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Ultraleap Unreal Plugin

GitHub release

Introduction

Ultraleap's Unreal Engine Plugin enables the data produced by integrating Ultraleap's hand tracking data to be used by developers inside their Unreal projects. It has been built to make it as easy as possible to design and use hand tracking in XR projects. Examples are included to quickly get you up and running with Ultraleap's hand tracking technology.

Getting Started

This repository contains code for Ultraleap's Unreal Plugin which has been designed to be an easy-to-use tool for integrating Ultraleap cameras into Unreal projects. However, there are a couple of things you will need to be able to test the content you have created, and there are also several ways you can go about installing Ultraleap’s Unreal Plugin.

Prerequisites

N.B. This plugin only supports 64-bit Windows, Android and Linux builds

To use this Plugin you will need the following:

  1. The latest Ultraleap Tracking Service installed
  2. An Ultraleap compatible device
  3. Unreal 4.27

Installation

The Unreal Plugin repository is designed and tested to work against 4.27.

There are several ways you can consume this plugin.

  1. Download the latest release of the UnrealPlugin and SDK (make sure to use the .zip link)
  2. Open or create a new project.
  3. Create a Plugins folder in your project root folder (if one doesn't already exist).
  4. Drag the unzipped UltraleapTracking plugin into the project's Plugins folder
  5. The plugin should be enabled and ready to use. If not, enable it.
  6. Use our Unreal Examples for object interaction.

Quick Setup Video

Watch this quick setup video to get up and running fast.

Install and Go

Please note:

  • If you are sourcing the Unreal Plugin directly from this repository, you may find that it does not function well with earlier versions of Unreal

Dependencies

None

Documentation

You can find out more about how to use the Unreal Plugin here

Usage

Interaction Engine

The Interaction Engine provides physics representations of hands and VR controllers fine-tuned with interaction heuristics to provide a fully-featured interaction API: grasping, throwing, stable 'soft' collision feedback, and proximity. It also comes with with a suite of examples and prefabs to power reliable, stable 3D user interfaces as well as any physics-critical experiences.

  • We include a scene that shows hand tracking working with complex shapes, allowing the user to pick up and interact with objects in the scene
  • We have an example to show how to interact with Unity UI
  • We include an example showing UI attached to the hand (as opposed to fixed in the scene)

Hands

Enables developers to use hand tracking data to drive their own 3D Hand assets without writing any code, includes sample hand assets. Can be used to include any custom hand visuals or bind hand tracking data to things in your scene.

  • We provide different styles of 3D hands that you can use
  • We have in-depth documentation online with an explanation of each feature
  • We have included step by step guides within the Editor which teaches you how to set up hands without the need to open online documentation
  • No programming knowledge is needed
  • We provide shaders to support HDRP/URP & the Standard render pipeline.

UI Input:

Enables developers to retrofit their existing 2D UIs so that they can be interacted with using hand tracking. Helps developers to get started with hand tracking without needing to build something from scratch

Discover more about our recommended examples and the applicable use cases in our XR Design Guidelines.

Contributing

Our vision is to make it as easy as possible to design the best user experience for hand tracking use cases in VR. We learn and are inspired by the creations from our open source community - any contributions you make are greatly appreciated.

  1. Fork the Project
  2. Create your Feature Branch: git checkout -b feature/AmazingFeature
  3. Commit your Changes: git commit -m "Add some AmazingFeature"
  4. Push to the Branch: git push origin feature/AmazingFeature
  5. Open a Pull Request

License

Use of Ultraleap's Unreal Plugin is subject to the Apache V2 License Agreement.

Contact

User Support: [email protected]

Community Support

Our Developer Forum is a place where you are actively encouraged to share your questions, insights, ideas, feature requests and projects.

Links

Ultraleap Unreal Plugin

unrealplugin's People

Contributors

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unrealplugin's Issues

How should I use this plugin in andorid?

I find a demon andorid apk and the it can correctly identify leap motion device on my android device(Snapdragon820/830).
I don't know why when I use this plugins to build a apk on ue4,I can't identify to leap motion device.
Is it not support Android? or .so file is not matching the device version ?
I spent a lot of time on it.
I hope can who help or reply me. thank.😭

Hands crushed in release but ok in editor

HI there.

I have a big problem, I was just about to release the app for my client and when I did the packaging for my client and tested it the skin of the hands was completely broken, the actions were functioning correctly, but the mesh whas broken, like crushed with mixed skin weights or something similar.

Broken in package:
hand_broken_in _package

Hand in editor:
hand_ok

Any idea on how to solve it? I need to release this ASAP

Compatibility with UE4 Version 4.19.2

I just tried this version of the plugin in my unreal project (running 4.19.2 of UE4) an when the project starts up, I get an error saying "Binaries for the 'LeapMotion' plugin are missing or incompatible with the current engine version'?

Edit: I am getting this with Version 4.18.3 also. Perhaps I am doing something wrong?

License for PepperArms Asset

Dear LeapMotion team,

I want to use the PepperArms asset in an Unreal project for academic research. What is the license on this asset?
I am planning on creating a new left version asset from the right PeperArms and use it in my project.

Thank you,

UE4 4.20 Module adding does not work

Hi,

I was trying to using the Leap Motion API in code and followed these instructions

I could not add the modules "LeapMotionController" and "Leap".

Could not find definition for module 'LeapMotionController' (referenced via Target -> OpenCVLinking.Build.cs)

But when I use the module "LeapMotion" it builds fine but I can not include header files from leapMotion.

Is this an outdated documentation or am I doing something wrong?
And can we get any example how to use C++ with this plugin? Maybe in an Actor Class`?
Sry for bad english.

Thanks.
SOLVED:

You just need to add "MotionLeap" to the modules.

Unreal Engine crashes randomly in editor

Unreal Engine crashes when leap motion is connected. This can happen when editing a blueprint, when PIE etc, but it seems to happen more frequently when opening a blueprint. No difference if running from visual studio or not. Help is appreciated!
capture

Assertion failed: !Pose[ParentIndex].ContainsNaN() [File:c:\program files\epic games\ue_4.20\engine\source\runtime\engine\public\BonePose.h] [Line: 604]

KERNELBASE
UE4Editor_ApplicationCore
UE4Editor_Core
UE4Editor_Core
UE4Editor_BodyState!FCSPose::CalculateComponentSpaceTransform() [c:\program files\epic games\ue_4.20\engine\source\runtime\engine\public\bonepose.h:606]
UE4Editor_BodyState!FCSPose::CalculateComponentSpaceTransform() [c:\program files\epic games\ue_4.20\engine\source\runtime\engine\public\bonepose.h:597]
UE4Editor_BodyState!FCSPose::GetComponentSpaceTransform() [c:\program files\epic games\ue_4.20\engine\source\runtime\engine\public\bonepose.h:568]
UE4Editor_BodyState!FAnimNode_ModifyBodyStateMappedBones::EvaluateSkeletalControl_AnyThread() [c:\p4\llidmr_rd0050479_sim-shared_7925\ue4\simcore\plugins\leapmotion\source\bodystate\private\animnode_modifybodystatemappedbones.cpp:46]
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

Attaching objects to hands

Hi, I`m trying to add objects to hands, like a watch for example, but when i hit play the object just stays at origin.
In the hierarchy I have it attached to the left hand.

Shifted Hands for L/R eyes in UE 4.18 (backport to 4.18 vs using old v2)

Hello guys, I've just started with Leap in Unreal Engine and so far have been impressed with the response and accuracy of the device.

First I tested it out in the latest 4.22 but since I'd like to implement it with OSVR HDK2, both for ethical and aesthetical reasons, I was forced to downgrade to 4.18 where I was able to bring both plugins successfully together. I couldn't make any other Leap plugin version working there but the preinstalled v2.0 though.

The Leap plugin v2.0 works great and to my liking, the only - yet significant, issue I have is the hands are shifted for each eye so that in effect they visually overlap in the composite image in my brain (which really hurts btw). So even though there is only one pair of hands, it appears there are two pairs, kind of.

I figured it must be some rendering issue, but I couldn't locate it in any blueprint that is being used in the process. I sense it's something simple, but I just don't know where to look.

Any help will be greatly appreciated.

Best regards,
Frantisek

Running from command line (-game)

Hey there, this might be something simple, but when I run my level from the command line (using the -game flag), the leap doesn't track my hands, while if I run from the editor (and hit play in VR), everything is good.

Any thoughts on this? I've been scouring the interwebs, but have not been able to find anything useful.

Thanks,
-andy

Is latest version v3.5.0 compatible with UE 4.23.1?

In the change log you state that it's compatible with 4.23.0 but is it also compatible with 4.23.1?

The plug in runs okay in editor, and when I package in development mode it is fine too. But when I package in shipping mode, the game crashes on start up? If I then package the game without the plug in, it does not crash.

I have converted the project to a C++ project so it's not that.

Project Northstar support?

Hi,

is there anyway to get Project Northstar support for #UE4 with this plugin?
It would be very nice to use Unreal Engine with it.

Ty

Build Preview, hand mesh deformed

it run smoothly on editor but when i package it the hand mesh deformed and sometime glitchy
Plugin 3.0 with latest Modules
UE 4 20.2
leap bug

Gesture recording with Sequencer

I've been unable to record LeapHands gestures using sequencer. Is this possible within UE4 with this plugin? If so is there a trick to this? In all the examples of Pawns with the LeapHands component nothing is ever recorded for the ChildActorComponent with the hand itself.

Hands mesh deformed when running packaged game

I have the basic setup as showed in example video. Everything is fine in editor, but when I run a built game the mesh is deformed. Can it be some settings in packaging?

Editor:
editor

Game:
game2

Reparent AnimInstance causes editor to crash

When trying to re-parent my own AnimInstance as BodyStateAnimInstance as per the Custom Rigging Instructions, my editor crashes with the following error:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_4.20\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: -2 from an array of size 67

I am using a rigged human model from: https://secure.axyz-design.com/

As a reference, the skeleton structure is as follows:
image

Regards,
Phil

Never closing

The program is never closing. It keep UE4 in the hand task while the project seams to close correctly.

Process:
Start with Visual Studio
Close Unreal Editor
Visual never stops.

Same with package solution.

Happen on ue4 4.20 & 4.21

It seams to come from

void FLeapWrapper::CloseConnection() 
{
	if (!bIsConnected)
	{
		//Not connected, already done
		UE_LOG(LeapMotionLog, Log, TEXT("Attempt at closing an already closed connection."));
		return;
	}
	bIsConnected = false;
	bIsRunning = false;
	CleanupLastDevice();

	//Wait for thread to exit - Blocking call, but it should be very quick.
// This Wait never ends
	ProducerLambdaFuture.Wait();
	
	//Nullify the callback delegate. Any outstanding task graphs will not run if the delegate is nullified.
	CallbackDelegate = nullptr;

	UE_LOG(LeapMotionLog, Log, TEXT("Connection successfully closed."));
	//CloseConnectionHandle(&connectionHandle);
}

Position is NaN

Hello, I'm developing an Unreal application using UE 4.22.3 and Leap Motion plugin 3.3.1.
I noticed that starting from the second run in the editor the position of the palm of my hand is [X, Nan, Nan]. Even closing and reopening the project doesn't seem to help.
Restarting the Leap Service seems to make things work for one run only, then the problem reappears.
The same happened with the version of the plugin packed with Unreal Engine.
This is how I'm logging the hand position:
image
Thank you for your help.

Two pairs of hands in Desktop mode

When using LeapDesktopActor with LeadHandsPawn as per the documentation, I get two sets of hands in 4.21 - orientated for VR and for desktop.

crazy-hands

Add BodyStateSelector Support (multiplayer replication)

Basic breakdown

  • BodyState Selector component with replication toggle
    • if owner has authority, generate data and replicate to server
    • If owner doesn't have authority, receive data and set from received replication
  • replace anim bp skeleton default with BSSelector
  • Two device test confirmation

LeapUnreal 3.3.5 / Unreal 4.22 -> No hands tracking

Hi everyone,

I don't manage to resolve an issue since few days. I had a 4.18 UE project which worked well with the leapmotion plugin. After an update of this project to 4.22, I upgrade the leapplugin from 3.3.1 to 3.3.5 but I do not have any tracking of the hands on the project.

The tracking work well with the visualizer of the leap motion control panel but not at all with Unreal. I tried the readme explanation to implement the leapmotion quickly but there is no tracking. I can't detect any event in the leap component.

Did someone has the same issue as me , or a fix for it ? Thanks in advance !

Package Project fails with 'LeapMannequinLiveLink_C' Error

When I add the Leap Motion plugin into my UE4 project, AND even with the official "LeapUnrealModules" UE4 project, both fail to package to Windows 64-bit, with the following error:

PackagingResults: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Modules/Rigging/LiveLink/LeapMannequinLiveLink.LeapMannequinLiveLink_C:AnimGraphNode_LiveLinkPose_043E904945C258D1A611D5968D234F1A'. Unknown structure.

UE4: 4.23
Orion: 4 (Latest downloaded)

What is wrong?

Get Images or Frames

Hi,

I am trying to get an image or a video capture like in the Leap Motion Visualizer build in Unity for Unreal.
Is there any way to get the image in C++?

coordinate axis problem on custom rigging

Hi, I followed your guide to setup the direct rigging and it doesn't work...
キャプチャ

I think the coordinate axis seems to be shifted by 90 degrees on the Z axis Between Leapmotion and Unreal... Is there any solutions to convert the value before passing it to the skeleton?

"Plugin 'LeapMotion' failed to load because module 'LeapMotionEditor' could not be found. (custom engine bp project)

Hi, I downloaded LeapMotion-v2.17.1-UE4.19.7z because i'm using an older project file on UE4 version 4.19.2 but when I drag the Plugins folder into my root folder and try to run the project, it says "Plugin 'LeapMotion' failed to load because module 'LeapMotionEditor' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project" and I can't open the project. When I delete that folder, I can open the project again.

Crashing for Unreal 4.19.2

Hey There.

I have created a blank project in unreal 4.19.2, downloaded the newest plugin from the Release section, and moved the Plugin folder into the root of my project and restarted unreal. When try using LeapHandsPawn example, however, after a few times of Play mode it crashes.

It´s not working at all, the example project says "Leap Not Loaded", Plugin is enabled

Hi there, specially you @getnamo , thanks for this.

I´m trying the new plugin with my own project and with the Modules project, and no matter what I do, the starting map of the modules project says "Leap Not Loaded".

I tried turning off and on again the plugin, but it does not work, I don´t get any kind of tracking at all.

PLease help I should have a demo on this by tomorrow and I though it should work without a problem but I´m lost here!

Misidentification of Index Finger (tracking feedback)

In UE 4.22.1 with Orion Beta (4.0.0+52173) we have been regularly getting false detection between the ring and middle fingers (i.e. sometimes ring finger is down (curved or drooping) and FLeapFrameData claims that the middle finger is down, or vice versa (but usually the former.) This usually happens as a result of very light occlusion of the ring finger by the middle finger, or by the hands being not perfectly centered inside the sensor field.

We experienced the same issue when just using the bIsExtended boolean from the FLeapDigitData in the Unreal Engine LeapComponent, and we also get the same behavior outside of our app when using the VR Visualizer or the Diagnostic Visualizer. Here is a video of the problem.

Steps to Reproduce:

  1. Setup an HTC Vive or Oculus Rift VR Headset on a PC running Windows 8.1 or Windows 10
  2. Install a LeapMotion device to the VR Headset using a LeapMotion VR Developers Kit.
  3. Install Orion Beta (4.0.0+52173) and the Leap Motion SDK.
  4. Right click on the Leap Motion Controller Icon in the Windows system tray and click "Visualizer..." to open the Leap VR Visualizer.
  5. Move hands in range of the sensor to begin tracking
  6. Notice that
  1. when the ring finger is flexed, the virtual ring finger representation does not completely update to match.
  2. when the ring finger is flexed the virtual middle finger representation updates to match the ring finger even if the middle finger is extended and not flexed.

If leap is not connected unreal process does not stop

Hi guys,
I have a strange behaviour in one of my unreal projects, using this plugin.

The problem is: after the end of the execution, if the leap motion is unplugged (and wasn't plugged before), a "U4game.exe" process is kept alive. This process uses 100~400 MB of memory, and one of these task is added at each execution.

This happens only with a packaged project, on windows 10.

Reading the logs and looking at the plugin code, it seems that the shutdown routine of the project is stopped by the "FLeapWrapper::CloseConnection()" method in the LeapWrapper.cpp class.

Can you please check on this issue or advice on how to manage a project that could not have the leap motion device always connected.

P.S.: here's the last rows of my log file:
[2018.11.06-17.42.39:990][446]LogModuleManager: Shutting down and abandoning module LeapMotion (118) [2018.11.06-17.42.39:990][446]LeapMotionLog: Leap Plugin shutdown. [2018.11.06-17.42.39:990][446]BodyStateLog: Id: 1 [2018.11.06-17.42.39:990][446]LogUObjectArray: Warning: Empty slot [2018.11.06-17.42.39:990][446]BodyStateLog: BodyState::Device Detached: Leap Motion (1)

Thanks

BodyStateAnimInstance Crashes Editor

Revisiting this unanswered question. Reparenting the Anim Blueprint for any of my custom figures cause the editor to crash. The only one that seems to work is the Mannequin. Thank you! Let me know what else I can provide.

No hands visible with WMR

I'm working with the Acer WMR headset. Following the quick start instructions I can't get the new plugin to show me the hands in the LeapHandsPawn. With an older version of the plugin an the FloatingHandsCharacter I placed the Pawn in the scene and the hands were instantly shown.

In the new version I tried to set the tracking origin on eye level unfortunately without success. Furthermore I reviewed the blueprints and printed the visibility booleans in BSLowPolyHand, they were false every time - not sure wether these flags were the right hints.
At start, in console appears correctly " Adjusting Origin for SteamVR", since the WMR headset connects to unreal through steam vr.

Via the Leap Motion Visualizer the hands are tracked correctly and as I said in my old application with plugin version 2.0.0 there are hands too.

Hope you have any ideas how to get these hands in my application, or what i'm doing wrong ;)
Thanks!

have a crash every time i triying to run my unreal engine project

Assertion failed: LODIndex >= 0 && LODIndex < 8 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp] [Line: 1897]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_Foliage
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
image

Correct for Reversed Hands

Is there a fast work around to use some of the VR examples in desktop mode? All of the hands are reversed when simply running in the editor window.

Using Leap for Hand/Finger Mocap on Custom Rigs

Hello Getnamo,

I thought I'd compile my questions into one thread since the issues and confusion seem to be popping up across the board.

My whole goal is to use a custom character skeletal mesh with the leap motion to record finger and hand data as additive anims. (Similar to the purposes of the Leap iClone plugin but I want to do it directly in Unreal.)

Since the auto-rig bodystateanim blueprint crashes the editor, I have tried custom rigging and that works, but it doesn't allow for previewing and seeing your live control without putting it in a blueprint and and playing, (unlike the bodystateanim types.)

I did get that to rig properly but whenever I simulate/play the hands/arms are reversed upside in HMD/VR mode (I assume.) Calling "Set Leap Mode" to Desktop from the Blueprint does nothing in Unreal, but it does break the Leap Motion Control Panel, swapping the arms and making me reinstall the software again. (Most of the bodystateanim examples are also reversed if you don't want to use VR with the leap motion.)

Additionally, you can't really record and use sequences with this blueprint so it seems like the most effective method is using the BodystateAnim mode once the bugs are worked out of that. But your thoughts are appreciated.

I would just use the LeapMannequinAutoHandsOnly_Anim_Blueprint but the hands are also reversed with that.

Thanks again for your assistance and support!

Why I run in editor well but build project cannot run leapmotion?

It works well in editor, but when I build to exe, everything is OK except LeapMotion?

the following is Log

[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Couldn't find file for package /Script/LeapMotion requested by async loading code. NameToLoad: /Script/LeapMotion
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Found 1 dependent packages...
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: /Game/NewMap
[2018.09.07-13.11.56:273][ 0]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/LeapMotion/Examples/LeapDesktopActor' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/CryptoKeys/', '/DatasmithContent/', '/MediaCompositing/', '/AppleARKit/', '/OculusVR/', '/SteamVR/', '/Config/', '/Script/', '/Memory/', or '/Temp/'
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Couldn't find file for package /LeapMotion/Examples/LeapDesktopActor requested by async loading code. NameToLoad: /LeapMotion/Examples/LeapDesktopActor
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Found 1 dependent packages...
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: /Game/NewMap
[2018.09.07-13.11.56:273][ 0]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root. Path must begin with: '/Engine/', '/Game/', '/Paper2D/', '/CryptoKeys/', '/DatasmithContent/', '/MediaCompositing/', '/AppleARKit/', '/OculusVR/', '/SteamVR/', '/Config/', '/Script/', '/Memory/', or '/Temp/'
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Couldn't find file for package /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly requested by async loading code. NameToLoad: /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: Found 1 dependent packages...
[2018.09.07-13.11.56:273][ 0]LogStreaming: Error: /Game/NewMap
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Export 11 /Game/car_Blueprint.car_Blueprint_C:Leap_GEN_VARIABLE
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Linker is ../../../car/Content/car_Blueprint.uasset
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Dep S_BEFORE_S Export 1 /Game/car_Blueprint.car_Blueprint_C (class BlueprintGeneratedClass)
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 16 /Script/LeapMotion.LeapComponent
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 22 /Script/LeapMotion.Default__LeapComponent
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Dep C_BEFORE_C Export 1 /Game/car_Blueprint.car_Blueprint_C (class BlueprintGeneratedClass)
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Missing Dependency, request for /Script/LeapMotion.LeapComponent but it hasn't been created yet.
[2018.09.07-13.11.56:376][ 0]LogStreaming: Error: Could not find class LeapComponent to create Leap_GEN_VARIABLE
[2018.09.07-13.11.56:815][ 0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/car_Blueprint.car_Blueprint_C:BndEvt__Leap_K2Node_ComponentBoundEvent_0_LeapHandSignature__DelegateSignature.Hand'; perhaps the USTRUCT() was renamed or deleted?
[2018.09.07-13.11.56:815][ 0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/car_Blueprint.car_Blueprint_C:ExecuteUbergraph_car_Blueprint.K2Node_ComponentBoundEvent_Hand'; perhaps the USTRUCT() was renamed or deleted?
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Export 22 /Game/NewMap.NewMap:PersistentLevel.car_Blueprint.Leap
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Linker is ../../../car/Content/NewMap.umap
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep C_BEFORE_S Import 4 /Game/car_Blueprint.car_Blueprint_C
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 44 /Script/LeapMotion.LeapComponent
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 54 /Game/car_Blueprint.car_Blueprint_C:Leap_GEN_VARIABLE
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep C_BEFORE_C Export 7 /Game/NewMap.NewMap:PersistentLevel.car_Blueprint (class car_Blueprint_C)
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Missing Dependency, request for /Script/LeapMotion.LeapComponent but it hasn't been created yet.
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Could not find class LeapComponent to create Leap
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Export 24 /Game/NewMap.NewMap:PersistentLevel.LeapDesktopActor_140
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Linker is ../../../car/Content/NewMap.umap
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 8 /Game/NewMap.NewMap:PersistentLevel.LeapDesktopActor_140.ChildActor (class ChildActorComponent)
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 33 /Game/NewMap.NewMap:PersistentLevel.LeapDesktopActor_140.DefaultSceneRoot (class SceneComponent)
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 6 /LeapMotion/Examples/LeapDesktopActor.LeapDesktopActor_C
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 56 /LeapMotion/Examples/LeapDesktopActor.Default__LeapDesktopActor_C
[2018.09.07-13.11.56:816][ 0]LogStreaming: Error: Dep C_BEFORE_C Export 25 /Game/NewMap.NewMap:PersistentLevel (class Level)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Missing Dependency, request for /LeapMotion/Examples/LeapDesktopActor.LeapDesktopActor_C but it hasn't been created yet.
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find class LeapDesktopActor_C to create LeapDesktopActor_140
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer LeapDesktopActor_140 to create ChildActor
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Export 25 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Linker is ../../../car/Content/NewMap.umap
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 37 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.Right (class SkeletalMeshComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 36 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.Left (class SkeletalMeshComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 31 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.OffsetAndScale (class SceneComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 22 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.Leap (class LeapComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 30 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.DefaultSceneRoot (class SceneComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Export 8 /Game/NewMap.NewMap:PersistentLevel.LeapDesktopActor_140.ChildActor (class ChildActorComponent)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 5 /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly.LeapDesktopLowPoly_C
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 57 /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly.Default__LeapDesktopLowPoly_C
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_C Export 25 /Game/NewMap.NewMap:PersistentLevel (class Level)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Missing Dependency, request for /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly.LeapDesktopLowPoly_C but it hasn't been created yet.
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find class LeapDesktopLowPoly_C to create ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Export 23 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96.Leap
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Linker is ../../../car/Content/NewMap.umap
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_S Import 5 /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly.LeapDesktopLowPoly_C
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 44 /Script/LeapMotion.LeapComponent
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 55 /LeapMotion/DirectRigging/LowPoly/LeapDesktopLowPoly.LeapDesktopLowPoly_C:Leap_GEN_VARIABLE
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Dep C_BEFORE_C Export 24 /Game/NewMap.NewMap:PersistentLevel.ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96 (class LeapDesktopLowPoly_C)
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Missing Dependency, request for /Script/LeapMotion.LeapComponent but it hasn't been created yet.
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find class LeapComponent to create Leap
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96 to create DefaultSceneRoot
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96 to create OffsetAndScale
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer LeapDesktopActor_140 to create DefaultSceneRoot
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96 to create Left
[2018.09.07-13.11.56:817][ 0]LogStreaming: Error: Could not find outer ChildActor_GEN_VARIABLE_LeapDesktopLowPoly_C_CAT_96 to create Right
[2018.09.07-13.11.56:908][ 0]LogAIModule: Creating AISystem for world NewMap
[2018.09.07-13.11.56:908][ 0]LogLoad: Game class is 'GameModeBase'
[2018.09.07-13.11.56:916][ 0]LogWorld: Bringing World /Game/NewMap.NewMap up for play (max tick rate 0) at 2018.09.07-21.11.56
[2018.09.07-13.11.56:916][ 0]LogWorld: Bringing up level for play took: 0.007708
[2018.09.07-13.11.56:918][ 0]LogLoad: Took 0.656669 seconds to LoadMap(/Game/NewMap)
[2018.09.07-13.11.57:037][ 0]LogLoad: (Engine Initialization) Total time: 2.16 seconds

Leap Orientation Always Flipped

Hi @getnamo, I realize that this is probably beyond the scope of the plug in - but I am finding that every time I restart the computer I need to go to the leap motion control panel and click 'reverse orientation'. This is even with "auto orient tracking" unchecked. Do you know why it's not remembering my preferred orientation and is there a way I can work around this without having to change it every time?

Thanks!

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