v4.6.0
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.