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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