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Ultraleap SDK for the Unreal Engine.
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?
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.😭
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
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!
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
how create a pinched blueprint exemple, using print string or another function? thank you.
Basic breakdown
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.
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!
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?
The android libs haven't been updated
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:
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,
see http://blog.leapmotion.com/multiple-devices/
Todo:
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!
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);
}
Some gifs/videos still refer to old repository, remake them to make first steps as clear as can be.
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.
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:
Regards,
Phil
There is no good reason to have default values locked in source files. While offsets are adjustable in blueprints, having json files would make certain updates easier.
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.
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.
Add a Tickbox to freeze tracking to last sampled values when the tickbox is changed inside https://github.com/leapmotion/LeapUnreal/blob/master/Source/BodyState/Public/BodyStateAnimInstance.h. This will allow for easy hand posture debugging without needing to physically hold the pose.
https://github.com/leapmotion/LeapUnreal/blob/41506caa0e4e4df5af8640e23a5d976717bf7d18/Source/LeapMotion/Private/FLeapMotionInputDevice.cpp#L186 is a stub function, it should have basic implementation. Requires
After packing, the position of the hand is wrong, Hand shakes is serious
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.
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
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
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.
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.
Any idea on how to solve it? I need to release this ASAP
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
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:
Thank you for your help.
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!
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!
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
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UE4Editor_Engine
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UE4Editor_Engine
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UE4Editor_Engine
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UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
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 !
When moving the hmd, and not moving the hands in space, the hands float in world space.
I can't call the Hand grab or pinch events using the v2.17.1 in UE4.19. My Leap software is v4 too.
Please any help would be appreciated.
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.
Reference https://forums.leapmotion.com/t/deformed-hand-after-packaging-unreal-engine-project/7329
Note to self: Appears recent changes in rigging have broken something in packaged builds
Hey,
I've set up some particles systems inside right and left hands in LeapPhysicsLowPolyHand and I can't find a way to access them from level blueprint. Sorry for a noob question.
A step by step process is helpful for some.
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.
Add it under a new tracking fidelity enum for easy setting.
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
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++?
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