Hey your office setup sounds great. Hope you made progress connecting everything.
Looking forward to your update. I don´t want to annoy you but it would be great if I could add leap motion to my project tomorrow / this weekend. Thanks in advance for your help!
In the browser, Show Engine Content and Show Plugin Content
Go in LeapMotion Content/Blueprints/Rigging/Floating Hands/LeapRiggedEchoHandsActor
Disconnect the execution line between Event Show Hand and SwitchonLeapHandType (or else the default Leap Hands will be rendered on top of customized hands)
DevNote
For sure the LeapMotion is more limited than using the controller. For now I use Leap Pinch to emulate Oculus A Button / Vive Trackpad Up to teleport, and Leap Grab to emulate Oculus Index Trigger / Vive Trigger to grab.
To try / will put it in the next version: use a hand to teleport and grab, use another hand for selecting menus OR/AND use Leap Gestures. I will definitely try that in the next few days. For now, I recommend experimenting on the MultiMap since there is some objects to grab.
Should work multiplayer, although you must first assign widget interaction to a hand’s Leap Pinch, Leap Grab or Gestures.
I will test it extensively next week, together to be released with updated versions of other editions of the template!
The short answer: yes. But (there’s a but). I’ve tried using Touch controllers (or Vive’s) and the thing is that by doing so you necessarily occlude some fingers, which is a bad thing for Leap. So you could, but you’ll have a bad tracking of the fingers most of the time. Not recommended. For that solution would be probably something like tracked/haptic gloves. The fun with the Leap is that you don’t have any controllers (at the expense of having fewer mapped inputs)…
I’ll reserve a day next week to review all templates (including Hololens if spatial plane is fixed); but I’ll mostly dive back into C++ code to fix once and for all multiplayer Oculus Avatars
Hey awesome template I can’t get it to work on Steam, I have different PC and different accounts. What happens I can see the session but when i press launch either the menu disappears or it restarts to select a new avatar again. How to fix this
Somehow with your newest version the controls got messed up on my side. I am using the Vive. I did some logic based on buttons pressed (like the trigger) but I ran into some problems. I simplified it to a very simple line trace coming out of the hand, printing the first hit in the log. Trace was activated by the trigger. it didn’t work. So I bound the trace to activate when keyboard “T” is pressed. Worked this time.
I did not mess with any of the controls. Is this an error from my side or is this a bug. I didn’t have this issue with earlier version of your template, though.
The teleportation will only work with trackpad up on the right hand. Trackpad up on left hand will also open VR Keyboard.
Tested some more. I found out this is only happening when I am starting the VR-Preview directly in the multi-map. When starting the map from mainmenu everything is fine.
When creating a new map, everything is fine UNTIL you override game mode with “MultiGM”. As soon as I override the game mode I get the weird controls.
@Desutoroiya@Andybauer I’ve been redesigning the template for 4.19; seems lot of things did not work anymore. Should be ready and tested within few days.
Hi!
I have noticed a problem that when a player joins a session and then he/she or the host teleports around a few times (10-20 times) the player that joined starts lagging. The lag is not tremendous but it can be seen on the hands positions that lags a bit and throwing things are no longer realy possible as they instead drop right down when opening the hand during the throw motion.
The lag only affects the player that have joined a session and not the hosting player. When the players stand still and do nothing the lag does not apppear so it is not based on the time. I also noticed that the fade in and out effect happens to the client as well when host teleports.
I’m using the ProteusVOIP 3.3 version and UE4.18.3 and I’m currently using LAN connection.
Any help on this would be greatly appreciated and good job on the project!
I fixed it for now, unreal didnt have some steam dlls. Also I noticed that Subsystem for steam was removed when launched, so I added code that it would create it no matter what.
Thank you very much for this. This is a superb resource for a novice such as myself.
I do have a question; would is there a way to set up a climbing mechanic with the provided blueprints? If not, would it be possible to add one? I have tried to implement the only climbing blueprint I could find. Unfortunately, everything for that blueprint breaks when migrated.