EAudioBeamMode

Defines the two states that Audio Beam can be set to on the Kinect Device. Either automatically updating the angle at which the Audio Beam is aimed at and listening to or the angle only changing when instructed to directly through a function call.

Common Use:

Used as input to the Set Audio Beam Mode function on the Kinect Interface Component.

Valid values:

  • AudioBeam Automatic Mode.
  • AudioBeam Manual.

EBodyNumber

The Kinect tracks the skeletons of up to 6 people within range of the device. Tracked skeletons are assigned a body number, at random, from those yet to be assigned. This assignment is retained until the player exits the Kinect's field of view.

A Body Number is used to denote which player is of interest when it is provided as input to a function. It is used consistently as input in the Joints and Hands categories of functions that retrieve specific data from a given player for use. The Body Number is seen as output in the functions under the Body Tracking category of the Kinect Player Controller.

Valid Inputs:

  • Body 0
  • Body 1
  • Body 2
  • Body 3
  • Body 4
  • Body 5

Reference:

ECoordinateConvention

The Coordinate Convention defines the different XYZ coordinate systems and units of measurement used by the Kinect device and Unreal Engine 4. It relates to data pulled from skeletons tracked by the Kinect device (and not data relating to the Depth Camera stream). The conventions used respectively are:

  • UE4 - units in centimeters and XYZ convention is positive X forward (user's perspective), positive Z up and positive Y right.
  • Kinect - units in meters and XYZ convention is negative Z forward (user's perspective), positive Y up and positive X right.

Common Use:

Coordinate Convention values are used as input to the Coordinate Conversion helper function in the Blueprint function library to define how the input value should be handled.

Valid values:

  • Unreal Engine (centimeters)
  • Kinect Device (meters)

Reference:

EKinectJoints

Every skeleton that is tracked by the Kinect contains Joint data that is constantly updated. The EKinectJoints enumeration is a direct translation of the JointTypeenumeration in the Kinect 4 Windows API and contains the joints on the skeleton that will have data populated when it's owning skeleton is updated by the Kinect device.

Common Use:

EKinectJoints values are used to denote which joint is of interest when provided as input to functions within the Joint category of the Kinect Interface Component. This input, when used in conjunction with a EBodyNumber value can specify exactly which joint on which skeleton the blueprint function should target in its operation.

Valid values:

  • Base of Spine
  • Middle of Spine
  • Neck
  • Head
  • Left Shoulder
  • Left Elbow
  • Left Hand
  • Right Shoulder
  • Right Elbow
  • Right Hand
  • Left Knee
  • Left Hip
  • Left Ankle
  • Left Foot
  • Right Knee
  • Right Hip
  • Right Ankle
  • Right Foot
  • Spine Shoulder
  • Hand Tip Left
  • Thumb Left
  • Hand Tip Right
  • Thumb Right

EHands

Values in EHands are used to denote which hand on a given body (left or right) is desired.

Common Use:

The values of the EHands enum are most frequently used as input to functions in the Hands category of the Kinect Interface Component to indicate which hand should be observed when retrieving data from a skeleton.

Valid values:

  • The Left Hand
  • The Right Hand

EHandState

EHandState is a direct mapping of the HandState enumeration used in the Kinect for Windows libraries. It provides the different tracking states that a hand can exist in according to the Kinect device.

Common Use:

EHandState values are found in functions within the Hands category of the Kinect Player Controller API and occur as outputs to functions that provide information on the current state of hands stored from the data retrieved from the Kinect device.

Valid values:

  • Unknown Hand State
  • Hand Not Tracked
  • Open Hand
  • Closed Hand
  • Lasso Hand

Reference:

EKinectCameraType

The Kinect 4 Unreal plugin provides a consistent interface for accessing the data polled from the different cameras exposed from the Kinect device. The EKinectCameraType enumeration defines the different camera options that are available.

Common Use:

The EKinectCameraType values are used as input to functions in order to select which camera to work with. This occurs most significantly in functions within the Camera Streams category within the Kinect Interface Component.

Valid values:

  • Raw Color Camera feed
  • Raw Infrared Camera feed
  • Normalized Depth Camera feed
  • Normalized Depth Camera (with body stamping)
  • Raw Color Camera (with body stamping)

ETrackingConfidenceType

ETrackingConfidence is a direct mapping of the Tracking State enumeration used in the Kinect for Windows libraries. It provides for a useable representation of the different tracking states for a given value in the Kinect.

Common Use:

ETrackingConfidenceType is used in the API as an output from functions found within the Joints category of the Kinect Interface Component class when determining if a given joint is being tracked directly by the Kinect device or not.

Valid values:

  • Kinect data point not tracked
  • Kinect data point value inferred
  • Kinect data point fully tracked