I need help here. i downloaded 4.7 Source and built it. ran it created a complete blank project. turned on the Leap Plugin. restarted. then closed added your 4.7 plugin because that is what it is made for. and i try to run the project and then i get The following modules are missing or built with a different engine version: UE4Editor-LeapMotion.dll Would you like to Rebuild them now? i click yes and it says it cant be compiled. and exits. I DONT UNDERSTAND EVERYTHING IS FRESHLY INSTALLED AND NEW. nothing has been changed. and i dont wanna use 4.8 version of Unreal. because of known issues with lag and other sorts. (plus downloading and rebuilding sucks and takes forever)
Iâm assuming youâre trying to compile UE 4.7 engine from source.
To my knowledge UE 4.7 engine source wonât be binary compatible with the 4.7 engine binary release (from epic launcher engine list). This means you will need to place the plugin in your project root as outlined in the instructions and compile the plugin along with your project. You can use either the 4.7 plugin source or the master zip as no significant code change has occurred between them, so both should compile without fixes. It is recommended that you compile this in your VS solution so you can see any error messages that may occur (the .sln will be visible in your project root once you generated the project solution e.g. add code to your project; see packaging instructions in the readme).
It is important to distinguish the official plugin from this one, you will likely have to disable the official plugin and add this one afterwards in your project and after you restart the unofficial plugin will be enabled.
Hope that helps!
Anyone have a copy of the anim blueprint that uses the default UE4 skeleton?
thanks for great plugin
but I want to know if it is possible to make collision between hand and collision box
as far as i tried the collision box only works when the body react with box so is it possible ???
I made a new animation blueprint and copy and pasted from the old one. I also made a copy of the rigged leap character, but changed the model to the standard UE4 mannequin and the ABP to the one I made. However, the ABP doesnât do anything at all related to the leap. Is their some flag that I am likely to have missed?
I meet the same question with you
if you have soled it?
I also want to change the modle. But once I changed, it doesnât work
I solved the question!
Ok so I am facing a weird-ish issue. I have followed all the instructions for installing the plugin and packaging it, but, in the final packaged game, I just canât get my leap hand to show up. I donât get any errors or warnings, its just that the leap hand doesnât show up. Everything works fine in the editor, though. Can anybody clue me in?
I have a suspicion⌠If you are using the leap motion as a child actor component in your game, it might be getting its value wiped out every time you restart the editor (does for me in 4.7.6). Iâd add some logic to make sure that this value is still valid when you package the game.
HmmmâŚfood for thought . Iâll try that out and get back to you. Thanks mate!
So the child actor component value isnât getting wiped; I did a simple error check to confirm that. Anyway, I am pasting a snippet of my Unreal Log. Hopefully that can shed some more light
[2015.09.10-06.38.03:401] 0]LogMemory:
[2015.09.10-06.38.03:472] 0]LogWorld: Game class is âMyGameMode_Câ
[2015.09.10-06.38.03:474] 0]LogModuleManager:Warning: ModuleManager: Module âGameplayDebuggerâ not found - its StaticallyLinkedModuleInitializers function is null.
[2015.09.10-06.38.03:474] 0]LogAIModule: Creating AISystem for world getnamo_leap_setup
[2015.09.10-06.38.03:475] 0]LogWorld: Bringing World /Game/StereoscopicRender/getnamo_leap_setup.getnamo_leap_setup up for play (max tick rate 0) at 2015.09.10-12.08.03
[2015.09.10-06.38.03:507] 0]LogWorld: Bringing up level for play took: 0.031942
[2015.09.10-06.38.03:510] 0]LeapPluginLog: InterfaceObject: LeapAnimBodyConnector_C_0
[2015.09.10-06.38.03:511] 0]LeapPluginLog: InterfaceObject: LeapHand_C_0
[2015.09.10-06.38.03:511] 0]LeapPluginLog:Warning: Warning! More than one (2) Leap Controller Component detected! Duplication of work and output may result (inefficiency warning).
[2015.09.10-06.38.03:512] 0]LogInit:Display: Game Engine Initialized.
[2015.09.10-06.38.03:713] 0]LogLoad: Full Startup: 5.45 seconds (BP compile: 0.00 seconds)
On further investigation, I found that the Blueprint Interface Events, like the EventLeapHandMoved, are just not firing. I attached a simple print statement to check this fact out. It works in the PIE and standalone modes though. Just not the packaged mode. And this is a project based on Unreal 4.7.6 compiled from source.
Update: gaaaaah it stopped working in the standalone mode for some reason X(
[QUOTE=;166671]
To build the plugin from source, simply install the plugin as usual (drag and drop Plugins and Binaries into project root) and add code to your project. Delete the UE4Editor-LeapMotion.dll and then when you recompile it should include your plugin in the compilation as well.
Hi, sorry to ask the same question but I went through all the answers posted here and I still donât understand what to do ? Iâm using Unreal 4.7 (since 4.8 still gives me a black screen with the DK2)
When you say âadd code to your projectâ what exactly are you referring to ? what code?
and what am I recompiling UE4 again? I tried this and it does nothing.
If itâs the plugin or project how do I recompile it?
This is weird, try to package an new clean project with only the plugin and one of the convenience characters (e.g. Rigged) set as default pawn and let me know if youâre still getting the same problem. If not then how is your project use of the plugin different?
Make sure youâre using the 4.8 version of the plugin (latest is 4.8)
Otherwise, did you compile your 4.8 version? if so it will not be binary compatible with the launcher 4.8 and you will need to recompile the plugin (add empty class to your project and it will include the plugin in the build)
From the readme:
- Projects require code, if you are using a blueprint only project, add an empty class and compile your project module. You simply do File->Add Code to Project and it can be anything so I usually just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution). If you havenât added code before follow the unreal engine programming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community and changing a few small configs.
- Package your content
- In your packaged directory drag the Binaries folder from this plugin into your packaged project folder. E.g. if I have a packaged folder called LeapPluginTest find WindowsNoEditor/LeapPluginTest, this is your packaged project root. Add the binaries folder there.
A 4.9 version of the plugin is still in the pipeline, it will also support the new hw agnostic Motion Controller setup.
Update to 0.9.6
-Binaries synced with UE 4.9
-Leap SDK synced with 2.3.1
-Added Echo convenience hands (rigged floating hands)
Still in the pipeline but not currently in the latest release:
-Image hands
-Motion Controller support
-Re-structure of convenience content into modular components
Good luck with the Jam!
thanks !
âŚ
I am experiencing a strange issue with events.
I installed everything according to the instructions in the first post. I also used 3B instructions: however, I created a custom character and reparented it to LeapRiggedCharacter, and then pointed Game Mode to my character. And if I leave it at this, it works as expected - hands are rendered just fine
However, if I add an On Begin Play event to my custom class, the hands stop rendering. Events are triggered, but hands are not rendered anymore. I have a feeling that On Begin Play in my custom class overrides parentâs event. Is that true? Is there any workaround?
Yes, if you want to add something to Begin Play event, you need to call parent function first.
Right click on Begin Play node -> add call to parent function, and then it works as expected.
4.9 :Event gesture detected node missing ?
SOLVED: forgot to add LeapEventInterface to the script.My bad.
https://.com//leap-ue4
Hi,
Just getting started with Leap & UE4.
The plugin for 4.9 does not support gestures as yet ?
I cant find the âEvent gesture detectedâ node.
Is this a 4.9 only problem.
Thanks for any help.