatExpressionPreview MaterialExpressionTextureSampleParameter2D_0, compiling.
MaterialEditorStats: Info Base pass shader with only dynamic lighting: 68 instructions
MaterialEditorStats: Info Vertex shader: 33 instructions
MaterialEditorStats: Info Texture samplers: 4/16
[/]

Hi All,

I’m working with the poseable mesh. I have a standard character BP and a standard character controller. I seem to be getting the data from the events just fine but I don’t know how to go about properly mapping my characters bones to the array of bone transformations you get when you break the body from the output of the kinect body event. Does just guess and check or is there a better way to do this?

The problem really comes down to the fact that the bone transformations come in with an index but no name and the poseable meshes only have operations to things by name. Even at that, unless the skeletons are the same the indices wouldn’t match up. How is else mapping the bones from kinect body event to their rigs?

EDIT: I think I found the proper solution. I just didn’t RTFM. I think I can just use the mapping defined in KinectFunctionLibrary.h