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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.
| Name | UCalibrationPointComponent |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/CameraCalibrationCore/Source/CameraCalibrationCore/Public/CalibrationPointComponent.h |
| Include Path | #include "CalibrationPointComponent.h" |
Syntax
UCLASS (MinimalAPI, ClassGroup=(Calibration), Meta=(BlueprintSpawnableComponent),
Meta=(DisplayName="Calibration Point"))
class UCalibrationPointComponent : public UProceduralMeshComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMeshComponent → UProceduralMeshComponent → UCalibrationPointComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
- IInterface_CollisionDataProvider
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCalibrationPointComponent
(
const FObjectInitializer& ObjectInitializer |
CalibrationPointComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bVisualizePointsInEditor | bool | Draws a visual representation of the calibration points | CalibrationPointComponent.h |
|
| PointVisualizationScale | float | Scales up/down the size of the point visualization meshes | CalibrationPointComponent.h |
|
| SubPoints | TMap< FString, FVector > | A way to group many points in a single component | CalibrationPointComponent.h |
|
| VisualizationShape | TEnumAsByte< ECalibrationPointVisualization > | Shape used to visualize the calibration (sub)points | CalibrationPointComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetNamespacedPointNames
(
TArray< FString >& OutNamespacedNames |
Gathers the namespaced names of the subpoints and the component itself. | CalibrationPointComponent.h |
|
bool GetWorldLocation
(
const FString& InPointName, |
Returns the World location of the subpoint (or the component) specified by name | CalibrationPointComponent.h |
|
bool NamespacedSubpointName
(
const FString& InSubpointName, |
Namespaces the given subpoint name. Does not check that the subpoint exists. | CalibrationPointComponent.h |
|
void RebuildVertices() |
Rebuilds the point visualization. | CalibrationPointComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegister() |
CalibrationPointComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
CalibrationPointComponent.h |