[Plugin] Leap Motion - Event Driven

Hi ,

Thank you for making this plugin. I’m a bit new to Unreal and I’m having an issues with the leapmotion plugin. First of all in the Editor I have no issues with getting the hand data in, but none of the plugin content is visible. Changing the view options to show plugin content doesn’t change anything.

When I put the plugin in the engine installation folder Plugins directory and try to package my project the plugin doesn’t work in the executable. When I put the Plugins folder in the project folder and remove it from the engine installation folder it also won’t work. The output log doesn’t show any useful information and the package gets compiled successfully.
I also don’t see the LeapMotion plugin in the plugins list when I place the Plugins folder in my project root.

I’m using Unreal Engine 4.22 with the LeapMotion-v3.3.1-UE4.22.7z version. I think the plugin might not be working with UE 4.22.

Got any idea on how to fix this?

Hi

On 4.22.0

Content > Modules > Rigging > Leap Mannequin Merged

Movement is captured ok but arms/hands axis are inverted. Any tip to solve it ?

Thx in advance

The general flow is to drag and drop the plugins folder from https://.com/leapmotion/LeapUnreal/releases into your project of choice. An easy way to test this is to get the modules project https://.com/leapmotion/LeapUnrealmodules/releases and drag and drop the matching plugin into it. When you launch you should have a bunch examples to play with out of the box.

If you wish to package you may need to add a basic empty c++ class to your project so that it detects your project plugin and includes it in the packaging process.

There is also a 3.0.1 version of the plugin available directly in the engine, just enable it and it should be available.

Have you tried the latest release 0.3.7? https://.com/leapmotion/LeapUnrealModules/releases/tag/v0.3.7 there was a bug in some of the assets that didn’t have their automap set on startup.

Yes, using latest release 0.3.7
If i move Right hand, i see on the display the left hand moving. Same with arms
Pic attached. Thx

Desktop mode? You should be using https://.com/leapmotion/leapun…-example-actor which sets the optimization for desktop mode (and changes the expected orientation of the leap motion device)

Confirm you get good tracking by trying out the DesktopHelloWorld.umap in https://.com/leapmotion/LeapUnrealModules

Desktop Mode - Example Actor is working fine using 4.22.1. Thx.

But https://.com/leapmotion/LeapUnrealModules/tree/master/Content/Modules/Rigging blueprint are lost using latest version. Cant find it anymore inside content folder (using latest commit uploaded at 1 day ago)

Thx for your time.

repo uses git lfs, if you do not use git lfs, download a release (.7z) at https://.com/leapmotion/LeapUn…ses/tag/v0.3.7. If you clone without lfs you may end up with an empty directory.

Sorry if I waste your time and thanks for your patience.
I followed all your steps but I still get this when moving my right hand.

L to R
LeapMannequinFull_Anim - LeapMannequinMerged_Anim - LeapMannequinAutoHandsOnly_Anim

I think I see the problem. Currently it’s setup to have a standard tracking where left = left etc, but you want a mirror mode where you right hand is the character’s left hand facing you. In your particular example, if you rotated your characters 180 degrees they would line up with your tracked hands.

To do a mirror mode, you’d need to reflect the tracking data about a Z plane (math: Reflection -- from Wolfram MathWorld but you can likely do vector subtraction from a fixed point for simpler math). There’s nothing built in that supports it in e.g. bodystate, instead I’d recommend starting with tracking data from a leap component, reflecting that data and feeding it into a mesh. See the direct rigging examples on how to use the leap component based setup https://.com/leapmotion/LeapUnreal/tree/master/Content/DirectRigging/LowPoly

Map: DesktopHelloWorld
Left and Right hand movement are ok.

Adding LeapMannequinMerged_Anim

Right Hand move the arm Crossing middle body coordinate. 0 or 180 degrees.

I’m going to your recomandencaiones to get it. Thank you very much for your time and links. I really appreciate it

Hi.
Thank you for the plugin!

I started this leap motion “journey” downloading the lastes vesion available: 4.22 plugin. I’m having some problems finding the plugin in Unreal, I can see only “magic leap” plugin in the plugin setting, that is not leap motion plugin. I put the Plugin folder in my project folder and i did the lip motion tryal in leap motion control panel, everyting seems ok with it.

I can’t understand how to activate the plugin in Unreal. :frowning:
Thank you in advance.

Hey any news on supporting the Oculus Quest device? :smiley:

Hi all - this might have been obvious to some, but certainly wasn’t for me. When downloading any .7z module or plugin from , it is essential that you unzip the download with 7-zip: https://www.7-zip.org/ in order for everything to extract cleanly. Using WinZip, ALZip or other alternatives won’t work properly.

Hi,

I am trying to compile myself as my project is 4.19 (cannot upgrade for now) - managed to sort out the build.cs. Except for one c++ compilation error which is:-


ProducerLambdaFuture.Reset();

The error was:-


class "TFuture<void>" has no member "Reset" 

Apparently UE4 4.19 doesn’t have the member function Reset (maybe less advanced lol) so I just commented it. Is it okay?

Should be ok, but with the caveat that it if you run your app without a leap motion service running it may be left hanging in the taskbar (it shouldn’t but there is a risk for that particular case). That particular section is used to forcibly cleanup in the case of the leap service doesn’t respond to polling (which is a v4 leap service bug we’re working around).

That would depend on Leap Motion supporting the device. Best bet to track LM news would be https://www.leapmotion.com/news/

The engine plugin is disabled by default, but you should be able to enable it by going Edit->Plugins and then selecting the category *Input Devices. *In there you’ll find the Leap Motion Plugin tick enable and restart your project to see it loaded up.

https://i.imgur.com/YidPuf5.png6

Optionally you can install it as a project plugin by getting the latest release from e.g. https://.com/leapmotion/LeapUn…ses/tag/v3.3.1 and extracting *LeapMotion-v3.3.1-UE4.22.7z *Plugins folder into your project root.

Hi guys. How can I use Grab and Drop in VR with LeapMotion??? please I need your help!

Why is this the standard plugin, when the previous plugin was much better?

Specifically https://.com//leap-ue4

Had better commands, better hand models.

Anyone interested in bringing that version back up to compatibility with 4.23+?