[Plugin] Leap Motion - Event Driven

Your graph looks ok except for two things.

One your Joint Target is 0,0,0 this is probably incorrect, joint target should be in the direction of your elbow, you can play around with it in your Persona Preview to find the right values.

The second part is that you’re forwarding the raw Leap Values. Consider for a moment what these are: the position of the hand in relation to the leap motion controller in the real world. What the animation graph is looking for is the position of the hands in relation to the character root component position. So you need to find the offset between Leap Real World->Character Root. If you’re using the Leap default mode this offset is unknown. With the hydra we solved this using a calibration step which gave the offset of the hydra base to the shoulder midpoint which then got shifted down to the character root. This isn’t really possible with the Leap in default mode since there isn’t a calibration step which can determine where you body is in relation to the leap (maybe you could point toward your body and grab that point, but that sounds shaky at best), so your best bet is to have a fixed offset that the user can adjust.

However: If you’re using the Leap Motion mounted to your HMD, this is moot. Simply tick optimize for hmd, auto-shift, and auto-rotate and all your values will be in 1:1 in component space. This means you can forward the raw values straight to the skeleton. The reason this works is because it is mounted to your HMD which is tracked with a direct position, so the plugin figures out the offset and rotation adjustment to translate your values into component space automagically :rolleyes:.

To my knowledge event visualization (blueprint debugging) doesn’t happen for interfaces, ask epic to add that capability.

Currently I do not have a character blueprint specific to the leap, I’m working on something more generalized which would allow a lot of hardware specific binding to be skipped, this may take some time though, until then explore the setup with the rest of the ue4 leapers :cool:

NB: General Hierarchy for character animation is Character/Pawn: Leap Controller Event/Poll->OffsetValues, Animation Event Graph: Character:OffsetValues->Hand/Finger Values in Component Space, Animation Graph: Hand/Finger Values->IK Bone Effector location/FK bone rotation

From your crash output it doesn’t seem to be related to the plugin. If you still suspect the plugin, you can compile the plugin (follow instructions earlier in the thread) to get a .pdb file which will give you more detailed output in your logs and in the crash output.