ExistentPlayer
Last updated
Last updated
ExistentDocumentation > ExistentPlayer
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.
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.