Existent Unreal Plugin
v0.0.1
v0.0.1
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  • Overview
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      • Existent v0.0.1 Release Notes
  • Learning Existent
    • 📘High-Level Overview
    • 🛠️Hardware Setup
    • 🖥️Getting Started
      • Installing Unreal Engine
      • Installing Existent Plugin
      • Setting Up a New Project
      • Creating your first Map
        • Duplicating the Starter Level
        • Creating and Configuring the Stage
      • Setting up Player Pawns & Animations
      • Running the Experience
    • 🎭Backstage Mode
    • 📼Session recording & playback
    • 🌉RealityBridge
  • GUIDES
    • 👨‍💼Customising Player Avatar
      • Mappings
        • Hand Bone Mappings
        • Body Bone Mappings
        • Tracker Mappings
      • Animation Blueprint
      • Assign assets to Player
    • 🪁Adding Tracked Objects
      • Using Vive Ultimate Trackers
      • Outside-in (Optitrack/Vicon) Setup
        • Aligning HMDs with outside-in systems
        • 3D-Print an Alignment Tool
      • Creating Digital Twins/Props
  • Resources
    • 🔬Classes/Components
      • ExistentStage
      • ExistentSpace
      • ExistentVehicle
      • ExistentPlayer (Pawn)
      • ExistentPlayerAnimInstance
      • ExistentGameModeBase
      • ExistentTrackerComponent
      • ExistentGrabComponent
      • ExistentGripComponent
      • ExistentHandComponent
      • ExistentTrackingConfidenceComponent
      • ExistentAlignmentComponent
      • IExistentAlignmentSubject
      • ExistentDebugPanelComponent
      • ExistentUMGWindowComponent
    • 📃Existent API
  • Tutorials & Examples
    • 📚Tutorials
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  1. GUIDES
  2. Customising Player Avatar
  3. Mappings

Tracker Mappings

PreviousBody Bone MappingsNextAnimation Blueprint

Last updated 1 year ago

Open the tracker mappings asset and set the hand/body bone mappings to the assets just configured.

Select the HMD mesh and position it in front of the skeletal mesh face. This will automatically set the HMDOffset property. If the HMD mesh is not visible, check inside the skeletal mesh head or switch to wireframe mode.

Select a tracking system and the tracker meshes will automatically appear. If the tracker meshes do not appear check inside the skeletal mesh or switch to wireframe mode.

Select one tracker mesh at the time and position them to be where the user would wear the real trackers.

Pay particular attention to the roll of the trackers as this will affect the direction the hand will be pointing when using trackers to drive the wrist rotation.

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