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leap-ue4's Issues

getting Finger Tip position: break Leap Data

Hey everyone,
I'm trying to figure out, how i can get the fingertip position for each finger in Blueprint. I came across the "break Leap...Data" and the vector "next joint" in the last instance "break LeapBoneData". What vector is that? One from the CS Origin to the tip of the finger or one in between two joints? Im grateful for any answers concerning break LeapData or any other ideas concerning getting the fingertip position in BP.
Thanks guys!

How to stop hands from attaching to VR headset in VR?

Hi, I'm trying to make a VR environment with a table-mounted Leap Motion (please trust me, I need to do it).

Is it possible to tell the plugin to stop snapping the hand models' transforms to the VR headset's position, and instead have them relative to some static position?

Leapmotion when UE4 game doesn't have focus

Hi,

I've been doing some experimentation and I have a couple of questions on some minor annoyances:

1- Is there a way to keep receiving leapmotion data when the UE4 game (or editor) doesnt have focus? Right now as soon as you alt tab the service is 'paused'

2- In a packaged build, when the hands are not seen by leap the hands are not hidden in game (leaving me with the hands obscuring the camera) -- Is this a bug or is there a quick fix that I can apply for this?

Thanks,
-Ozzadar

skeletal mesh

from Sy_U: "Another thing was the skeleton for the floating hands shows that it cannot find a skeletal mesh for that specific hand (left or right). I wanted to added Mesh Sockets but everytime i do it crashes. Im just using Bone Name at the moment."

Error in UE 4.19.1 + macOS 10.13.4

Hi, I tried to use this plugin, but somehow i just can't get it work.
I'm on macOS 10.13.4, it throws me this error:

One or more blueprints has an unresolved compiler error, are you sure you want to Play in Editor?
   AnimBodyInterface
   DebugHandUtility
   LeapAnimBodyConnector
   LeapBasicRiggedCharacter
   LeapAnimBodyConnectorWithPassthrough
   BasicCharacter_AnimBlueprint

screen shot 2018-05-04 at 06 04 44
Uploading Screen Shot 2018-05-04 at 06.05.50.png…

Image support for 4.12+

  • Find a workable solution for image warping for both Vive, Oculus CV1 and DK2.
  • Fix passthrough renderer

Mac support for 4.11+

requires rebuild of mac dylibs for Orion update.

Currently no timetable for this fix from Leap Motion.

Unreal UE4 version 4.15 and LEAP Motion Crashing when Running Standalone Game

When I enable the LEAP Plugin and Add it to a UE4 4.15 Project and Launch it as a Standalone game,
I get this error.

I do not get an Error if I run it in Preview Mode. Only when I try to Build the Deployable Game.

I have tried this on multiple computers.
I have started with Blank Projects.
As Soon as I add a Leap Enabled Character, even the Default ones with the Plugin, I can no longer Build a Windows Deployable Standalone using the Launch Button in UE4 4.15

If I remove leap enabled pawn from the Default Pawn Class setting in the Game Mode. It will compile.

This works fine in UE4 4.14

Please help!
This is Killing my Project right now.

I have included all errors I can Find.

I posted here as well
https://forums.unrealengine.com/showthread.php?49107-Plugin-Leap-Motion-Event-Driven/page13

Ken

Assertion failed: LocalExportIndex.IsNull() [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]

0x000000004D287788
0x00000000A33F4000
0x0000000000000400
0x00000000062CAD70
0x00000000CFDD3568
0x0000000000000001
0x0000000000000001

LogPlayLevel: CommandUtils.Run: Run: C:\Kenneth\Documents\Unreal Projects\BMW5\Saved\StagedBuilds\WindowsNoEditor\BMW5\Binaries\Win64\BMW5.exe ../../../BMW5/BMW5.uproject /Game/AIUE_V02_003/Maps/AIUE_V02_003 -stdout -abslog="C:\Users\Kenneth\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.15\Client.log" -Messaging -nomcp -Wi
ndowed -CrashForUAT -SessionId=3E7D2C9F465D984DE1AD8BA0358D90E4 -SessionOwner="Kenneth" -SessionName="Launch On Device"
LogPlayLevel: BMW5:
OCULUS: Info: [HMDState] Requested to SetForegroundWindow(111326ll)
LogPlayLevel: BMW5: LogInit:Display: Running engine for game: BMW5
LogPlayLevel: BMW5: LogInit:Display: RandInit(-1899815146) SRandInit(-1899815146).LogStreaming:Display: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: LogStreaming:Display: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: falseLogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.00:652][ 0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUNDLogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.03:869][ 0]LogConsoleManager:Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'LogInit:Display: Game Engine Initialized.
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.03:879][ 0]LogInit:Display: Game Engine Initialized.LogInit:Display: Starting Game.
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.03:880][ 0]LogInit:Display: Starting Game.LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Wi
ndows-8697A35649235C9EED3F35AEFCF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
LogPlayLevel: BMW5: LogWindows:Error: begin: stack for UAT
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "C:/Kenneth/Documents/Unreal Projects/BMW5/Saved/StagedBuilds/WindowsNoEditor/BMW5/Saved/Logs/UE4CC-Windows-8697A35649235C9EED3F35AEFCF72A0A_0000" -AppName=UE4-BMW5 -CrashGUID=UE4CC-Windows-8697A35649235C9EED3F35AEF
CF72A0A_0000 -DebugSymbols=......\Engine\Intermediate\Symbols
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: === Critical error: ===LogWindows:Error:
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915]
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: Assertion failed: LocalExportIndex.IsNull() [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1915] LogWindows:Error:
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error:
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: 0x000000004D287788
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x000000004D287788LogWindows:Error: 0x00000000A33F4000
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000A33F4000LogWindows:Error: 0x0000000000000400
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000400LogWindows:Error: 0x00000000062CAD70
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000062CAD70LogWindows:Error: 0x00000000CFDD3568
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x00000000CFDD3568LogWindows:Error: 0x0000000000000001
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error: 0x0000000000000001
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: 0x0000000000000001LogWindows:Error:
LogPlayLevel: BMW5:
LogPlayLevel: BMW5: [2017.02.22-04.39.21:780][ 0]LogWindows:Error: LogWindows:Error: end: stack for UAT
LogPlayLevel: BMW5:
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
LogPlayLevel: at Project.RunStandaloneClient(List1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel: at Project.Run(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at BuildCookRun.ExecuteBuild()
LogPlayLevel: at AutomationTool.BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.035717
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Cannot include Leap.h

Hello and thanks for your work on this plugin.

I have a bit of a problem when trying to use parts of the plugin from C++
I added "LeapMotion" to the dependencies in my projects build.cs file, and including files like LeapEnums.h works like a charm. As soon as I include "LeapController.h" though, the nested include of "Leap.h" errors, because the file cannot be found.
I can see that it is in the ThirdParty folder in the Leap plugin, but I do not know how to modify my project settings to include it.

Hands don't hold position when moving HMD

Hi,

Trying out the LeapMotion plugin in UE4. The hands show and work. But when turning HMD from left to right the hands seem to have trouble staying in place, they jitter. Sometimes they move with the HMD and jump back to their position. In the LeapMotion vizualizer they stay in place when turning HMD left/right.

I did a screen recording but found out that the jitter does not show in the VR preview window. Only on the HMD screen itself.

Is this a know issue?

Here's a [screenrecording] (https://dl.dropboxusercontent.com/u/31337897/bugs/UE4%20LeapMotion%20plugin.mp4)

Setup: Ue4.14.1 / Rift CV1 / Leap controller firmware v1.7 / Orion 3.2.0 / GTX1080

UPDATE: I'll move this question to the UE4 forum.

Cheers,
Martin

Unreal Engine 4 packaging error

Hi, i´m having an ´UNKNOWN ERROR´ when I try to package a Game with the official LeapmotionPlugin. If i disable the plug In, I don´t get that error.
Anybody has that issue?
outputLog.txt

How to use it in a C++ project?

Thanks for your work on this plugin.
If I have to use the C++ instead of blueprint ,how to use the Leap plugin and start my project?Could you help me?

Convenience Actors Don't Replicate Correctly

Hi @getnamo. Thanks for this great plugin.

I'm trying use this plugin to give networked VR pawns their own Leap Motion controlled hands.

At the moment, I'm using UE4.13 Preview 2 and the Oculus CV1 (I've also tested with UE4.12 and had the same results).

I have modified the HMDLocomotion pawn to add a LeapEchoRiggedHandsActor as a Child Actor on the camera. When running a single instance of the game on one computer, this works great, I can see some rigged and animated hands thanks to the Leap Motion. When I package and run the project on two different computers, one hosting and one as a client, my network session blueprints work correctly - both players can see each other, and can see hands on the VR pawns, but the hand animations for all VR pawns are driven by the local player's leap motion device.

I want a way to configure the Leap Controller, or LeapEchoRiggedHandsActor class so that locally controlled rigged hands are correctly driven by the local leap controller, and remotely controlled rigged hands are correctly replicated by the server.

I am happy to help with finding a solution to this bug - however I don't know much about how animation blueprints work, so am stuck at the moment. Any suggestions?

NB: This question is a re-post from my UE4 AnswerHub question.

can't package the plugin into the project with unreal 4.19.2

i use the unreal 4.19.2 to make a project with default leap motion plugin in engine.
everything works well in editor
but ,i can not package the plugin into my project,event there is no error when package the project.
i can not find the hands in packaged project
C++class was tried ,several ways i find also tried ,but no result.
can there be any ways to solve this problem?
@getnamo you mentioned that the engine's default plugin is already abandoned, there is any ways to solve my problem?except to use the lastest released project~
wish your answer,
since i am a new developer ,a clear and easy ways is very needed.
thanks very much

About the implementation

Hello, I have a question,

How exactly is implementated the communication with the leap motion??
As far as I know, the Leap Motion service exposes a WebSocket that all the plugins consume in order to be compatible with the device. More info here about this matter here.
I'm currently developing a library which uses Leap Motion but improves their original accuracy by applying computer vision and deep learning techniques.
I do this by replacing the original service for my own implementation with the improved features.
So far, I was debugin with the JavaScript interface and all worked nicely but, when it comes to the Unreal Engine, it doesn't even connects to the websocket. Nonetheless, with the original services everything is working ok.
Is the Leap Motion plugin for Unreal Engine interacting with the Leap Motion device in an alternative way?
Could you please provide some insight about how can I make my implementation compatible with the Leap Motion plugin?

Time-warp

fix candidate time warp implementation, jitters on high prediction and doesn't work well enough on low prediction

  • Basic time warp circuit
  • Fix to 0 latency prediction without jitter

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