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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