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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.

v5.0.0

14 May 16:11
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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

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.