[Plugin] Leap Motion - Event Driven

Regarding the first issue it may be related to using a C++ character as a baseclass? If that is the case, the problem may be related to [Plugin] Leap Motion - Event Driven - C++ - Epic Developer Community Forums to which the solution was to sub-class your C++ base character as a blueprint and then sub-class that blueprint to use your hydra component/interface. Still unsure why this error occurs, but it only occurs when the base class is derived from C++ not blueprint.

On the second issue, that shoulder position should only occur when you have your hand full stretched out. Just tried the plugin on 4.7.6 and it seemed to behave as expected. Try to get me a video of the specific problem so I can try to replicate the issue.

Some templates now have characters placed directly in the map. They need to be deleted in order for your custom game mode character to be used.

This was my error, you found a value I missed linking up, this has now been fixed in 0.9.3. Unsure of how you want to use this sphere however as it changes with the curvature of your hand and it is probably not what you’re looking for in terms of collision. Try out the new 0.9.3 update for easy collision.

Leap Event Interface used to be found under blueprint props, since 4.7 this is now called Class Settings.


You similarly go to Interfaces and click add->LeapEventInterface. After you hit compile, all the leap events will show up after you right click the event graph and type ‘leap’. If you’re using the convenience content the leap controller bind is placed in the LeapAnimBodyConnector. You can add leap motion events to another blueprint safely but you will also have to add the component in addition to adding the interface in order to receive the events.

This method does work, but with a twist. All you do is attach the collision shapes to the skeletal mesh sockets. You do this by adding them as a child of the mesh and the selecting parent socket in the details pane.

That said using the physics asset now provided in the plugin is much easier and you can still modify the physics asset to cover the range and sizes you need for your particular mesh.