I’m trying out the Leap Motion 4.9 demo examples and find that when building and running the demos (using Play->VR Preview) the leap is not using HMD mode.
I can tell the leap is using up-facing mode because it does display the hands if you move them in that orientation. Obviously that does me no good cause its attached to the headset
I dug into the blueprint and code for LM_DemoControllerActor and looked at it’s inherited LeapMotionControllerComponent settings. The Hmd Mode was not checked so I checked that and recompiled and tried again. Still the Leap doesn’t use HMD mode.
I looked at the Leap Motion API and they state the
POLICY_OPTIMIZE_HMD
should be set. Looking at the LeapMotionControllerComponent.cpp the HMD mode is set to false by default (
bHmdMode = false;
) but that variable is the one I’m setting in the blueprint details, I can see where it is exposed to blueprints in the header file:
/**
* Whether to transform the tracking data as appropriate for a Leap Motion device
* attached to an HMD.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = LeapMotion)
bool bHmdMode;
I also tried calling the exposed Use Hmd Mode function in blueprints. No dice.
Lead writer at Leap Motion here. Sorry about this issue, folks – we experienced issues with the LeapCharacterExample, so we had to pull it from the 4.9 demo pack. We’re hoping to have a really solid update land before the 3D Jam on September 28th. In the medium term, we’ve actually been looking for a full-time engineer who can help us bring the Unreal plugin to the caliber that the community expects and deserves ,Job). Stay tuned and thanks for your patience.