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 | |
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 | |
FString | PlayerUniqueIdentifier | |
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 | |
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 | |
UWidgetInteractionComponent* | WidgetInteraction | Component allowing for interaction with UI widgets in VR, such as pressing buttons on the debug panel. |
Nodes
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