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
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          • Aligning HMDs with outside-in systems
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    • 🎭Backstage Mode
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  • GUIDES
    • 📦Building and packaging a project
    • 🖐️Grip Authoring
      • Creating a pose and entering edit mode
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    • 🎛️Control Panel
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    • 👨‍💼Customising Player Avatar
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        • ExistentAlignmentComponent
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        • ExistentBoneMappingsBase
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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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          • DrawHandBoneWorldTransforms
          • GetBoneIndex
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          • GetFingerFromBone
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          • GetHandTrackingStatus
          • GetHandXRDeviceID
          • GetHMDName
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          • IsBoneSupported
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        • ExistentLibrary
          • CapsuleTraceMultiForObjects
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          • GetControllerOrientationAndPosition
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        • ExistentMathLibrary
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        • ExistentPawn
          • AddDelegate_Bind_Event_to_On_Current_Space_Changed
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          • GetCurrentSpace
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        • ExistentPlayer
          • AddDelegate_Bind_Event_to_On_Object_Drop
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          • GetEquippedProps
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          • GetCurrentSpace
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          • GetConfidenceValue
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        • ExistentUMGWindowComponent
          • CloseWindow
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          • SetManualDpiScaling
        • ExistentVehicle
          • AddDelegate_Bind_Event_to_On_Arrived_at_Destination
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          • AddDelegate_Bind_Event_to_On_Reverse_Direction
          • ClearDelegate_Unbind_all_Events_from_On_Arrived_at_Destination
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          • Drive
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          • ResetToSource
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          • SetIsPaused
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        • RealityBridge
          • AddDelegate_Bind_Event_to_On_Reality_Bridge_Initialised
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          • GetInitialised
          • Initialise
          • OnRealityBridgeInitialised
        • RoundProgressBar
          • SetPercent
  • Tutorials & Examples
    • 📚Tutorials
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  3. BP Nodes
  4. ExistentBoneMappingsBase

GetMeshRotation

PreviousGetMappedBonesNextIsHandBone

Last updated 10 months ago

> > Get Mesh Rotation

Get Mesh Rotation

Returns the skeletal mesh rotation delta property. The property represents the delta that must be applied to the skeletal mesh root bone in order to have the forward axis pointing forward, the right axis pointing right and the up axis pointing up.

Inputs

Target Existent Bone Mappings Base Object Reference

Outputs

Return Value Quat Structure

The rotation

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ExistentDocumentation
ExistentBoneMappingsBase