# Creating a pose and entering edit mode

## Create a tracked object

Before getting started with how to use the grip edit mode you will need a tracked object. If you already have a tracked object you can skip to the next section.

Create a blueprint of type Actor.

<figure><img src="https://lh7-us.googleusercontent.com/BrdqKYifpxiTL7_LLyf0AaI4GpeSjJEEuIGz0QCMET8GuR26CsW0yrEVc0Ng4WeWz2NbPPPUCo_pLm4sHaQJERH_vMs1yG08uVfHFwu2n58pKX-U1cjYbLj2MBD0nYvo-pU8Tk2wk8c7RgIjFDRX02U" alt=""><figcaption></figcaption></figure>

Then open the blueprint and add an ExistentTrackerComponent.

<figure><img src="https://lh7-us.googleusercontent.com/lIZigvVmDQtGxjqhlZWAxwbSXsHrPZXXin6XE3tmgeM9e9bJDQLTdR09OKr57hLx3qTUG3ITxU8trFTT80P9_DiRNBwqjZTm0ctdCMuFMA7hraqxMBfoeIFPs82SX5pVF10_CrH7GsTAdWijSnCky84" alt=""><figcaption></figcaption></figure>

Add a mesh that will represent your tracked object.

<figure><img src="https://lh7-us.googleusercontent.com/ScVstU5i9eOvd089zEyJKYlWbopdHJ5YNhJBxHVN2Pt7LJLSIVXRgZKIUjTfV8naMgqpYYNLF4IBkbuQdgBohfXvNJieafV57KuP8Eu2KwvtCGHymVjIDD5ChYAJR-_CedPZuAB8ZeXGuhVdlpJ3BZQ" alt=""><figcaption></figcaption></figure>

In this case I have used a static mesh part of the engine content folder and have scaled the mesh down to 0.1 on all axes.

Finally, add an ExistentGripComponent.

## Creating a new pose and entering edit mode

If you click on an ExistentGripComponent you may notice that in the details panel under the **Pose** category, there are two properties called **GripPose** and **FinalGripPose**. These two properties appear with a button underneath the animation sequence thumbnail, the button will either let you edit or create a new pose.

The button automatically updates to either functionality depending on the value of the pose, if there is a pose specified then the button will let you edit the pose otherwise if there is no pose specified the button will let you create a new pose.

To create a new pose clear the value of the **GripPose** property.

<figure><img src="https://lh7-us.googleusercontent.com/Xf0f850CTcl_ccsBBQ47SMtvRgl5LNjGLtPyRNA_g3fr4ICV3V7mIviqTI9C1oyEbklVa4Pe9Re_h6WMryrYzX1lnCBKVMfVlwy3DBzij1GZyfV1PNDjh2BMvFu-b594T1CEfpleqAain4QYP2k78-8" alt=""><figcaption></figcaption></figure>

Then click on the Create button.

<figure><img src="https://lh7-us.googleusercontent.com/GWyrVtVDdybK089u63y0KRRu3SV7M0nwN8ttFLJDjwLcDAoiQ8XQA6mRcrpyYvGo-e18MVeWHJOJqdJ7i5RcYHfPFG2rDZtlwmm0aPdawhDTzxTvY7EYH47ypCljyUdSDIoWIL9ANErIEoq5Nxp6Yrk" alt=""><figcaption></figcaption></figure>

Pressing the create button will bring up a window which lets you select where to save the animation sequence and what the animation sequence should be called.

<figure><img src="https://lh7-us.googleusercontent.com/gdPyJXNOBj6ktKBRx3KsV9cDrj-WcwfbO2KJd2PhMF9-it5a3AxGOc2IU612nXPq1AHutRWpgyyMGTNwDQBXjtgYDc240JgLhIhetrgDv1BHZz48_1mlwoRASc6lEZrDkMQZTrxRRcgNzKddciVuNxU" alt=""><figcaption></figcaption></figure>

After choosing an appropriate location and name click on OK, the animation sequence will be automatically created, saved and assigned to the property.

<figure><img src="https://lh7-us.googleusercontent.com/vduj4CPcFb6oKQWv7Y3ddn1TWSEJkaLCEtWss-J33bqvfYXsIO-fw_HgwIZhhHbf3ylEHQFtiLAUq-Mx5BdRbKOe7mNH_s08YGwNdq5N9en9Xf-Kotijozhi8ZOBVLPJ3j3zuefCqGxpy_ih8Nzir68" alt=""><figcaption></figcaption></figure>

Now that we have an animation sequence to edit we can press the Edit button and enter grip edit mode.

<figure><img src="https://lh7-us.googleusercontent.com/XfXN2Q3D3wCZNdgP-rrtXG2Z9HUU4VHG6Pwd_XYmIvh8X2LlbCP3NrwE1LExO4ERDxpHlVdDe6fxz54fxu-v45fJWGdwhbmB9ie0hH07nd2i0NBTuspMU9XqihiUcagsVxgFUJxegcDs9vZJ-uuCwnA" alt=""><figcaption></figcaption></figure>
