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I’m guessing you’re using the C++ fps template? If that is the case, the problem may be related to [Plugin] Leap Motion - Event Driven - C++ - Epic Developer Community Forums to which the solution was to sub-class your C++ base character as a blueprint and then sub-class that blueprint to use your hydra component/interface. Still unsure why error occurs, but it only occurs when the base class is derived from C++ not blueprint.
You have to add a component** and** an interface in order to receive the events. The error message you are getting is saying that whatever class you added a component to, doesn’t respond to hydra interface events, so you’re missing the interface. You also have access to conveniences classes such as hydra actor or hydra player controller which can abstract your hydra interaction away from a specific blueprint, may be a simpler way of using the plugin.
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Ok, so, I have tried everything possible, both with 4.6.1 and 4.7 Preview 8 so i don’t think 4.7 has anything to do with problem.
I have added the component and the interface, i had done it in the first place, and tons of times, in different ways, it works, but after you restart, you get the same annoying error:
(i’m going to attach some picture because is driving me insane)
As you see, time, as you suggested to, i created a blueprint of the character c++ class, and then i have created a child of that blueprint.
it is clear from the screenshot that i have added the interface (and the hydra component) in both the father and child blueprint, but i have also tried to add them to just the father and just the child, i have also played around with question as i though it might have something to do it the error:

(if you click yes, apparently, there is no way to revert it)
so, finally, i can say i have tried every single possibility, every time the blueprints compile, the hydra works in Viewport Play, but it never works in Standalone Game. (Shipping just doesn’t build as now, but i’m not worried about that).
is how the game looks in viewport (and how it is supposed to look right now):
You have to hands/arms, that you can move with your left and right hydra, and everything works as supposed.
I’m spawning a FPCharacter_Child at a pawn when the game starts, not its father. i’ve been logging and debugging the hydra and plugin, and excluding these errors, it seems to work perfectly.
I don’t have anything else in my scene.
Instead, in the Standalone Game, i have 2 outcomes,
one where it says: “HydraBlueprintDelegate Warning: HydraInterface Delegate is NOT set, did your class implement HydraInterface? Events are disabled.” (twice), as you have previously seen in the screenshot of my last post.
The other outcome is without any error, it just plays without the arms but you can still move around, it not clear to me why, i’ll have a look at your code and cases where it gives error, but i don’t think i’ll be able to fix it, i’m pretty new to UE.
it’s not clear what causes one or the other to appear.
I guess that in Standalone Game, it kinds of compile the game differently, and since it runs in a different process, it might the same exact error that causes the “… Can’t find file for asset. …”, it’s like the HydraInterface and component remain in the editor instance/memory and do not get saved or compiled with the rest of the project. it seems to be more likely a problem that comes from unreal than from the plugin.
is my current BluePrint setup for FPCharacter_Child (The event graph in the Father is Empty):
As i said before, i also tried to add the interface and the hydra component directly in the child instead of inheriting them from the father, but that doesn’t change the outcode (after restarting the engine, they get lost).
I’ll update if there is any news. i’m trying to do my best but it’s just hard to understand UE in such a short time.