Yes I thought so aswell, maybe thats something that has been fixed in 4.11? Im using 4.10 currently. Also I have looked through the source code for getnamos leap motion plugin and found the function that translates the hands (LeapHand.cpp). That function uses a function from Leapinterfaceutility.cpp: “FVector convertAndScaleLeapToUE(Leap::Vector leapVector)” and my thought is that the worldToMeters variable should be taken into account in that function.
This is how the function looks like:
FVector convertAndScaleLeapToUE(Leap::Vector leapVector)
{
//Scale from mm to cm (ue default)
FVector vect = FVector(-leapVector.z * LEAP_TO_UE_SCALE,
leapVector.x * LEAP_TO_UE_SCALE, leapVector.y * LEAP_TO_UE_SCALE);
//Front facing leap adjustments
if (LeapShouldAdjustForFacing)
{
vect = adjustForLeapFacing(vect);
if (LeapShouldAdjustRotationForHMD)
vect = adjustForHMD(vect);
}
return vect;
}
So im thinking something like this:
FVector vect = FVector(-leapVector.z * LEAP_TO_UE_SCALE * (WorldToMeters/100.0),
leapVector.x * LEAP_TO_UE_SCALE * (WorldToMeters/100.0), leapVector.y * LEAP_TO_UE_SCALE * (WorldToMeters/100.0));
However im not sure if/how the c++ classes of getnamos plugin is connected to his blueprints because nothing happens when i make this change. Or maybe im thinking wrong here?