In the old model there was a SopeLock for thread safety.
[=;391546]
In the old model there was a SopeLock for thread safety.
I wrote this function to copy the texture from the latest update of your plugin, but it does not work.
it work with static texture, but not with yours which is getting constantly updated. can you help me with it ?
bool ULandScapeUtilityComponent::CopyTexture(UTexture2D* SourceTexture, UTexture2D* DestinationTexture)
{
if (SourceTexture && DestinationTexture)
{
const size_t Size = 512 * 424 * 4;
uint8* Src = (uint8*)SourceTexture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_ONLY);
uint8* Dest = (uint8*)DestinationTexture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(Dest, Src, Size);
DestinationTexture->PlatformData->Mips[0].BulkData.Unlock();
SourceTexture->PlatformData->Mips[0].BulkData.Unlock();
DestinationTexture->UpdateResource();
return true;
}
return false;
}
Hi, I don’t know how to use the plugin and wonder if theres a documentation? Thanks!
Hello ,
I wonder if you provide the Kinect V2 plugin for unreal engine 4.10 … Thanks a lot!
Hello Lion,
I want to use your plugin K4W in unreal 4.10.1 , but I find something changed.
I only get the K4W in unreal 4.7
I find the code in your plugin “IInputDeviceModule",Now I can’t find it in unreal 4.10.1,I only find that “IInputInterface”.
what should I do?(>_<)
I download your KinectDemoRoom project, and use Unreal Engine 4.9.2 to open it.
but here have some problem
Error 1 error : Couldn’t find parent type for ‘K2Node_AsyncAction’ named ‘UK2Node_BaseAsyncTask’ in current module or any other module parsed so far.
Error 2 error code: OtherCompilationError (5)
what should I do???
Thank you !
I am very hope your answer or advice o(╯□╰)o
@
I have solve my problem, I read the Error and I find that KinectV2Editor can’t be load.
and I remove it, now the plugin can work in 4.9 and 4.10.1
but I don’t know why,
can you tell me why? The EditorFuction is developing?
Thank you for everything~
[=Sherry0429;462082]
Error 2 error code: OtherCompilationError (5)
what should I do???
[/]
You have to build the engine from github source and then right click on the project and switch engine version to that build, so that you will have the missing headers available, etc. It worked on 4.10 from github for me.
[=;463100]
You have to build the engine from github source and then right click on the project and switch engine version to that build, so that you will have the missing headers available, etc. It worked on 4.10 from github for me.
[/]
Thank you , I use the engine download from launcher, I remove the KinectV2 Editor Module from plugins, and now it works, I can add a blueprint in unreal 4.10 “Get Kinect Manager”,
If I get engine from GitHub, can I use the KinectV2 Editor Module in KinectV2 plugins?
[=Sherry0429;463455]
Thank you , I use the engine download from launcher, I remove the KinectV2 Editor Module from plugins, and now it works, I can add a blueprint in unreal 4.10 “Get Kinect Manager”,
If I get engine from GitHub, can I use the KinectV2 Editor Module in KinectV2 plugins?
[/]
I apologize for the delay in responding to your post,
Currently I am overwhelmedby work.
Here is the proper demo project for 4.9:
There you can see how I’ve setup the the plugin as game plugin and not as an engine plugins.
I hope I’ll have a bit of time during the global game jam and I will port the plugin to 4.10.
[=;463473]
I apologize for the delay in responding to your post,
Currently I am overwhelmedby work.
Here is the proper demo project for 4.9:
There you can see how I’ve setup the the plugin as game plugin and not as an engine plugins.
I hope I’ll have a bit of time during the global game jam and I will port the plugin to 4.10.
[/]
Thank you very much for your reply, I am use your KinectV2Plugin in KinectDemoRoom’s folder, but it can’ be open by unreal engine 4.9.2, and I open KinectDemoRoom.sln and rebuild, It also make some error, and I find the error is about KinectV2EditorModule in KinectV2 plugin folder, So I remove this module from KinectV2 Plugin, and now It works, and it can be open with 4.9.2 or 4.10.1;
By the way, I am running the project with “not link to Kinect” environment, now I guess maybe this problem make some error like this.
I’m in my home, but Kinect is in my laboratory and I can get there in February. So now I want to know is:
1.If remove KinectV2Editor Module, this plugin can be useful ?
2.KinectV2Editor Module can’t work, Is it because of the reason “No Kinect link to the computer ?”.
Your work is highly respected, Thank you very much for your reply!
Hello ! I have been trying very hard to find the exact method I am to use in setting up my Kinect v2. In some documentation, it says to:
1.) Download the Kinect v2 SDK - Did that
2.) Go to the Opaque website and download “Plugin” (If I’m not mistaken) - Did that
3.) Drag the Plugin and Drop it in “Some Plugin folder” - CONFUSED
I was just looking for something that is step-by-step and in lamens(sp) terms, for me to follow so I can get things going in the correct direction. There was also something about when to actually plugin the Kinect v2 into the USB 3.0 slot after things were downloaded so the PC would/ could recognize it. I hope I explained this okay.
Thank you so much in advance!
Hello
im getting same error as Ingrid W.
[]
Error 1 error : Couldn’t find parent type for ‘K2Node_AsyncAction’ named ‘UK2Node_BaseAsyncTask’ in current module or any other module parsed so far. C:\UE4\KinectDemoRoom-develop\Intermediate\ProjectFiles\EXEC KinectDemoRoom
[/]
I installed VisualStudio 2013
also installed engine version 4.9.2
open uproject as version 4.9 but it keeps saying plugin dll are from different version and ask to recompile manually .
Any advice ?
never mind after some search on google , i found adding “UnrealEd” on the publicdependencymodule on file KinectV2.Build.cs
fixes the issue and allows to compile.
Now it works when running on editor but i cant package
ERROR: UBT ERROR: Failed to produce item: C:\UE4\KinectDemoRoom-develop - Copy\Plugins\KinectV2\Binaries\Win64\UE4-KinectV2.lib
Hello
im still trying to package an app with this plugin but i cant make it work,
i found that UnrealEd should be put on block for only editor, also removed the whole KinectV2Editor code
and the references to kinect “Face” dll, all those changes let me package without errors but
i dont know if that affects the plugin
When running in Editor kinect works but when i got it packaged it didnt , also copied Kinect20.VisualGestureBuilder.dll next on Binaries/Win64 but still nothing.
Im using VS2013, ue4.9.2 trying to use the same as
Can someone share a project with the plugin installed and able to package ?
Hi Lion,
I suggest you consider the following lines for the depth texture.
DepthTexture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
DepthTexture->Filter = TextureFilter::TF_Nearest;
DepthTexture->SRGB = false;
with them you make sure the compression won’t be done by ue4 and the depth will be more accurate
Now I have solve some problem…
1.I get the source code of engine
2.get the plugins in “kinectDemoRoom”
3.I make a absolute path with “SDKDIR” variable.(I find that the K4W.build.cs file cant find the Kinect 2 SDK even I create a environment Variable “KINECTSDK20_DIR” and make path with my default path.)
4.Rebuild Engine.
Now it only one Error: can’t find include file “AnimGraphNode_KinectV2Retarget.h”.
So I annotate the line #include “AnimGraphNode_KinectV2Retarget.h”, Now it rebuild successful.
And I open the Engine and make “startSensor” blueprint. I can see the Kinect opened.
Now I have only one question:
“AnimGraphNode_KinectV2Retarget.h” what is this?
I can’t find it in the KinectV2 Plugins class file.
Mmmm… and Now I “//” it ,it will cause some problems?
Look forward to your reply.
Also,when I want to Package it. I find I can do that. The log shows:
MainFrameActions: 打包 (Windows (64位)): UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: 打包 (Windows (64位)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: D:\UnrealEngine-4.9\Engine\Plugins\KinectV2\Binaries\Win64\MyTopDownK4W-KinectV2.lib
MainFrameActions: 打包 (Windows (64位)): UnrealBuildTool: Total build time: 459.42 seconds
MainFrameActions: 打包 (Windows (64位)): CommandUtils.Run: Run: Took 459.6203016s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: 打包 (Windows (64位)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: 打包 (Windows (64位)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: 打包 (Windows (64位)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\UnrealEngine-4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe MyTopDownK4W Win64 Development D:\Unreal_Project\MyTopDownK4W\MyTopDownK4W.uproject -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.03.01-17.31.05.txt’
MainFrameActions: 打包 (Windows (64位)): Stacktrace: 在 AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\ProcessUtils.cs:行号 800 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\UBTUtils.cs:行号 51
MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath,
MainFrameActions: 打包 (Windows (64位)): Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:行号 345 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\UE4Build.cs:行号 1459 MainFrameActions: 打包 (Windows (64位)): 在 Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:行号 114 MainFrameActions: 打包 (Windows (64位)): 在 BuildCookRun.DoBuildCookRun(ProjectParams Params) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:行号 209 MainFrameActions: 打包 (Windows (64位)): 在 BuildCommand.Execute() 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:行号 35 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:行号 392 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.Automation.Process(String] CommandLine) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:行号 366 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.Program.MainProc(Object Param) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\Program.cs:行号 134 MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.InternalUtils.RunSingleInstance(Action
1 Main, Object Param) 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:行号 708
MainFrameActions: 打包 (Windows (64位)): 在 AutomationTool.Program.Main() 位置 d:\UnrealEngine-4.9\Engine\Source\Programs\AutomationTool\Program.cs:行号 53
MainFrameActions: 打包 (Windows (64位)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: 打包 (Windows (64位)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: 打包 (Windows (64位)): Domain_ProcessExit
MainFrameActions: 打包 (Windows (64位)): AutomationToolLauncher exiting with ExitCode=5
MainFrameActions: 打包 (Windows (64位)): copying UAT log files…
MainFrameActions: 打包 (Windows (64位)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: 打包 (Windows (64位)): BUILD FAILED
I think I get the problem but I don’t know how to solve it :
MainFrameActions: Package (Windows (64bit)): UnrealBuildTool: C:\Users\Administrator\Documents\Unreal Projects\KinectDemoRoom\Plugins\KinectV2\Source\KinectV2\Private\KinectAnimInstance.cpp(17) : error C2039: ��PreviewAttachedAssetContainer��: ���ǡ�USkeleton���ij�Ա
MainFrameActions: Package (Windows (64bit)): UnrealBuildTool: D:\UnrealEngine-4.9\Engine\Source\Runtime\Engine\Classes\Animation/Skeleton.h(224) : ���USkeleton��������
MainFrameActions: Package (Windows (64bit)): UnrealBuildTool: C:\Users\Administrator\Documents\Unreal Projects\KinectDemoRoom\Plugins\KinectV2\Source\KinectV2\Private\KinectAnimInstance.cpp(17) : error C2228: ��.Num������߱�������/�ṹ/����
I think problem is USkeleton,Skeleton.h,KinectAnimInstance.cpp, and I find a code maybe cause this problem:
who can help me?
I am so appreciate you for your advice…