Existent Unreal Plugin
v0.1.0
v0.1.0
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  • Learning Existent
    • 🛠️Hardware Setup
    • 🖥️Getting Started
      • Installing Unreal Engine
      • Installing Existent Plugin
      • Setting Up a New Project
        • Setup Wizard
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      • Adding Tracked Objects
        • Using Vive Ultimate Trackers
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          • Aligning HMDs with outside-in systems
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  • GUIDES
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    • 🖐️Grip Authoring
      • Creating a pose and entering edit mode
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    • 🎛️Control Panel
      • Trackers Tab
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    • 👨‍💼Customising Player Avatar
      • Mappings
        • Hand Bone Mappings
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    • 🔬Classes/Components
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    • 📃Existent API
      • 🔬BP Nodes
        • AsyncTask_RealityBridgeInitialised
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          • Initialised
        • ExistentAlignmentComponent
          • BeginSampling
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        • ExistentAnimationLibrary
          • GetBoneLength
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          • GetMixamoHandMappingsMatchConfig
          • GetRefSkeletonBoneComponentTransform
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        • ExistentBodyBoneMappings
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        • ExistentBoneMappingsBase
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          • OnFootDown
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          • GetWristOffset
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          • GetBoneComponentTransforms
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          • AddDelegate_Bind_Event_to_On_Calculated_Data
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        • ExistentHandLibrary
          • DrawHandBoneWorldTransforms
          • GetBoneIndex
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          • GetCloseHandTransforms
          • GetFingerFromBone
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          • AddDelegate_Bind_Event_to_On_Current_Space_Changed
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          • GetCurrentSpace
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          • GetConfidenceValue
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          • GetInitialised
          • Initialise
          • OnRealityBridgeInitialised
        • RoundProgressBar
          • SetPercent
  • Tutorials & Examples
    • 📚Tutorials
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  1. GUIDES
  2. Customising Player Avatar
  3. Mappings

Body Bone Mappings

Configure the body bone mappings

PreviousHand Bone MappingsNextTracker Mappings

Last updated 10 months ago

Open the body bone mappings asset and set a skeletal mesh that uses the same skeleton used by the hand bone mappings. Make sure the skeletal mesh faces in the direction of the red arrow in the viewport.

Next press the Auto-fill Bone Mappings button which will bring up a the mappings config window. This window allows to choose from a number of presets such as UE5, UE4 and Mixamo. In this particular example the skeletal mesh being used is roughly based on a UE4 skeleton. Choose the preset that works best for your and make any changes to the config which are required to map all the bones.

As per the hand bone mappings, review that all the auto-assigned bones are correct.

Depending on the skeleton certain bones may be completely missing. If that is the case, press Auto-fill excluded bones.

The head rotation of the skeletal mesh may need to be adjusted, use the head delta to fix the head rotation.

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