Existent Unreal Plugin
v0.0.1
v0.0.1
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  • Overview
    • 💡What we do
    • ✨Features
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    • 🗒️Release Notes
      • 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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  2. Getting Started

Setting up Player Pawns & Animations

PreviousCreating and Configuring the StageNextRunning the Experience

Last updated 1 year ago

This section guides developers through creating a player pawn, including adjustments to skeletal meshes and animation blueprints within the Existent Start Map. Follow these steps to customise your player pawns and animations.

  1. Create a new Blueprint Actor that inherits from ExistentPlayer;

  2. Edit the blueprint, create a new TrackerMapping asset and set it on the root component of your player. Within the TrackerMapping you’ve created, use the asset editor to set the location of the HMD, hand and feet trackers to where your players will physically wear them.

  3. On the Player Body component, set the Animation Blueprint to either AB_3Point for upper body tracking or AB_5Point for full body tracking. You can customise this with your own animation blueprints later.

  4. Save and exit the player blueprint, create a blueprint that inherits from ExistentGameMode.

Within that blueprint set the default player pawn to the new player blueprint you just created and ensure that Existent Player Pawn Classes has no elements in it.

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