ExistentTrackerComponent
ExistentDocumentation > ExistentTrackerComponent
ExistentTrackerComponent
Class Details
Defined in: Public/Components/ExistentTrackerComponent.h
Hierarchy: Object > ActorComponent > ExistentTrackerComponent
The ExistentTrackerComponent is an ActorComponent that can be attached to any Actor to make it move according to the coordinates given by an externally tracked object. The TrackerComponent communicates with its TrackingSystem to retrieve the most recent coordinates for the object’s tracking ID and the TrackerComponent updates the world-space transform of the Actor it’s attached to, using the tracker’s current ExistentSpace as the origin for the raw tracking coordinates.
Properties
AExistentSpace*
CurrentSpace
The assigned CurrentSpace will be the origin for this tracked object's coordinates.
FName
DeviceMeshName
The name of the device mesh to display. This list is filled in from the meshes specified in Existent Settings.
bool
HideMeshwhenTrackingLost
Whether, after noticing that this object is no longer receiving valid tracking data, we should hide its mesh(es) so it doesn't render in the wrong place. NOTE: Hiding is done by setting the 'visibility' of all of the Actor's StaticMeshComponents.
FName
ID
The ID of the tracker.
FName
Meshtooutline
In backstage mode, this mesh will be outlined so it's visible from any Space you're in (regardless of where this Actor is). It's a good idea to select a mesh that looks most similar to what the physical prop looks like in real life.
uint8
OutlineAlpha
Sets the transparency level of the debug outline for the tracker's mesh, with 0 being fully transparent and 255 fully opaque.
float
OutlineThickness
Determines the thickness of the debug outline around the tracker's mesh in the editor / backstage mode.
bool
RenderDeviceMesh
Should the device model be rendered?
bool
RenderOutline
bool
ShouldMoveRootTransform
If true, this component directly applies the tracked transform to its Actor's root transform. Otherwise tracking location/rotation has to be queried from this component every frame.
UExistentTrackingSystemBase*
TrackingSystem
The tracking system to use. E.g. base station or live link.
bool
UpdateTrackinginEditor
Should the tracker update its transform while running in the editor?
Nodes
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