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Releases: ultraleap/UnrealPlugin

v3.0.0 for UE4.20

20 Jul 23:52
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Changes

  • Public v3.0 release!
  • Default enabled for project plugin
  • Includes all the changes mentioned in 3.0.0rc2

3.0.0rc2 for Engine 4.20 Build

26 Jun 04:17
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Pre-release

Note, this release isn't meant for developer consumption yet please wait for final release.

Changes

  • Switching off leap service should no longer crash on exit
  • Ensure project plugin overrides old LeapC.dll
  • Updates and fixes for epic engine code
  • Switched to Async module for threading
  • Update internal API string to 4.0
  • Track motion controllers in bodystate, add custom device tag filters for selective animation consumption
  • Add support for Leap Image API from v4 SDK, events available from leap component. Requires setting appropriate policy
  • Add fix for #4 using scope locks

v2.17.1 for UE4.19

18 May 16:57
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Changes

v2.17.1

  • First LeapUnreal release
  • Updated Leap SDK to v4.0 with improved tracking

v2.15

  • Compile fixes for 4.19. Uses new IXRTrackingSystem
  • Now works as both engine and project plugin. Will auto-detect environment and adjust dependencies.
  • Engine plugin requires IWYU only. All includes changed to this preference.
  • BS Confidence value fixes for 4.0 sdk, will work for 3.2 as well
  • misc fixes and doc changes

v2.12

  • Added BodyStateBone Component. Similar to Motion Controller components, but it will track any body state bone from a drop down list.
  • Added BodyStateEstimator Component, which allows merging and updating skeleton data in a separate component which gets fed into the final merged skeleton. Useful for estimating body positions from incomplete data.
  • Fixed position offsets not being overwritten when using default tracking modes

v2.11.2

  • Fixed compile warning for packaged builds
  • added log forwarding from leap service
  • enabled hot-restarting the leap service
  • added more verbose logging for problem states

v2.11

v2.10.0

  • Compile fixes for 4.18

v2.9.3

  • Compile fixes for 4.17
  • Fixed bodystate for packaged game
  • Added finger extension state to BSFinger

v2.9.0

  • Default rigging set to bodystate low poly
  • significant changes to body state anim graph collapsing all blueprint code into a single node using a mapped data structure
  • body state skeleton auto-set on animation start
  • first pass at auto-mapping arbitrary bones to bodystate bones.
  • editor friendly method to adjust auto-mapped results in defaults, allowing for easy fine tuning
  • hand rigging now deforms to match your tracked data
  • time warp updates to sync with newly deformed hands due to now using bone positions

v2.8.0

  • Renamed module from LeapMotionC to LeapMotion, issue #19
  • Misc body state offset fixes to sync behavior with low poly direct rigging

v2.7.0

  • Compile fixes for 4.16
  • Compile fixes for #16
  • Updated documentation

v2.6.7

  • Merged as b46ad8d
  • Oculus Timewarp fixes, the platform should have good and stable timewarp default settings
  • Three mode tracking optional settings allowing the choice of whether you want low latency, smooth, or balanced tracking
  • All Leap settings and options as a FLeapOptions struct for more finer grained control available globally
  • Added FLeapStats for polling information about frame extrapolation and device details, also available globally

v2.6.1

  • Working timewarp implementation
  • Leap frame interpolation and extrapolation added
  • Default settings to extrapolate to current gamethread time + 5.5ms TW
  • More optimization settings have been exposed
  • Profiling cycle counters added
  • Fixes and tweaks

v2.4.2

  • First Pre-Release with proper packaging support.

v2.0 - 2.4

  • Internal development builds