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With the Neo Kinect plugin you can use the Kinect v2 sensor advanced capabilities within Unreal Engine, with easy to use Blueprint nodes, all nicely commented, or directly through the C++ methods.
The plugin was created with performance and usability in mind, so you can track all 6 possible users, their faces and enable all of the Kinect's frame types (color, depth, infrared etc) at the same time with almost no hit in performance. Sensor polling is made in its own thread and a custom texture type was created just for the high-res-realtime updates, which is still compatible with the material editor system. If you need to, there are even functions to access the textures pixel values.
The sensor is unique, no matter how many Actors or Widgets are using it. So, instead of needing to add components, you just call functions like with a function library. That way you can control the device from any Blueprint, including Widgets.
Besides access to the standard Microsoft Kinect API coordinate remapping methods, the plugin also comes with other remapping features that facilitate AR applications, like getting the location of a joint in the Color frame without losing its depth information. Every location and orientation was adapted to Unreal's coordinate system and Joints transforms are compatible with the Engine's Mannequin character rig.
I've used Neo Kinect a lot (more than a year) before releasing to the public and removed all bugs found so far, besides making a lot of performance improvements. It was used in applications that go through a whole day without crashing and packages without problems.
Network Replicated: No
Platform: Win64 only
Example Project: NeoKinectExamples.zip
Quick Start guide: NeoKinect-QuickStart.pdf