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API > API/Plugins > API/Plugins/CameraCalibrationCore
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UPrimitiveComponent
- UMeshComponent
- UProceduralMeshComponent
- UCalibrationPointComponent
References
| Module | CameraCalibrationCore |
| Header | /Engine/Plugins/VirtualProduction/CameraCalibrationCore/Source/CameraCalibrationCore/Public/CalibrationPointComponent.h |
| Include | #include "CalibrationPointComponent.h" |
Syntax
UCLASS&40;ClassGroup&61;&40;Calibration&41;, Meta&61;&40;BlueprintSpawnableComponent&41;,
Meta&61;&40;DisplayName&61;"Calibration Point"&41;&41;
class UCalibrationPointComponent : public UProceduralMeshComponent
Remarks
One or more instances of this component can be added to an actor (e.g. a static mesh actor blueprint), and should be placed at geometrically and visually distinct landmarks of the object. These 3d points will then be optionally used by any given nodal offset tool implementation to make a 3d-2d correspondence with the 2d points detected in the live action media.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bVisualizePointsInEditor | Draws a visual representation of the calibration points | |
| float | PointVisualizationScale | Scales up/down the size of the point visualization meshes | |
| TMap< FString, FVector > | SubPoints | A way to group many points in a single component | |
| TEnumAsByte< ECalibrationPointVisualization > | VisualizationShape | Shape used to visualize the calibration (sub)points |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UCalibrationPointComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | GetNamespacedPointNames
(
TArray< FString >& OutNamespacedNames |
Gathers the namespaced names of the subpoints and the component itself. | |
| bool | GetWorldLocation
(
const FString& InPointName, |
Returns the World location of the subpoint (or the component) specified by name | |
| bool | NamespacedSubpointName
(
const FString& InSubpointName, |
Namespaces the given subpoint name. Does not check that the subpoint exists. | |
| void | Rebuilds the point visualization. |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |