Leap Motion Hand ActorΒΆ
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 FunctionsPublic MembersALeapMotionBoneActor * 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.
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.