How to get Leap Motion to follow first person character?
Im using the leap motion attached to the oculus rift dk2.If i were using this in unity, normally i would just make the leapController a child of the first person controller and it will follow your character no matter where you move. This does not seem to be the case in unreal. Right now, the controller seems to be stationary so the hands get rendered into the game, but they stay in one place no matter where my character is looking or positioned. i want the hands to be in front of the character at all times(like how hands are in real life). Im assuming i need to add the leap controller to the blueprints for the character controller, but i am not very blueprint savy and dont know how to do this. Has anybody figured out how to get the leap motion hands to follow the movements of their player or know how i could do this in blueprints?
asked May 26 '15 at 01:33 PM in VR
-Go to your character blueprint -Then go to the viewport tab - Click the green button saying "Add Component" and type in 'leapmotion' and then click whatever pops up -Now click the newly added leapmotion component and hover over your camera component/pawn -The leapmotion component should be indented under your camera/pawn component
Then it should work. Let me know if that helps.
answered Aug 22 '15 at 02:06 AM
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