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Releases: ultraleap/UnrealPlugin

v4.12.0

23 Apr 10:04
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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.

v4.11.0

19 Sep 09:08
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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

23 Aug 16:26
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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

31 May 09:23
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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

18 May 14:37
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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

26 Apr 12:00
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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

24 Mar 09:11
e9e521e
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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

27 Jan 09:32
1c57ebc
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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.

v4.6.0

12 Sep 16:05
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Version 4.6.0

This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27 and Unreal v5.0
Please use the *_ue5 zip for Unreal 5.

  • Fixed SteamVR motion controller not visible when using automatic controller vs hands switching
  • Fixed auto rotation combined with hand scaling and distort mesh enabled creating corrupted/distorted hands
  • Multiple leap device support as either individual/per device and combined/merged into one set of hands.

Known issues:

  • 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.

v4.5.1

14 Jul 15:44
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Version 4.5.1

This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27 and Unreal v5.0
Please use the *_ue5 zip for Unreal 5.

  • Fixed plugin not packaging due to missing Metahuman reference
  • Fixed plugin not packaging when OpenXR plugin disabled
  • Changed debug mirror to use Scene Final Color (Scene capture works on Android)
  • Updated documentation on getting started with Android/XR2 platforms

Known issues:

  • 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.
  • Using the SteamVR plugin only, motion controller models are not visible when auto switching is enabled.

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.