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Core Application
The core application consists mainly of C++ classes that allow to provide basic functionality that is relevant for the whole framework.
The main parts of the core are:
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UnrealMe:
Very basic configurations for the framework, e.g. the setup of the logger. -
UnrealMeGameMode:
Sets default dependencies up, e.g. which character or heads-up-display to use as a default. -
UnrealMePlayerController:
Defines logic that is relevant for the application as a whole. -
UnrealMeCharacter:
Defines the representation of the user.
To create custom VR applications the core of UnrealMe can be extended by using own C++ classes or Blueprints. The best way to explain this is to look at an example:
Imagine you want to create a VR application for physical training. In this case it's likely that you may want to use a camera facing the character from the front instead of UnrealMe's regular first person camera. To do so you just extend the "UnrealMeCharacter", for example by using a Blueprint that is called "UnrealMeTrainingCharacter". Now you can assign a camera according to the parameters you wish to use without having to change anything in the framework itself.
To be continued...
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Introduction
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Requirements & Approach
- Hard- & Software Setup
3.1 Tracking
3.2 Display
- Implementation
4.1 Core Application
4.2 Embodiment
4.3 Calibration (tbd)
- Tutorials
5.1 Useful links
5.2 General UE4 information/experiences
5.3 Connecting and using a tracking device
5.4 Basic Kinect Demo
5.5 Linking static and dynamic C++ libraries
5.6 Joint IDs
- Future potential