Interesting. I do not have 2 leaps to replicate what you’re doing, but based on my experience with networking you can choose specifically what should replicate and what shouldn’t. You may be doing full actor replication instead of variable replication.
If you use variable replication with hand/finger positions (e.g. AnimBody) then downstream they should affect the 2nd client only as expected. There are various approaches to what information gets updated over a network. A good primer on blueprint networking can be found here: v=TbaOyvWfJE0
You probably want to do an raycast originating from the hand’s position in the negative Z axis. This would achieve what you’re looking for
Already answered earlier.
You probably want to use the Swipe Gesture recognizer in a similar manner to
See the repo for more detailed documentation.
It would be similar to how its shown in the hydra plugin video with the main difference that you would add a leap component instead of a delegate subclass (leap plugin doesn’t have this format) and you would set the interface to receive events via A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums.
These are great things, nothing is stopping you all from adding these kinds of widgets to the plugin, looking forward to seeing these things being tried.
The Passthrough effect seen iparra’s video is being worked on however it is not yet ready for the plugin (need to solve 32bit textures first).
See this post where we discuss how to change the origin of the leap in default mode.