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Releases: ultraleap/UnrealPlugin

v4.5.1

14 Jul 15:44
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Version 4.5.1

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 plugin not packaging due to missing Metahuman reference
  • Fixed plugin not packaging when OpenXR plugin disabled
  • Changed debug mirror to use Scene Final Color (Scene capture works on Android)
  • Updated documentation on getting started with Android/XR2 platforms

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.
  • Using the SteamVR plugin only, motion controller models are not visible when auto switching is enabled.

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.

v4.5.0

22 Jun 15:41
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Version 4.5.0

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.

  • Metahumans support has been added to the plugin. There's an example Metahumans project to follow containing fully rigged metahumans with embodiment and locomotion in VR along with running as a third person view outside of VR.
  • See the documentation on how to rig your own metahuman from scratch using just this plugin
  • Fixed some issues with auto mapping bones in Both Hands mode

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.
  • Using the SteamVR plugin only, motion controller models are not visible when auto switching is enabled.

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.

v4.4.0

08 Jun 09:37
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Version 4.4.0

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.

  • Linux support

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.
  • In UE5 Using the SteamVR plugin only, motion controller models are not visible when auto switching is enabled.

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.

v4.3.0

18 May 14:37
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Version 4.3.0

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.

  • Added auto hand scaling support to BodyStateAnimInstance/AutoMapping workflow
  • Fixed - Blocks attracted by left hand in Anchors and Dynamic UI scene when menu not shown
  • Fixed - Blocks can be docked whilst open in the Dynamic UI scene
  • Fixed - Auto switching between hands and controllers show left hand when in and out of tracking
  • Fixed - Palm orientation pose detector now defaults to triggering on palm facing camera/user's face
  • Fixed - Not a number could be received if hands tracking during scene startup
  • Fixed - When picking up blocks underneath other blocks, blocks behaved as if very heavy/pinned down
  • Fixed - Motion controller interaction with UMG interfaces
  • Fixed - Crash on automapping with auto rotation when finger bones not found

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.
  • In UE5 Using the SteamVR plugin only, motion controller models are not visible when auto switching is enabled.

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.

v4.2.0

28 Mar 09:28
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Version 4.2.0

This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27.
Preview support for Unreal v5.0 Preview 2. Please use the *_ue5 zip for Unreal 5.

  • Fixed initialise to VR mode for legacy LeapHandsPawn
  • Added XR2/Android LeapC libraries and support
  • Added support for Pico stand alone mode
  • Added support for UE 5 Preview 2 - NOTE that as UE5 is still in preview, this should not be considered final support

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 (UE5 Bug, turn off physics handles on the IEGrabberComponents to work around)
  • Blocks attracted by left hand in Anchors and Dynamic UI scene when menu not shown
  • Blocks can be docked whilst open in the Dynamic UI scene
  • Auto switching between hands and controllers show left hand when in and out of tracking
  • Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
  • 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.

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.

v4.1.1

16 Feb 08:49
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Version 4.1.1

This version supports Gemini 5.2.0.0 and greater LeapC.dll (Gen2 support) and Unreal v4.27

  • Fixed clicking on AutoMap button from default tab crashes project
  • Hand menu show and hide algorithm now the same as the Unity tools (doesn't hide when hand high up above camera)
  • Updated to latest LeapC.dll v5.3.0.0
  • Added early initialisation of the Leap Plugin:
    • Removes/fixes any input mapping warnings on build (LeapGrab etc.)
    • Fixes the initialisation when packaged such that the leap device is present at begin play (this used to be only present after a delay of one frame)
  • Added Pico motion controller input event mappings
  • Added teleporter niagara beam from the standard UE VR template

Known issues:

  • Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
  • 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.

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.

v4.1.0

07 Feb 11:43
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Version 4.1.0

This version supports Gemini 5.2.0.0 LeapC.dll (Gen2 support) and Unreal v4.27

  • Added Virtual Keyboard Actor with example Scene
  • Added Pose detection with example scene (port of Detection utilities from Unity)
  • Updated far field interaction algorithm
  • Optionally auto show/hide motion controllers when hands in use
  • Fixed hand modules examples scenes and actors not showing hands if hands already in view on startup
  • Monolithic build fixed (header dependencies)
  • Epic Marketplace fixes/changes
    • CoreRedirects works in both Engine plugins folder and in the project plugins folder (references to old LeapMotion assets)
    • Licensing statements added to all headers
    • BodyState module moved to ThirdParty folder

Known issues:

  • Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
  • 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.

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.

v4.0.3

08 Dec 09:16
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Version 4.0.3

This version supports Gemini 5.2.0.0 LeapC.dll (Gen2 support) and Unreal v4.27

  • Rebranded assets and code to Ultraleap
  • Added Interaction Engine
    • Physics interaction, throwing, pickup and grab based on the Unity Interaction Engine
    • Physics and non physics buttons, menus and sliders
    • Dockable/Anchorable items
    • Easily customisable via callback interfaces
    • Example scenes for each style of interaction
  • Added UI Input modules
    • Interaction with 2D UMG user interfaces both close-up and distant interaction with pinch cursors
    • Support for embedded controls within UMG scrollable boxes
    • Reskinned UMG examples with Ultraleap theme

Known issues:

  • Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.
  • Automatic detection of HMD types (e.g. HTC Vive) offsets, when using the HMD in OpenXR mode (the default for 4.27) is hardwired to one offset. This is due to the device name being reported as 'OpenXR: Lighthouse'. Set the HMD offsets from blueprint for your device.

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.

v3.9.0

01 Oct 16:31
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Version 3.9.0

Added Gemini 5.2.0.0 LeapC.dll (Gen2 support)

  • Added hand modules
    • One click auto orientation and new auto bone mapping logic to enable fast import and rigging of hand models.
    • New premapped example hand models - skeleton arms, ghost hands, UE Mannequin and outline hands, with example scenes.
    • Streamlined auto rigging so no nodes are needed in the anim instance's event graph.
    • This version will still re-compile and run with UE 4.25.x and UE 4.26.x

Known issues:
- Auto calculating orientations with imported meshes that have negative scales require manual correction to the PreBaseRotation.

Use of the Leap Motion SDK is subject to the terms of the Leap Motion SDK Agreement available at https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.

v3.7.12 for UE4.27

31 Aug 08:04
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Version 3.7.12

  • Blocks any NaN values coming from the tracking device (avoids asserts in editor due to not a number values)
  • Fix for hand tracking not initializing with Gemini beta 1 LeapC.dll
  • Prevented assert when no wrist found on reparenting animation instance to BodyAnimInstance
  • Build warnings for 'developer' type in plugin fixed
  • This version will still re-compile and run with UE 4.25.x and UE 4.26.x

Use of the Leap Motion SDK is subject to the terms of the Leap Motion SDK Agreement available at https://developer.leapmotion.com/sdk_agreement, or another agreement between Ultraleap Ltd. and you, your company or other organization.