Leap Motion Hand ActorΒΆ

class ALeapMotionHandActor

This actor is created dynamically by LeapMotionControllerComponent.

It’s location is same as the controller, however you can offset it to control hands’ positions independently. To query hand’s palm location in the Unreal scene, access this actor’s GetHandBoneActor(ELeapBone::Palm).

Public Functions

ALeapMotionBoneActor * GetBoneActor(ELeapBone LeapBone)

Retrieves an individual hand bone.

ULeapMotionControllerComponent * GetParentingControllerComponent()

Returns the parenting controller component that created this hand.

This is based purely on actor/component attachment hierarchy.

void Init(int32 HandIdParam, const TSubclassOf< class ALeapMotionBoneActor > & BoneBlueprint)

Initializes hand, creates bone actors & triggers HandAdded delegate.

void Update(float DeltaSeconds)

Updates hand’s motion from Leap API & triggers HandUpdated delegate.

void UpdateVisibility()

Updates visibility of hand’s bones’ mesh & colliding shape.

Public Members

bool bShowArm

Show hand’s arm.

Don’t change it.

bool bShowCollider

Visualizes the hand’s collider shapes in the game.

bool bShowMesh

Visualizes the hand’s mesh in the game.

float GrabStrength

Hand’s grabbing strength, as reported by Leap API.

int32 HandId

Hand’s id, as reported by Leap API.

Don’t change it.

ELeapSide HandSide

Is this a left or a right hand?

FLMHandAddedDelegate OnHandAdded

Delegate triggered upon hand’s creation.

FLMHandRemovedDelegate OnHandRemoved

Delegate triggered upon hand’s destruction.

FLMHandUpdatedDelegate OnHandUpdated

Delegate triggered once per frame update.

float PinchStrength

Hand’s pinching strength, as reported by Leap API.

float Scale

Scale of the hand, relative to real-world size.