ExistentHandComponent

ExistentDocumentation > ExistentHandComponent

ExistentHandComponent

Class Details

Defined in: Public/Components/ExistentHandComponent.h

Hierarchy: Object > ActorComponent > ExistentHandComponent

The existent hand component is responsible for collecting, processing and storing the hand tracking data. This component works hand in hand with the existent grab component to allow the user to detect grips and grabbing objects. The hand tracking data stored by the component is all in world space.

Properties

UExistentHandBoneMappings*

BoneMappings

int32

ConsiderTrackingAfterNumberOfFrames

Only consider the hand as tracking after this number of good tracking frames

EExistentHandDrawBoneType

DebugDrawBoneType

The type of shape to draw the bones.

bool

FilterHandData

Should the hand component filter the hand tracking data before being cached?

EExistentHand

Hand

Is this the left or right hand?

FExistentHandDataFilterParameters

HandDataFilterParameters

The parameters passed down into the existent hand data filter component to filter the hand tracking data.

bool

HandTrackingEnabled

Is the hand tracking on?

bool

OverrideBoneMappings

UExistentTrackerMappings*

TrackerMappings

float

TrackingConfidenceThreshold

This is the tracking confidence threshold below which we will consider the tracking status as not tracked

bool

UseTrackingConfidence

Should we use the tracking confidence value generated by the existent tracking confidence component to calculate the tracking status?

FName

WristTrackerComponent

The name of the wrist tracker component used by this hand.

float

WristTrackingConfidenceThreshold

This value indicates how high the wrist tracking confidence value must be to make use of the wrist rotation while using trackers

Nodes

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