Leap motion in 4.10.4

I’m simply trying to make the leap motion hands follow the player camera. I’ve tried:

  1. Attaching the LeapMotionController as a child to the camera.
  2. Just place it in my character blueprint and tick the box “Auto attach to Player Camera”

They kinda follow in both cases, but the rotation and position have a weird offset that I can’t adjust. When I spin my character around the hands disappear completely. Any help on this would be appreciated.

Hi ,

  • Is this in a c++ or blueprints project?
  • What steps are you taking to rotate/move the hands?
  • Can you show me your blueprint/code used that handles the rotation/movement component?

Blueprint project but don’t have any blueprints yet. All I have done are the steps above, shouldn’t this be enough? All I want is to have the hands attached to first person camera.

Hey Novalin,

Apologies for the delay, but I am reaching out to some of our devs to see if this is a bug with the plugin or setup issue.

  • W.

Hey ,

Apoligies for the delay in response, but the example characters included with the leap motion plugin have this functionality built in. You can use the LeapFloatingHandsCharacter as a base or use it for reference on how to implement Leap Motion on other Pawn BPs.

  • W.