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.