ExistentPlayer

ExistentDocumentation > ExistentPlayer

ExistentPlayer

Class Details

Defined in: Public/Actors/ExistentPlayer.h

Hierarchy: Object > Actor > Pawn > ExistentPawn > ExistentPlayer

Represents a player character in the Existent system, capable of VR interaction and tracking. Includes functionality for tracking head, hands, and other body parts, managing VR input, and supporting object interaction and grip mechanics.

Properties

UWidgetComponent*

AlignmentWarningComponent

A widget component used to display a warning when the player's VR alignment needs adjustment.

bool

BackstageModeEnabled

Allows for dynamic enabling or disabling of backstage mode, which reveals debug information and tools in VR.

UExistentBodyBoneMappings*

BodyBoneMappings

UCapsuleComponent*

BodyCollider

Capsule component used to represent the player's body collision in the virtual world.

UExistentDebugPanelComponent*

DebugPanelComponent

Component for displaying a debug panel with various VR-related information and settings when Backstage Mode is enabled

FEXTDebugProperties

DebugProperties

Debug properties that can be adjusted for debugging purposes in the editor and Blueprints.

UExistentHmdCameraComponent*

HMDCamera

Camera component representing the VR HMD. Provides the player's view.

UExistentTrackerComponent*

HMDReferenceTracker

Tracker component representing the reference point for the HMD position and orientation.

UExistentAlignmentComponent*

HMDRoot

Component used as the root for aligning the HMD (Head Mounted Display) and camera.

UExistentHandBoneMappings*

HandBoneMappings

Specifies the bone mappings to be used for hand animation and interaction, ensuring compatibility with the player's skeletal mesh.

UExistentTrackerComponent*

LeftFootTracker

Tracker components for the left foot, allowing for lower body tracking in VR.

UExistentGrabComponent*

LeftGrab

Component used to detect and manage objects that the player can grab or interact with using left hand.

UExistentHandComponent*

LeftHand

Component responsible for managing left hand animations and interactions based on tracking data.

USphereComponent*

LeftHandCollider

Sphere components used as colliders for the left hand, facilitating interaction with the virtual environment.

UExistentTrackerComponent*

LeftHandTracker

Tracker components for the left hand, providing positional and rotational tracking.

UExistentTrackingConfidenceComponent*

LeftTrackingConfidence

Component used to estimate the confidence level of tracking data for left hand.

USkeletalMeshComponent*

PlayerBody

Represents the player's body in the game world. Used for full-body tracking and visualization.

FString

PlayerFriendlyName

This name is used to display a more readable and user-friendly name for the player in the calibration config file.

FString

PlayerUniqueIdentifier

This identifier is used for calibration and identification purposes.

UExistentTrackerComponent*

RightFootTracker

Tracker components for the right foot, allowing for lower body tracking in VR.

UExistentGrabComponent*

RightGrab

Component used to detect and manage objects that the player can grab or interact with using right hand.

UExistentHandComponent*

RightHand

Component responsible for managing right hand animations and interactions based on tracking data.

USphereComponent*

RightHandCollider

Sphere components used as colliders for the right hand, facilitating interaction with the virtual environment.

UExistentTrackerComponent*

RightHandTracker

Tracker components for the right hand, providing positional and rotational tracking.

UExistentTrackingConfidenceComponent*

RightTrackingConfidence

Component used to estimate the confidence level of tracking data for right hand.

bool

ShouldForcePoint

Indicates whether the right hand should be forced into a point pose, only used when interacting with Debug Panel Buttons.

bool

ShouldRenderCollisionCapsule

Whether the Player's safety outline should also render an outline of the Player's collision capsule. Useful to make the outline more visible if the Player skeleton is just head-and-hands (not full-body).

UExistentTrackerMappings*

TrackerMappings

Specifies the bone mappings to be used for trackers. Ensures that the tracking components are properly mapped to the skeletal structure of the player.

UWidgetInteractionComponent*

WidgetInteraction

Component allowing for interaction with UI widgets in VR, such as pressing buttons on the debug panel.

Nodes

Last updated