Releases: ultraleap/UnrealPlugin
v5.0.1
Version 5.0.1
This version was tested with 5.17 or newer tracking service and Unreal 5.1, 5.3 and 5.4
Added
- Support for analytics metadata reporting
- Support for UE 5.1, 5.3 & 5.4 preview
Fixed
- CI Fixed
- UE 5.3 support for MAC silicon
Known issues:
- UE 5.4 bug with “Get Physics Linear Velocity”
- Horizontal scroll in widgets in packaged game* Controller Switching not working properly - not visible and not interacting.
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.12.0
Version 4.12.0
This version was tested with 5.30.0 or newer tracking service and Unreal 4.27 and 5.3
Added
- Support of the Hinting API using leapC
- Plugin settings to add and remove hints
- Expose adding and removing hints in blueprint function library
Changed
- Client Libraries have been updated
Fixed
- CI Fixed
- Android packaging
- MAC intel & silicon build with Xcode (GitHub plugin only)
Known issues:
- Controller Switching not working properly - not visible and not interacting.
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v5.0.0
Version 5.0.0
This version was tested with 5.17 or newer tracking service and Unreal 4.27, 5.1 and 5.4
Added
- Support for UE 5.4
- New Interaction Engine rework (IE2)
- Changing the hand model using (IE2)
- Two hands grab occlusion handled (IE2)
- One hand release handled in two hands grab (IE2)
- Sticky grab & drop sticky object (IE2)
- Snap grab (IE2)
- Rework for widget interaction (UI)
- New Leap Widget Interaction Components (UI)
- Automatic switching between far/near field interactions (UI)
- Shoulder wrist ray & interpolation implemented (UI)
- Level manager widget (UI)
- Laser rays (UI)
- New UltraleapMainTestMap for testing both IE2 & UI
- New LeapVRPawn pawn for testing IE2 & UI
Changed
- Replaced the old interaction engine (IE) with the new one (IE2) in : BasicUI, InteractionCallbacks, DynamicUI, VirtualKeyboardScene, AdvancedProperties, Pose detection & InteractionCallbacks test maps
- Replaced the old (IE) with the new (IE2) in all the IEButtons
- Replaced the old (IE) with the new (IE2) in all the Grab Cubs
- Replaced the hover events in the (IE) with new hover events in (IE2)
- Hand menus using the new (IE2)
- Scene Chooser menu using (IE2)
- Deprecated old UI interactions
Fixed
- CI Fixed
- Plugin packaging issues with 5.4
- Game packaging with 5.4
- Physics Buttons
- Two Hand grab occlusion
- Errors in the IEPawnHands
- Grab releasing in packaged game
- Advanced Properties - Grabbing is no longer ignored
- Advanced Properties - Hover Over is no longer ignored
- Dynamic UI - Cubes can be anchored even though Anchors are not visible
- Two Handed grab
- Ray Pointer Still present when hands not tracking
Known issues:
- UE 5.4 bug with “Get Physics Linear Velocity”
- Horizontal scroll in widgets in packaged game
- Controller Switching not working properly - not visible and not interacting.
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.11.0
Version 4.11.0
This version was tested with 5.12.0 or newer tracking service and Unreal 4.27, 5.2 and 5.3
Added
- Unreal Engine 5.3 support
- UE 5.3 CI
Fixed
- Jitter issue with android
- "MainBackgroundScene.umap" corrupted map file
- Intermittent disconnected device issue
- Disabling OpenXR interference with grab and pinch
- Leap dll files moved to the ThirdParty folder
Known issues:
- Controller Switching not working properly - not visible and not interacting.
- Grabbed object released when tracking is lost
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.10.1
Version 4.10.1
This version was tested with 5.12.0 or newer tracking service and Unreal v4.27, v5.1 and v5.2
Fixed
- Hot fix for packaging error with UE 4.27 and UE 5.1
Known issues:
- Controller Switching not working properly - not visible and not interacting.
- Grabbed object released when tracking is lost
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.10.0
Version 4.10.0
This version was tested with 5.12.0 or newer tracking service and Unreal v4.27, v5.1 and v5.2
Added
- Unreal Engine 5.2 support
- MAC support
- UE 5.2 CI
- TrackingDeviceActor supports different devices model display & interaction volumes
- New device model data asset
- New interaction volume and device model static meshes & materials
Fixed
- Plugin packaging in UE 5.2
- Stackoverflow exception in UE 5.2
- Multileap preview hands pawn
- Build warnings resolved for UE 5.1
- Skeleton hands rotation and size corrected
- Remove enable HMD nodes from some levels
Known issues:
- Controller Switching not working properly - not visible and not interacting.
- Grabbed object released when tracking is lost
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.9.0
Version 4.9.0
This version supports Gemini 5.12* and greater LeapC.dll (Gen2 support) and Unreal v4.27, v5.0 and v5.1
Added
- MAC intel support
- TrackingDeviceActor supports different devices model display & interaction volumes
- New device model data asset
- New interaction volume and device model static meshes & materials
Fixed
- Multileap preview hands pawn
- Build warnings resolved for UE 5.1
- Skeleton hands rotation and size corrected
Known issues:
- Grabbed object released when tracking is lost
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.8.0
Version 4.8.0
This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27, v5.0 and v5.1
- Hands can change the grabbed object’s orientation
- Two types of grabbing supported: free (from the point of grab or pinch) and snap (the object picked snaps into the hand)
- Improvements added to the IEGrab component
- Two hands grabbing is possible and can change the grabbed object's orientation
- Autoscaling for the hands model in the tracking data can be enabled
- OpenXR supported on Vive 3 with UE 5.0
Known issues:
- Grabbed object released when tracking is lost
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.7.1
Version 4.7.1
This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27, v5.0 and v5.1
- Support of OpenXR hand tracking on windows
- Fix to bug in android devices where the tracking will be disconnected when the system goes to sleep
- Fix to bug in android devices where hand tracking does not resume following device disconnect then reconnect whilst running an app
- Fix to laser pointer interaction with UIs
- Fix to chirality of Ghost and Mannequin hands
Known issues:
- Text colour in UI interaction drop downs wrong (UE5 bug)
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
- FingerExtended is not used in Pose Detection scene
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.
v4.7.0
Version 4.7.0
This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27, v5.0 and v5.1
- Pinch with the left hand fixed in the leap component
- Fixed bugs with windows packaged games in UE 5.1
- Metahuman Support for the UE Third Person Character inside “MannequinExample” level
- Hands auto-scaling inside “MannequinExample” level
Known issues:
- In Pico 3 device, the tracking will be disconnected when the system goes to sleep
- Hand tracking does not resume following device disconnect then reconnect whilst running app
- Text colour in UI interaction drop downs wrong (UE5 bug)
- Running VR with OpenXR via SteamVR doesn't see VR (UE5 bug). To work around, enable the SteamVR plugin in the project.
- In UE5, grabbing with the right hand motion controller is intermittent
- HMD offset is not set automatically for SteamVR devices and should be set manually for your headset in the IEPawnHands blueprint.
- As with most Unreal 4 VR projects, when run in VR preview in the editor, full framerate is often not achievable. This is fine when packaged.
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
- With multiple leap device setups where one is Screentop, the screentop device position can be offset vertically
- With multiple devices, when rapidly plugging between devices, a ghost duplicate/inactive device can be detected
Use of the Ultraleap Tracking SDK is subject to the terms of the Ultraleap Tracking SDK Agreement available at
https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.