Exposes Azure Kinect Support for integration into Unreal Engine Applications.
Updated Version of nama-gatsu's Azure Kinect Unreal Engine Plugin.
- Fixed Importing Binaries Issues
- Added Translation to skeletal tracking
- Platform: Win64
- Unreal Engine Version 5.2
- Download and Install
Azure Kinect SDK v1.4.1
from here - Download and Install
Azure Kinect Body Tracking SDK v1.1.0
from here - Create the following two System Environment variables:
- AZUREKINECT_SDK that points to the Azure Kinect Body Tracking SDK root path
C:\Program Files\Azure Kinect SDK v1.4.1
- AZUREKINECT_BODY_SDK that points to the Azure Kinect Body Tracking SDK root path
C:\Program Files\Azure Kinect Body Tracking SDK
- AZUREKINECT_SDK that points to the Azure Kinect Body Tracking SDK root path
- Add the following three paths to the PATH system environment variable
C:\Program Files\Azure Kinect Body Tracking SDK\sdk\windows-desktop\amd64\release\bin
C:\Program Files\Azure Kinect SDK v1.4.1\sdk\windows-desktop\amd64\release\bin
C:\Program Files\Azure Kinect SDK v1.4.1\sdk\netstandard2.0\release
- Create a Plugins folder inside your unreal project folder (Where the .uprojrct is located)
- Clone this repo into the plugins folder.
- Write Depth / Color buffer into
RenderTarget2D
s.
- You can modify base a niagara system
NS_KinectParticle
.
- Bone mapping node in Anim Graph
Depthe data are stored RenderTarget2D
into standard 8bit RGBA texture.
R: first 8bit as uint8
of original uint16
sample
G: last 8bit as uint8
of original uint16
sample
B: 0x00
or 0xFF
(if depth sample is invalid)
A: 0xFF
(Constant value)
Thus we need conversion to acquire orignal depth samples.
// In MaterialEditor or Niagara, sample values in Depth texture are normalized to 0-1.
float DepthSample = (G * 256.0 + R) * 256.0; // millimetor
// In C++
uint8 R = Sample.R, G = Sample.G;
uint16 DepthSample = G << 8 | R; // millimetor
Depth pixel from Azure Kinect SDK is originally a single uint16
in millimetor. But RenderTarget2D
can't store uint16
as texture (EPixelFormat::PF_R16_UINT
doesn't work for RenderTarget).
Copyright 2021 Ayumu Nagamtsu
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