Streaming a Virtual Camera and Props: Text Documentation

 Streaming a Virtual Camera and Props

 

 

What you’ll need to do first is import a mesh (preferably cube) that has a joint in the centre (Figure 1). This can be done in any 3D software.

Figure 1

 

Once you’ve imported your mesh:

- Open the skeleton

- Right click on the joint and select ‘Add socket’ (figure 2)

- Rename the socket (figure 3)

Figure 2


Figure 3


Next, create an Animation BluePrint (ABP) for the prop:

1: Right click on the content browser.

2: Go Animation, Animation Blueprint (figure 4)

3: Then select your target skeleton, this is the skeleton for the cube mesh we imported (figure 5)

Figure 4


Figure 5


 

Once the Animation BluePrint has been created, rename and open it (figure 6)

Figure 6


Once the Animation BluePrint is open we will need to create one node. This is the 'Mocap Stream' (figure 7).

In the ABP right click and create a node called ‘MoCap Stream’ (figure 7):

1: Fill in the 'MoCap Stream’ node parameters. If you need more info about the ‘MoCap Stream’ and its parameter please refer back to Part 1: Streaming into UE4.

2: Go to details and set the ‘MoCap Server’

3: Scroll down in ‘Details’ and under ‘Streaming type’ enable ‘Use Rigid Body’

4: Beneath ‘Streaming Type’ set the import scale


Figure 7


Import Scale:

OptiTrack Motive: 100

XSens MVN: 100

Vicons Blade: 0.1

 

Save and Compile. If your mesh starts moving, you know its streaming correctly.

Next step is creating a pawn, to do that:

1: Go back to the content browser

2: Right click

3: Choose 'blueprint class' (figure 8)

4: Click on ‘Pawn’ (figure 9)

5: Rename it

Figure 8


Figure 9


Next, open it up.

We now need two components, you can add components by going to the ‘+ Add Component’ (figure 10)

The first component is ‘Skeletal Mesh’ (figure 10)

And the second is a ‘camera’ (figure 11)


Figure 10


Figure 11

 

Make sure that the Camera is a child of the skeletal mesh (figure 12). This can be done by dragging the camera onto the skeletal mesh.

Next, select the ‘skeletal mesh’ (figure 12)

Under details, look for the ‘Mesh’ Drop down and set the skeletal mesh to the prop we imported earlier

Above mesh, set the ‘Anim Class’ to the props ABP we created earlier (figure 13).

Figure 12


Figure 13


Then select the camera.

In ‘details’ under sockets set the ‘Parent Socket’ to the prop socket we created at the beginning (figure 14)

Figure 14


Save and compile.

Back to the content browser

Right click and create another 'BluePrint Class' (figure 15)

This time select ‘Game mode base’ (figure 16)

Rename it once created

Figure 15


Figure 16


Now open the new Game mode base.

Under 'details' in the ‘Classes’ drop down, set the ‘Default Pawn Class’ to the ‘Prop Pawn’ we created earlier (figure 17)

Figure 17


Go back to the content browser and open the 'project settings' in the 'Edit' drop down in the toolbar (figure 18)

Figure 18


Once open go to ‘Maps and modes’

Under ‘Default GameMode’, set the ‘Default gamemode’ to the Game mode base we created earlier (figure 19)

Figure 19


Close project settings and Play the scene, you should start seeing everything from the virtual camera position. If like in my example (figure 20) your camera’s angled, you can correct this by jumping back to the Pawn we created and rotate the camera until it's to your liking (figure 21)

Figure 20

 

Figure 21

 

 

Compile and save once done.

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