Also waiting for the 4.9.2 build since installing and changing the pawn doesnt seem to do anything in version rightnow and i cant roll back to 4.9.1
Update to 0.9.7
-Fixed packaging for 4.9.2
-Added EnableBackgroundTracking toggle on LeapController allowing you to
track when the window isnât focused
-Updated Echo hands to hide when not being tracked, idle
animations for Echo hands have been removed. Use
LeapEchoHandsRiggedCharacter for a rigged mesh hand without attached
body, use the collision variant for physics enabled version.
I highly recommend using the Echo hands as they feel more 1:1, Enjoy!
wow that was faster than my first post got apporved by the admins ty ur rly make using the leap motion a joy <3
Ok i need to request ur help pls^^ Im trying to integrate ur plugin into my custom 4.9.2 branch with nvidia flex branch ,however when trying to start it complains about wrong version an wants to recompile,after finishing that sucessful,it does show me the custom pawns and i can change to them,however nothing happens ingame, i did use a project with code (first person template) and i did delete the player actor ingame which normally made it work ,but still nothing:(
Edit: got it to compile and work even in my 4.10 branch with flex now ,the results are pretty amazing,going to upload an example once im finished joying around however theres another âissueâ i want to apply a sword by adding a weapon socket to the echo hands but it doesnt worl the way it normaly does is there any info whats different compared to the normal version ,for reference i did use the sword tutorial on youtube and also applied line trace version of collision
Still thank u so much for this plugin
Edit 2: i dont get an error,it just doesnt show up in hand
Edit 3: sry for so much questions >.< but hey heres another one : how can i get the echo collision hands to interact with the interface like here for example Ultraleap Docs | Ultraleap Docs Guidelines for Hand Tracking and Haptics ,also the same question but apllied to vr triggers ingame (a lightswitch for example),can i just use the collision hands then move a physics enabled actor mesh with it (the switch itself,without the casing) then check its position and fire of an event (turn on/off lightbulb)? and if yes could u maybe give some guiding cause i found this question a lot (hud and physics based trigger) but no answer that could guide me,thx in advance
You should be able to just attach the sword to a socket/bone. Use the wrist or palm bone. You can also go into the skeleton and create a separate socket parented to a bone and attach objects to there.
You can move any enabled physics actors. I havenât had much experience with physics actor constraints (see Physics Constraint Component User Guide in Unreal Engine | Unreal Engine 5.3 Documentation) but there should be a way to implement this as you want it.
The other thing to consider is that collision hands are kinematic which means if you collide directly it may jitter when itâs trying to resolve impossible constraints (hand too deep into button/etc). So in order to build physics based UI I would recommend doing collision/overlap tests (i.e. change the button collision channel so the hand would normally overlap and not collide with it) and then build a basic restrained button manually. It will give you much finer control. See leap motionâs blog entry on widgets for guidance on how they did it.
Down the line I want to provide some UI widgets myself, but Iâm not there yet and canât guarantee that it would be ready before the jam ends.
Hello,
Iâm trying to get this plugin working with UE4 4.10 preview 2 and an Oculus DK2, but none of the Pawn Classes work and no hands are shown, except for the LeapEchoHandsRiggedCharacter where I only see the right hand appearing.
Thanks!
EDIT: I found that the character is actually appearing but its placed behind and I can see it if I turn to look back while wearing the Oculus.
I donât support preview versions of the engine but you should find an update usually within 1-2 weeks of final release of an engine version.
If you absolutely must have the newest version, then dig into the source yourself and recompile as you have the full source included with each plugin release. Some engine updates break previous compatibility and may need fixes (Iâm looking at you 4.6âŚ).
Thank you for your quick reply. I created a new project with UE 4.9.2 and Iâm experiencing the same problem with the Rigged Character and the Passthrough Character, they both appear behind me in VR Preview. I can fix it by editing the Blueprints and displacing the mesh, but I just wanted to let you know that it didnât work out of the box for me.
Press âRâ to reset your hmd zero point, it should all line up then. (You can change this button bind in LeapBasicRiggedCharacter blueprint, its the parent of them all)
Hello,
The plugin is really great, Thank You!
im having problems with LeapPassthroughCharacter, it looks like if ipd would be off and also the warping, it is very uncomfortable to open both of my eyes, an illustration of how left hand looks when im holding it right in front of me:
I have tried âRâ to reset position, adding optimizeForHMD Blueprint (checking/unchecking the options), setting boolean - âLeap Facing Mode is HMDâ inside LeapAnimBodyConnectorWithPassthrough and changing Sprite location inside the Viewport, messing with âLeapPassthroughPostProcessâ Material values, but havenât found a way to influence the eye offset. What could be the problem?
Using the latest plugin version 0.9.7, UE 4.9.2, Leap Software 2.3.1
Anyone have that error?
LeapPluginLog:Warning: Warning! More than one (2) Leap Controller Component detected! Duplication of work and output may result (inefficiency warning).
I am near sure i only have one leap controller component,
What youâve found is the subtle misalignment issue with the current passthrough. Though the IPD of the leap which is much smaller than a persons contributes somewhat to the weird setup, it is not the complete picture. I currently donât know exactly how to fix it and Iâll be waiting for leap to give me some guidance on this before it will look 100% like Unityâs, the image hands are tied to this as well since misalignments are much more clearly visible there, itâs on the list of fixes
Whenever you work in the editor, it will spawn another component for the viewport and that will be called. Rest assured it wonât have a double call when you use it in the packaged game or if you close your blueprints and hit play.
ouch! yes if i close the bp message disappears. It was driving me crazyâŚ
Hello, Do you haveany update for Unreal 4.10.0? It shows this message:
In mean time I will revert to the 4.9.2
I am using OSX El Caitan 10.11.2
Hi ;
Thanks so much for your plugin. Real amazing youâve been able to provide UE support unofficially. Love the echo hands, so sculptural.
Iâve noticed that when using the collision characters, the tracking accuracy is much worse. Without collision, seems to function better. Is that just my subjective experience or have you noticed this as well?
Hi guys!
Can someone build 's plugin for 4.10? I have no idea how to take care of it and need it badly because of VR updates in 4.10
Cheers,
j.a.
I try compiled but fail, since i recently install this new version and have other problems i donât known if its a module problem. anyone compiled this module with 4.10.0?
hello,
I have strange problem with the exe files on packaged Projects.
If I start the exe in the â<ProjectName>\WindowsNoEditorâ folder nothing happens, the exe is active in the background (I can see in the taskmanager).
If I start the exe in the â<ProjectName>\WindowsNoEditor<ProjectName>\Binaries\Win64â folder it starts properly.
Also I need to restart the before I am able to delete the exe in the â<ProjectName>\WindowsNoEditorâ folder, because itâs impossible to kill the process.
Is this a plugin problem or is there something that needs to be setup before the exe works properly?
do you have a new leap plugin from somewhere? The latest plugin on this thread is for 4.9.2.
Iâll get a 4.10 version compiled this weekend. There shouldnât be a need for code changes for 4.10 so you should be able to compile a version on your own if you want it earlier.