[Plugin] Leap Motion - Event Driven

Why did your version of the plugin get dropped for the new one which is decidedly worse?

Hi everyone,

I have a problem (currently using 4.23) using the two handed mesh.

The problem is that the two handed mesh looses its track (returns to the relative 0,0,0 position) when the VRCamera doesn’t look at the location of the actor that contains the hands, whereas the single handed mesh doesn’t loose the track (I tried even using them together, and the single hand is still tracked, the other no).

The strange thing is that even if one VR eye is looking at the actor, the hands are rendered there, but in the other eye they are not.

I checked the Animation Blueprints, and the Skeletal Meshes options, and they seem to have the same settings, so I cannot figure it out why this happens. Does someone of you had this problem or any idea how can I solve it?

Hope it is clear what I mean, if you need more details or a better explanation, please ask.

​​​​​

Both plugin versions were implement by me. The v2 plugin was an experimental plugin fork that tried to cover all the possible leap c++ api. With the Leap Orion update, the c++ api got deprecated in favor of a lower level c api which is what was used for the v3 plugin (the one currently in the engine). The smaller API makes for a much more stable and smaller core plugin with much improved performance and supports things like multiple devices. If you still want some of the wider features I recommend checking out the example repo: https://.com/leapmotion/leapunrealmodules which should cover most of the common use cases. The only things that are missing are the gesture recognition utilities, which are deprecated in favor of direct interaction.

That said the v2 plugin is still available at: https://.com//leap-ue4 and you’re welcome to fork and use it as before, just keep in mind it won’t have any more updates from Leap and it is considered deprecated.

Please see https://.com/leapmotion/leapunrealmodules#rigging and https://.com/leapmotion/leapunreal#custom-rigging for documentation on custom rigging. For anything that isn’t covered in the documentation I now recommend reaching out on https://forums.leapmotion.com/.

Thank you for the answer. I just followed your suggestions and I wrote also on their forum. For whom of you is interested, this is the is this link to the post and it contains also the 4 simple steps to reproduce the bug from the LeapUnrealModules repository.

Hi there,

Im trying to create pinch events for the leap motion controller, but I cant get it to work. Im trying to follow the tutorial by this guy: v=fmtBQzD7ZFE&t=70s, but he is using a very different version of the plugin. For example, the ‘LeapFloatingHandsCharacter’ isnt there anymore. I tried downloading the older plugin for 4.19 ( he is using 4.11, but I cant find that one anymore), but the character isnt there either.
Anyone knows how to fix this?

Thanks!

Grabbing and pinching are globally available input events in the v3 plugin https://.com/leapmotion/leapunreal#grab-and-pinch

Thanks for the fast response! Unfortunately I cant get it to work. I made sure its possessing player 0, and I just tried some very basic stuff like pic related, but to no effect.
Another thing I am struggling with, is getting the hand location. I want to add a swipe effect, but when I try to get the location from the BSLowPolyHand blueprint, I only get the position on the first frame, and it doesnt look like its updating.

Thanks for your help!

Kind regards,

Robbe Vlaeminck

Hi there, Fortunately I got it to work (forgot to add the Leap Component), and everything is working great. However, every 15 minutes or so, I get this error:

LoginId:a040fe774e4aa67b209d809985d7270a
7cf0d61578c24b00a50570c5afe56822

Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:d:\build++ue4\sync\engine\source\runtime\engine\public\BonePose.h] [Line: 591]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_BodyState
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

I asume its related to the Leapmotion controller?
Any clues on how to fix it?
Thanks!

I’m not directly involved with the plugin anymore, for anything that isn’t covered in the documentation I recommend reaching out on https://forums.leapmotion.com/.

@Carlosan and others, have you managed to implement the mirroring mode? If yes, please, share the solution.

I’ve through this forum thread pretty extensively but I am still struggling to get my own meshes to behave properly in the animation blueprint. I got some motion in the preview, but when added to the scene and run, there is no motion from my skeletal mesh, I’ve tested this against the default hand.

https://images.squarespace-cdn.com/content/v1/5875b6951b10e328681422f1/1586623433591-VAX7FI9WTT2LFA4LKFKE/ke17ZwdGBToddI8pDm48kMv_t3eqhUAKdsNJYmFfx7pZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpzmpSNFb08iR__ThYxWhryA9dEkakiFQa6Ur_Esfmiwlncqnd5e8sfrEVd6iTv4ujU/PlayMode.gif?format=750w

https://images.squarespace-cdn.com/content/v1/5875b6951b10e328681422f1/1586623424380-E3EVDT51MASFY3VOKQN6/ke17ZwdGBToddI8pDm48kMv_t3eqhUAKdsNJYmFfx7pZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpzmpSNFb08iR__ThYxWhryA9dEkakiFQa6Ur_Esfmiwlncqnd5e8sfrEVd6iTv4ujU/fromBP.gif

https://images.squarespace-cdn.com/content/v1/5875b6951b10e328681422f1/1586623398146-T157R52LS4L9QY82CM4H/ke17ZwdGBToddI8pDm48kMv_t3eqhUAKdsNJYmFfx7pZw-zPPgdn4jUwVcJE1ZvWQUxwkmyExglNqGp0IvTJZUJFbgE-7XRK3dMEBRBhUpzmpSNFb08iR__ThYxWhryA9dEkakiFQa6Ur_Esfmiwlncqnd5e8sfrEVd6iTv4ujU/fromAnimBP.gif?format=750w

I have a theory that the custom mesh looks so wonky due to something with the skeleton or weights not matching the default hand’s skeleton.
But I am really unsure why the hand doesn’t move while running the scene.
Any help would be appreciated. The documentation on this device for Unreal is quite sparse.

Thanks

See https://.com/leapmotion/leapunreal#custom-rigging

and examples found here:

https://.com/leapmotion/leapunrealmodules#rigging

Thanks for your response ,

I have been closely referring to these guides but they are incomplete and lead to incomplete results.
This does not explain why I am getting jittery animations and why the tracking animation isn’t occurring in the actual game.

Best,
Alex

Has anyone had any luck getting the plugin to run in 4.24? I have been working on a project with a team and after our work we cannot get Leap to run inside.

sadly no, sorry

I’m trying to get the Leap Motion multi device plugin running. The thing I’m confused about is if the Experimental build branch made it into the production 3.7 version? The Repo branch appears to stop on Aug 15 2019. The device ID does appear in the component properties, but I can’t seem to drive two different pawns. Are there any new builds of this branch built for with UE4.6+? (or a way that I can compile for the more recent engine release?)

Hello everybody,

I just got a Ultraleap 3Di and was able to get the hands to show in Unreal 5 correctly in Desktop mode. I have used the leap motion in Unity3D and there I was able to each hands global position / rotation and use those floats to drive classes.

Anyhow I am wondering if and HOW it is possible to get access to the global position / rotation of the latest left and right hand.