Existent Unreal Plugin
v0.0.1
v0.0.1
  • πŸ‘‹Welcome
  • Overview
    • πŸ’‘What we do
    • ✨Features
    • πŸ“•Glossary
    • 🐞Bug Reports & Feature Requests
    • ❓FAQ
    • πŸ—’οΈRelease Notes
      • Existent v0.0.1 Release Notes
  • Learning Existent
    • πŸ“˜High-Level Overview
    • πŸ› οΈHardware Setup
    • πŸ–₯️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
    • πŸ“ΌSession recording & playback
    • πŸŒ‰RealityBridge
  • GUIDES
    • πŸ‘¨β€πŸ’ΌCustomising Player Avatar
      • Mappings
        • Hand Bone Mappings
        • Body Bone Mappings
        • Tracker Mappings
      • Animation Blueprint
      • Assign assets to Player
    • πŸͺ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
    • πŸ”¬Classes/Components
      • ExistentStage
      • ExistentSpace
      • ExistentVehicle
      • ExistentPlayer (Pawn)
      • ExistentPlayerAnimInstance
      • ExistentGameModeBase
      • ExistentTrackerComponent
      • ExistentGrabComponent
      • ExistentGripComponent
      • ExistentHandComponent
      • ExistentTrackingConfidenceComponent
      • ExistentAlignmentComponent
      • IExistentAlignmentSubject
      • ExistentDebugPanelComponent
      • ExistentUMGWindowComponent
    • πŸ“ƒExistent API
  • Tutorials & Examples
    • πŸ“šTutorials
Powered by GitBook
On this page
  1. Overview

Glossary

PreviousFeaturesNextBug Reports & Feature Requests

Last updated 1 year ago

Defines key terms used throughout the documentation, offering clear explanations to ensure understanding of the specific functionalities and components within Existent.

Term
Description

Representation of a physical play area - it’s made up of a boundary and one or more obstacles that can represent immovable objects in your play area such as pillars or walls.

A location in the virtual world that can be represented by a Stage. Spaces are containers for all the players and tracked objects in your application. Every player and object can only exist within one space at a time but can move from space to space at runtime.

A Vehicle is a special type of space that can be animated between a source and destination space to create seamless movement of players and objects between spaces within the virtual environment. You can use Vehicles to represent any kind of transportation mechanism you want whether its a ski lift, ambulance, magic carpet or shrink ray.

The Existent Player is a special type of Pawn that represents an HMD wearing player in an Existent application.

Any actor that has an Existent Tracker Component attached. Typically, Tracked Objects are used to represent the digital counterpart of a real world object in your application. For instance, you might have a physical fire extinguisher prop which you represent with a Tracked Object Actor that contains a Tracker Component and a mesh representing the fire extinguisher. The in-engine mesh will be synced accurately to the location of the real world object.

Locally controller Player

Sometimes shortened to β€œlocal Player”.

Remote Player

Proxy Player

πŸ“•
Existent Stage
Existent Space
Existent Vehicle
Existent Player
Prop / Tracked Object