Frequently Asked Questions¶
Below is a collection of some of the most common questions we get and their answers.
I’ve added the plugin to the plugins folder of my project and it says 'ProjectName' cannot be compiled. What do I do?
This is a quirk of Unreal projects that don’t have any C++ code in them
(blueprint only projects). To rebuild the Ultraleap Tracking plugin, the
project must be converted to a C++ project.
To convert the project:
Rename the
Pluginsfolder toPluginto prevent it being used on loading the project.Open your project (.uproject) file.
Go to
File->New C++ classand add anEmpty C++ classto the project with any name.Now, exit your project, rename the
Pluginfolder back toPlugins.Right click on your project .uproject file and choose
Generate Visual Studio Project FilesOpen the generated solution (.sln) and build it.
You’ll now be able to open your .uproject file and edit it as normal.
How do I set up the hand meshes so that the fingers collide with other objects in the scene?
Create a Physics Asset on the hand mesh. Unreal have a guide on how to do this:
Skeletal Mesh Actors | Unreal Engine
Documentation.
See the Collision section for details.
How do I modify a single joint/bone that has been mapped slightly wrongly?
How do I clear a bone mapping back to none in the details view?
Why don’t the different hand meshes line up perfectly?
This is due to differences in each imported rigged model and whether or not metacarpal joints are included/mapped.
How do I make my ring finger and little/pinky finger collide with objects in the scene?
By default, the Interaction Engine Pawn has collisions turned off for
these fingers to prevent accidentally hitting buttons/objects. To enable
collisions the Physics asset for the left and right hands must be
modified.
Open the
IELowPloy_Rigged_Hand_Left_Physicsasset fromInteractionEngine/Pawn/IELowPoly_Rigged_Hand_Left_Physics.uasset.
Ctrl/Multi-Select all the joints for the Ring and Pinky fingers.
Set the Collision Response to
Enabled.Repeat for the
IELowPloy_Rigged_Hand_Right_Physicsasset.
In addition, if you want to enable the smaller fingers so that they can
push buttons, edit the IEButtonGrabComponent Disabled Bones list
and remove Pinky and Ring.

