ExistentHandComponent
Last updated
Last updated
ExistentDocumentation > ExistentHandComponent
Defined in: Public/Components/ExistentHandComponent.h
Hierarchy: Object > ActorComponent > ExistentHandComponent
The existent hand component is responsible for collecting, processing and storing the hand tracking data. This component works hand in hand with the existent grab component to allow the user to detect grips and grabbing objects. The hand tracking data stored by the component is all in world space.
UExistentHandBoneMappings*
BoneMappings
int32
ConsiderTrackingAfterNumberOfFrames
Only consider the hand as tracking after this number of good tracking frames
EExistentHandDrawBoneType
DebugDrawBoneType
The type of shape to draw the bones.
bool
FilterHandData
Should the hand component filter the hand tracking data before being cached?
EExistentHand
Hand
Is this the left or right hand?
FExistentHandDataFilterParameters
HandDataFilterParameters
The parameters passed down into the existent hand data filter component to filter the hand tracking data.
bool
HandTrackingEnabled
Is the hand tracking on?
bool
OverrideBoneMappings
UExistentTrackerMappings*
TrackerMappings
float
TrackingConfidenceThreshold
This is the tracking confidence threshold below which we will consider the tracking status as not tracked
bool
UseTrackingConfidence
Should we use the tracking confidence value generated by the existent tracking confidence component to calculate the tracking status?
FName
WristTrackerComponent
The name of the wrist tracker component used by this hand.
float
WristTrackingConfidenceThreshold
This value indicates how high the wrist tracking confidence value must be to make use of the wrist rotation while using trackers