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Leap Motion grab events get called ONLY when strength is maxed out.

From LeapController.cpp, line 399

 float GrabStrength = Hand.grabStrength();
         bool Grabbed = HandClosed(GrabStrength);
 
         if (Grabbed) 
         {
             ILeapEventInterface::Execute_LeapHandGrabbing(Private->InterfaceDelegate, GrabStrength, PEventHand);
         }


The "grabbed" variable is set by an utility "HandClosed" function which does this:

 bool HandClosed(float Strength)
 {
     return (Strength == 1.f);
 }

This is in contradiction to the blueprint tooltip stating: "Event triggered continuously when the given hand has a grab strength greater than 0.5"

Proposed fix:

Add a new utility function:

 bool HandGrabbing(float Strength)
     {
         return (Strength >= 0.5f);
     }

And use it to set the grabbed flag

 bool Grabbed = HandGrabbing(GrabStrength);


Product Version: UE 4.13
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asked Oct 21 '16 at 08:32 PM in Bug Reports

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Jediflamaster
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1 answer: sort voted first

Hey Jediflamaster,

Thanks for the report. I have entered a issue report for it that you can follow here:

https://issues.unrealengine.com/issue/UE-37719

Because this is a low priority bug, I would suggest updating the code yourself before waiting for a fix.

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answered Oct 24 '16 at 05:57 PM

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ImVawx ♦♦ STAFF
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