ultraleap/UnrealPlugin

UE 5.3.2 Crashes When Pressing Play (Following Metahuman Ultra Leap Github Documentation)

Opened this issue · 2 comments

I am trying to have Ultra Leap control the hands of my metahuman model. I followed the metahuman section of the documentation to a T: https://github.com/ultraleap/UnrealPlugin/blob/main/Documentation.rst
But the hands do not track and it crashes when I press play. I am noticing a lot of people are having this issue with metahumans and Ultra Leap as well. I've heard a few people say that downgrading to an older version of Unreal fixes it, but my metahuman is only compatible with 5.3.2, so that's not an option for me. (I tried with multiple UE versions.)
I also tried following this youtube tutorial which seems to be very similar to the documentation: https://www.youtube.com/watch?v=i7UvjXG6-4w&t=4s But it had the same issues.

The only departure in my process from the documentation was when I was pasting in the event graph nodes into my anim bp, I got this error pop-up: 'Fix Self Context Function References' which gives three options for DebugEffectors 'Do nothing', 'Create Matching Function in Blueprint' and 'Remove Node(s)'. When I clicked 'Create Matching Function in Blueprint', it seemed to all paste in fine and how intended. I'm not sure if that is part of the problem, but I thought it was worth mentioning.

I would love some pointers on this as I have a deadline coming up and need it fixed as soon as possible.

Thank you so very much for your time!

Update: I figured it out. There were a couple of factors that went into this, but I've got it working now.

First, Ultra Leap will crash on the more recent versions of Unreal Engine when you press play. You have to install UE 5.0.3 and the Ultraleap UE plugin 4.5.1 (from github, not UE marketplace). You have to create a new 5.0.3 metahuman, as later version metahumans are not compatible.
Second, in the documentation where it says "Right click and delete the mapping for the BONE LOWER ARM L and BONE LOWER ARM R for both left and right Bone Map lists" You want to instead change these bones to their respective matching bones. Do this for the first and second bones in "index 0" and "index 1".
You also don't want to assign the new pawn you created to the Default Pawn Class, as it will create a duplicate of the metahuman and crash Unreal Engine every time you press play.

I'm considering recording an updated tutorial for this soon. I'd be happy to help expand the documentation here as well if it's helpful, as I know this is a bit of a niche thing to do in UE at the moment.

Shoutout to all the devs. Glad I didn't have to take up any of your time. Keep making awesome software!

Thank you for sharing, we have this in our backlog to fully investigate.