Existent v0.1.0 Release Notes
Change Log:
New Features
New Wizard for Setup
Introduced a setup wizard that can help users to set up a new project by going through a number of steps to define Tracking system, Game Mode & Map, player skeletal mesh, Body Mappings, Animation Blueprint,etc.
License Validation & Management
Users will now need to enter a valid Existent license key & validate it before being able to use Existent Plugin. Features are restricted based on license type (Starter or Indie). See https://existent.com/signup/ for more information and to get a license key.
Starter: Allows you to use Existent features to develop applications, with the following limitations:
You may only create levels with a maximum of 2 Existent Players, 2 Spaces, 1 Vehicle, and 1 tracked object.
Experiences you build can only be played through the Unreal editor (packaging executable files is not allowed).
Indie: Allows unrestricted use of all Existent features, as well as the ability to package builds.
No License: You won't be able to Play in Editor or Package builds.
Mixamo Skeleton Support
Full body Mixamo skeleton support.
Added 3-point and 5-point animation blueprints for Mixamo skeleton.
Default animation poses for Mixamo skeleton.
New UI and User Experience Enhancements
New UI style for Existent Control Panel for a more intuitive and visually appealing interface.
Session Recorder Tool Improvements
Display number of seconds passed in currently playing recording (in inspection panel).
Tracking System Improvements
Added new Manual Drift Compensation tool through Existent Control Panel.
A Vive tracker can now be used to set custom origin.
Vehicle and Debugging Enhancements
Pausing Vehicles mid-drive is now possible.
ExistentTrackedObject
A new base convenience class for setting up tracked objects that automatically includes a static mesh and tracker component.
Bug fixes & Improvements
Tracking System Enhancements
Fixed grips breaking after switching body tracking mode.
Moved vehicle state update code to UpdateVehicleState() function to decrease the size of the Vehicle's Tick function.
Updated tracking system properties editing before asset creation.
Documentation and Developer Tools
Added comments for better BP Nodes documentation.
Added several delegates for better control to third-party developers:
ExistentVehicle::OnReverseDirection
ExistentTrackerComponent::OnCurrentSpaceChanged
ExistentGripComponent::OnPlayerObjectPickup
ExistentGripComponent::OnPlayerObjectDrop
Added events for tracking lost/resumed in ExistentTrackerComponent.
Skeletal Mesh and Solver Improvements
Fixed skeletal mesh orientation issues, improved visual representation, and corrected bone mappings.
Fixed crouching and tilting pelvis issues.
Removed auto-fill body bone mappings log.
Fixed various solver issues (leg, arm, hand) including automatic bone mapping assignments and exposure to blueprints.
Fixed crash issues related to incompatible skeleton mappings and improved error message readability.
Fixed some issues with arms appearing stretched when space is scaled down and potential issues with leg scaling.
Error Handling and Validation
Added error handling for pose generation issues, notifying users when wrist bones cannot be found due to incorrect hand bone mappings.
Enhanced error messages in the tracking step to notify users when no tracking class is selected.
Improved license validation error messages and deactivation options for maxed-out machines.
Known Issues
Crouching and Tilting Pelvis: Crouching and tilting the pelvis may not work properly unless the pelvis bone's forward axis points in the direction of the spine.
Hand Solver Poses and Debug Categories: Hand solver poses and debug categories might not be ordered correctly.
Hand Solver Reference Poses: The hand solver may not throw errors when reference poses are missing, potentially causing runtime crashes.
Tracker Mappings Error Messages: Tracker mappings can stack error messages in the viewport, making them unreadable.
Typos and Error Messages: Some typos and error messages when pose generation cannot find wrist bones due to wrongly set up hand bone mappings.
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