[Plugin] Leap Motion - Event Driven

Again, Last Post Answered. :smiley: How can I Flip my Camera's display in the -Y axis? - Blueprint Visual Scripting - Unreal Engine Forums

Now, I’m moving onto how to customize a Leap Hand. I exported out the echo_lo_R hand as an fbx, and brought it into my 3d package. ( Maya ). Then I parented some geo to various bones, ( I’m making a muppet ), and tried to re-import it into Unreal and hook it all back up.
Everything SEEMS to work, including the visibility bool, but it doesn’t pick up the animation from the controller. Basically it appears, and just sits there.

So I have some work on how to tweak/customize a hand… I’ll keep you posted.

Cheers.

Is there a way to detect if the leap motion controller is connected (via Blueprints)? Currently I’m using the LeapFloatingHandsCharacter and I want to disable their collision if the controller is not connected. I want to use them for VR, as an addition option to the vive motion controlelrs. My pawn has no collision, but the hands still have, even when no hardware is connected.

LeapM Can’t find file for asset /Script/LeapMotion 4.11 mac (I’ve posted this on the ueanswershub aswell)

Hi,

I’ve just started playing around with Unreal + clean installed Unreal 4.11 and followed the steps to get the Leap integrated with Unreal. However keep getting messages that it can’t find the file for asset /Scripts/LeapMotion // all the blueprints used in the Leap Motion plugin have unresolved compiler issues. Have tried to google a bit on the subject but can’t find what I’m looking for (my googling skills are probably terrible but I’ve spent too long searching).

In the tutorial they use VR mode to preview the Leap Motion hands and because I’m using a mac could this be the issue? I’m pretty sure you can still use Leap in Unreal even though it’s not in VR.

If you could post a link to the answer or offer some help - that would amazing.

Thanks for your time,

There is an ā€œIs Connectedā€ boolean from the Leap Library that you can simply branch with.

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Thanks you very much, that was exactly what I was looking for. Do you happen to know if there is an event I can use to enable collision again, when the controller gets plugged in at run-time? Checking every frame doesn’t seem like a good choice.

I’m using Leap Motion without VR, so it definitely works without VR.

What ā€œsteps to get Leap integrated with Unrealā€ did you follow? All you need to do in 4.11 is enable the plugin in the editor. Make sure you didn’t download an old version of the plugin and installed it manually. If that’s not the issue, I don’t know. I’m on win7, could be a mac issue or something else entirely.

Last supported Mac build is 4.10 atm grab it here: https://.com//leap-ue4. The Orion runtime that was included in 4.11 was windows only, but that may change as we move forward, I’m due for a 4.12 update (outside engine for now, not fully stable). I do want to have Mac supported in engine, but in meantime try out the older builds.

Just wanted to say these are great, want them linked in the opening thread message?

thank you so much I’ll give it a go! :slight_smile:

hey that worked! I still had a camera / character in the scene so it wasn’t getting picked up. Silly mistake. Thanks so much for your help, you’ve been brill! :slight_smile:

Hey ,

I have been trying to follow your Jenga Game tutorial for 2 days. I have tried all possible combinations, tried using UE 4.11 and 4.12 with both the Simple rigged character pawn and floating hands pawn. But I cannot seem to get past the ā€œTrying to grabā€ print string on part 2 of the tutorial. I want to simply grab and drop an item. But does not work with the method of using interface that you have shared. I thank you for sharing your work, but is there any other simpler method to get this to work? I have used clean project, I have tried different templates and overall just keep hitting a roadblock. Please let me know if there are any updates that I should use, any support would be really appreciated.

Thanks,

Amey Gumaste

Note that the pickup/drop method described in the jenga tutorial is just one approach of doing this. Follow the tutorial closely it is likely that the object you’re trying to grab either doesn’t have physics enabled or doesn’t have the toggle enabled that physics simulation generates hit events. All of these steps are at least touched upon in the videos. If you still have problems despite checking those things, give more details on your setup and what you’re trying to do in detail.

Hey ,

Thanks for replying, Will work on it over the weekend with a clear head…Will post updates next week. Thanks!

Hey ,I finally got it working on my setup at home! Thanks for your support!!

I got pick up and drop working for the leap rigged character. Very happy about it!!! Can I use the same technique for the Leap Floating hands Pawn? I tried to get the on actor hit event work for the floating hands pawn but it seems to be not working with it. I have added the PickUpCharacterInterface to the floating hands pawn.

Also I want to know whether we can use both the HTC Vive controllers as well as the Leap Motion Controllers together using this plugin?

Again really appreciate your help!! Thanks!

Hi,

I am working on a Mac using Unreal 4.12.3.
But there is too many compiler error of blueprint, I spend some time try to fix it, but it seems impossible.

I want to know when would the Orion Beta(VR) for Mac released, Because my project is very urgent.
If you could send me the unstable version - that would amazing.

Thanks for your time.

dymscut@gmail.com

You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

There are currently no Mac compatible HMDs so supporting VR for Mac at the moment wouldn’t serve a purpose; but I did also check the latest Leap Motion SDK resources and they still have Orion as windows only =/. You’re best bet would be to use the 4.10 plugin which has the v2 tracking.

Surely will try to make it work! Thanks

Is it impossible to work with the Unreal Engine plugin without a VR system? I have 4.12.4 and the latest version of Desktop V2 (and recently tried Orion too), but when I override the blueprint to be the one with the FloatingHands and hit play, nothing happens. I can still move with my mouse but no input is being from my Leap Motion.

[QUOTE=;555998]
You should be able to use the same technique, but you may have to get the child actor which holds the raw hands themselves for collision. E.g. in rigged floating hands you have two skeletal meshes, which may need collision checks for the interface to work. Let me know how this works out so I can add the complete solution to documentation.

Hi , I have the same issue. Any chance you could give more details on how to get the child actor? Thanks!

When I downloaded the plugin, there is not LeapCollisionCharacter or VRPlayerController in the menu for selecting gamemode. Im using UE 12.3. Have you removed this from the latest release? If so, why isn’t the documentation updated?

Desktop mode should still work. Just note that if you do not use VR mode it expects the leap motion on your desk facing up. Please see https://.com//leap-ue4#note-on-leap-base-offset-in-default-mode for simple note on how to adjust your desktop offset.

I’ll try to find some time to show an example of this in blueprints, stay tuned.

Documentation has been updated and references to LeapCollisionCharacter (other characters have their collision on by default) and VRPlayerController (no longer needed) have been removed. Despite this being the official leap motion plugin, it’s still a community plugin in that it’s a side project I do in my own free time. This means resources may not be always available and it relies on people such as yourself to point out and make pull requests where possible :slight_smile: