UE4 support for Kinect is not directly integrated into the compiler, it needs to go to the next plugin
On this site, write the link here.
Select the appropriate engine version to do so. (There is no support for 4.10, 4.8 of the link is actually 4.9 version, you can first 4.9 version and then the download link in the version to change it)
After the decompression is done, put it in the engine's plugins folder.
Just this directory.
Because the blueprint can be used in Unreal 4, the plugin also provides a blueprint class that is particularly handy to use.
I'm going to say the simplest thing here is to get handstate.
After opening the Unreal compiler, create a new blueprint class, the type does not matter, I use the actor.
And then start editing in the time icon
To add a Kinect when Beganplay
Called Add Kinect interface Component
Then the Tick event
Look at the picture first
Use foreach to iterate through an array of 6 people, then get the gesture and then output.
I use the hand gesture here.
Very simple
Target is pointing to Beganplay's Kinect's return Value.
Overall Picture: (Can not see clearly enlarge the page to see)
Finally, compile the box that you dragged into the game.