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@YasserNezzari YasserNezzari released this 14 May 16:11
· 71 commits to main since this release

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.