ExistentTrackerComponent
ExistentDocumentation > ExistentTrackerComponent
ExistentTrackerComponent
Class Details
Defined in: Public/Components/ExistentTrackerComponent.h
Hierarchy: Object > ActorComponent > ExistentTrackerComponent
Properties
AExistentSpace*
CurrentSpace
The assigned CurrentSpace will be the origin for this tracked object's coordinates.
FName
DeviceMeshName
The name of the device mesh to display. This list is filled in by collecting the device models added to the tracking system selected
bool
HideMeshwhenTrackingLost
Whether, after noticing that this object is no longer receiving valid tracking data, we should hide its mesh so it doesn't render in the wrong place.
FName
ID
The ID of the tracker.
FName
Meshtooutline
In backstage mode, this mesh will be outlined so it's visible from any Space you're in (regardless of where this Actor is). It's a good idea to select a mesh that looks most similar to what the physical prop looks like in real life.
uint8
OutlineAlpha
Sets the transparency level of the debug outline for the tracker's mesh, with 0 being fully transparent and 255 fully opaque.
float
OutlineThickness
Determines the thickness of the debug outline around the tracker's mesh, enhancing visual distinction.
bool
RenderDeviceMesh
Should the device model be rendered?
bool
RenderOutline
bool
ShouldMoveRootTransform
If true, this component directly applies the tracked transform to its Actor's root transform. Otherwise tracking location/rotation has to be queried from this component every frame.
UExistentTrackingSystemBase*
TrackingSystem
The tracking system to use. E.g. base station or live link.
bool
UpdateTrackinginEditor
Should the tracker update its transform while running in the editor?
Nodes
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