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If leap is not connected unreal process does not stop #24
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This sounds like a bug, will try to get a replication. Likely https://github.com/leapmotion/LeapUnreal/blob/master/Source/LeapMotion/Private/LeapWrapper.cpp#L84 which if a device is never found, may never quit, but it should. I suspect https://github.com/leapmotion/LeapUnreal/blob/master/Source/LeapMotion/Private/LeapWrapper.cpp#L467 loop. |
Thanks for the hints @getnamo, let me know if you're able to reproduce it. |
note to self: appears |
should be fixed in e8a536d, repull master for fix. Fix is a workaround with a timeout of 3 seconds using waitFor instead of open ended wait. |
I've tested it today and it's working! Thanks for the fix! |
Latest release supports fix. |
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
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