Custom Pawn in Unreal Engine
Posted: Mon Jul 10, 2017 1:06 am
Hi,
I have a question about creating a custom pawn with rigid body tracking. I've created a pawn blueprint under OptiTrackHMDPawn option and I see there are two components automatically added in the class which are RootComponent and RigidBodyTrackingComponent. I'm just wondering how can these two component work. How can I get transform from Motive to engine and pass it to the HMD. Thanks.
I have a question about creating a custom pawn with rigid body tracking. I've created a pawn blueprint under OptiTrackHMDPawn option and I see there are two components automatically added in the class which are RootComponent and RigidBodyTrackingComponent. I'm just wondering how can these two component work. How can I get transform from Motive to engine and pass it to the HMD. Thanks.