I'm currently evaluating the Ultraleap platform for a project and I'm in a situation where it would be helpful to be able to move a character's hands and arms while having their body either respond based on those movements or any untracked bones stay entirely still. I tried digging into the examples in the plugin itself and didn't find much beyond examples of animated hands. I also managed to find examples in the documentation for the plugin that show animation blueprint graphs for characters that don't appear to work well with the existing plugin or at the least I'm not sure how to get the same results. I'm assuming they may be part of the documentation for the older (now unsupported) Leap Motion plugin examples possibly.
So far when I map the bones of the default example UE4 mannequin the arms detach from the character and float at a different location. Attempting to map the whole rig forces the character to turn sideways and still shows the arms disjointed from the character. I've attached a gif below showing the results of using an animation blueprint that maps to the whole rig with some changes to rotation. The results of using a similar animation blueprint to the documentation resulted in a similarly odd rotation, although the arms were not in their sockets and were moved away from the character.
I'm sorry in advance if this is just a case of misunderstanding the setup of the example but I'm not quite sure what I'm missing. Thanks for taking the time to have a look.