Closed barzorke closed 5 years ago
Duplicate of https://github.com/leapmotion/LeapUnreal/issues/24. This was fixed in https://github.com/leapmotion/LeapUnreal/commit/e8a536d3d1adebfd11feb5f036911a3bd58fd3ec (3.2.2). Seeing as last 4.21 release is before this fix, I went ahead and backported the 4.22 release to 4.21.
You can find the updated release here: https://github.com/leapmotion/LeapUnreal/releases/tag/v3.3.1
Thanks you very much ! My project is 4.20 for now, is it possible too ?
Duplicate of #24. This was fixed in e8a536d (3.2.2). Seeing as last 4.21 release is before this fix, I went ahead and backported the 4.22 release to 4.21.
You can find the updated release here: https://github.com/leapmotion/LeapUnreal/releases/tag/v3.3.1
Sorry, the new 4.21 version doesn't work. Hand show/hide at 0.0.0 when hand are in front of the leap, with no animation
Whoops, just confirmed that the 3.3.1 for 4.21 was bugged. It seems that while I backported the code, the binary assets (.uasset) were modified in 4.22 and didn't load in 4.21 at all.
I've now updated the assets for the 4.21 release, re-download the same release in https://github.com/leapmotion/LeapUnreal/releases/tag/v3.3.1 as the links have been changed to have the correct builds.
Let me know if that release definitely works for you.
Thanks it works :)
What about a release for 4.20 ? My project is in 4.20, I am just testing in 4.21 to help ^^
Since people are asking, I might as well throw my request in the ring for a rev 4.19 version too. =D
I tried putting it into a new 4.19 C++ project and it wouldn't build "LeapTransfer could not be compiled. Try rebuilding from source manually. I tried using RunUAT.bat to compile it and it gave me:
ERROR: System.NotSupportedException: The given path's format is not supported.
at System.Security.Permissions.FileIOPermission.EmulateFileIOPermissionChecks(String fullPath)
at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath)
at Tools.DotNETCommon.FileReference..ctor(String InPath) in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\DotNETCommon\DotNETUtilities\FileReference.cs:line 23
at BuildPlugin.ExecuteBuild() in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\Scripts\BuildPluginCommand.Automation.cs:line 30
at AutomationTool.BuildCommand.Execute() in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 100
at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 557
at AutomationTool.Automation.Process(String[] Arguments) in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 527
at AutomationTool.Program.MainProc(Object Param) in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\Program.cs:line 132
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 712
at AutomationTool.Program.Main() in D:\Program Files\Epic Games\UE_4.19\Engine\Source\Programs\AutomationTool\Program.cs:line 62
(see D:\Program Files\Epic Games\UE_4.19\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Not sure if that means anything to you? Or am I doing something wrongly?
Too much changed for an easy backport for 4.20/4.19. A backport isn't in the works, but if you merge https://github.com/leapmotion/LeapUnreal/commit/e8a536d3d1adebfd11feb5f036911a3bd58fd3ec manually to your plugin version, it should work (with the older plugin state).
Sorry for being a noob.
I made the highlighted changes to LeapWrapper.cpp (green for new entries and deleted the red lines), but it's still not completely shutting down UE4 when I close the game.
Do I need to compile it or something?
Correct. Typically you can drop the plugin into an unreal project with c++ and compile the project, the plugin will get compiled along with it. If you only have blueprint projects, make a blank c++ project or follow this guide to convert a blueprint project to c++ https://allarsblog.com/2015/11/04/converting-bp-project-to-cpp/. Once compiled you can copy the newly compiled plugins folder back to the desired project if you used a different project to do the compiling.
@getnamo , thanks heaps!
FYI, I was able to get it going in UE4.19.2 by going back to release "v3.2.1 for UE4.21".
I then merged e8a536d manually and, as per some previous instructions that you gave me, added the following lines in LeapMotion.build.cs:
private string EngineDirectory
{
get { return Path.GetFullPath("../"); }
}
below this place
private string ModulePath
{
get { return ModuleDirectory; }
}
With these changes the plug in compiled successfully. I'll test it out tomorrow. =)
Thanks again.
I tested the build that I described above and unfortunately it stopped leap working in my game altogether.
The program is never closing. It keep UE4 in the hand task while the project seams to close correctly.
Process: Start with Visual Studio Close Unreal Editor Visual never stops.
Same with package solution.
Happen on ue4 4.20 & 4.21
It seams to come from