Group ManusBlueprintTypes
Classes
| Type | Name | 
|---|---|
| struct | FGestureLandscapeData  Contains information about a gesture.  | 
| struct | FManusBone  All available data on a single skeleton bone.  | 
| struct | FManusChainSettingToe  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettings  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsArm  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsFinger  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsFoot  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsHand  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsHead  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsLeg  The leet chain settings.  | 
| struct | FManusChainSettingsNeck  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsPelvis  The pelvis chain settings.  | 
| struct | FManusChainSettingsShoulder  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSettingsSpine  The basic chain from which a skeleton is built.  | 
| struct | FManusChainSetup  The basic chain from which a skeleton is built.  | 
| struct | FManusErgonomicsData  All the skeleton setup that can be sent or received.  | 
| struct | FManusMetaSkeleton  All available data on a single skeleton.  | 
| struct | FManusNodeSettings  The basic nodesettings for a node. multiple settings can be used at the same time.  | 
| struct | FManusNodeSettingsFoot  node settings for the foot.  | 
| struct | FManusNodeSettingsIK  node settings for Inverse Kinematics  | 
| struct | FManusNodeSettingsLeaf  Defines the node leaf settings.  | 
| struct | FManusNodeSettingsRotationOffset  defines the rotation offset  | 
| struct | FManusNodeSetup  The basic node from which a skeleton is built.  | 
| struct | FManusSkeletonSetup  All the skeleton setup that can be sent or received.  | 
| struct | FManusSkeletonTargetAnimationData  Stores the information regarding the animation data used to animate the skeleton.  | 
| struct | FManusSkeletonTargetGloveData  Stores the information regarding the glove data used to animate the skeleton.  | 
| struct | FManusSkeletonTargetUserData  Stores the information regarding the user data used to animate the skeleton.  | 
| struct | FManusSkeletonTargetUserIndexData  Stores the information regarding the user index data used to animate the skeleton.  | 
| struct | FManusTracker  All available data on a tracker.  | 
Public Types
| Type | Name | 
|---|---|
| enum uint8 | EManusChainType   type of chain in the skeleton  | 
| enum uint8 | EManusFingerName   A way to identify fingers by a name and number.  | 
| enum uint8 | EManusGloveType   An enum used to define the glove types.  | 
| enum uint8 | EManusHandMotion   type of hand motion used  | 
| enum uint8 | EManusHandType   An enum used to denote a left or a right hand.  | 
| enum uint8 | EManusMotionCaptureType   Manus motion capture types.  | 
| enum uint8 | EManusNodeSettingsFlag   enum used to combine flags of which nodesettings are used for handling flags correctly as uproperties see https://forums.unrealengine.com/t/bitmask-enum-declaration-in-4-12-whats-missing/361671/3 and the var UsedSettings we adjusted in this source code further below  | 
| enum uint8 | EManusNodeType   type of node in the skeleton  | 
| enum uint8 | EManusRet   An enum used as a return value for some Manus plugin functions. It must match the WrapperReturnCode enum in ManusSdkTypes.h.  | 
| enum uint8 | EManusSide   An enum used to denote a left, right or center.  | 
| enum uint8 | EManusSkeletonTargetType   enum used to define the different types of animation used for skeleton  | 
| enum uint8 | EManusSkeletonType   enum used to define the different types of animation used for skeleton  | 
| enum uint8 | EManusTrackingBodyPart   The parts of the body that can be tracked.  | 
| enum uint8 | EManusTrackingDeviceType   The types of tracking devices that can be used.  | 
Public Types Documentation
enum EManusChainType
enum EManusChainType {
    UMETA =(DisplayName = "Invalid"),
    UMETA =(DisplayName = "Arm"),
    UMETA =(DisplayName = "Leg"),
    UMETA =(DisplayName = "Neck"),
    UMETA =(DisplayName = "Spine"),
    UMETA =(DisplayName = "FingerThumb"),
    UMETA =(DisplayName = "FingerIndex"),
    UMETA =(DisplayName = "FingerMiddle"),
    UMETA =(DisplayName = "FingerRing"),
    UMETA =(DisplayName = "FingerPinky"),
    UMETA =(DisplayName = "Pelvis"),
    UMETA =(DisplayName = "Head"),
    UMETA =(DisplayName = "Shoulder"),
    UMETA =(DisplayName = "Hand"),
    UMETA =(DisplayName = "Foot"),
    UMETA =(DisplayName = "Toe")
};
enum EManusFingerName
enum EManusFingerName {
    UMETA =(DisplayName = "Thumb"),
    UMETA =(DisplayName = "Index"),
    UMETA =(DisplayName = "Middle"),
    UMETA =(DisplayName = "Ring"),
    UMETA =(DisplayName = "Pinky"),
    UMETA =(Hidden)
};
enum EManusGloveType
enum EManusHandMotion
enum EManusHandMotion {
    UMETA =(DisplayName = "None"),
    UMETA =(DisplayName = "IMU"),
    UMETA =(DisplayName = "Tracker"),
    UMETA =(DisplayName = "Tracker_RotationOnly"),
    UMETA =(DisplayName = "Auto")
};
enum EManusHandType
enum EManusHandType {
    UMETA =(DisplayName = "Left"),
    UMETA =(DisplayName = "Right"),
    UMETA =(Hidden)
};
enum EManusMotionCaptureType
enum EManusMotionCaptureType {
    LeftHand,
    RightHand,
    BothHands,
    UMETA =(DisplayName = "Full Body with Polygon"),
    UMETA =(Hidden)
};
enum EManusNodeSettingsFlag
enum EManusNodeSettingsFlag {
    None = 0                    UMETA(DisplayName = "None"),
    IK = 1 << 0                 UMETA(DisplayName = "IK"),
    Foot = 1 << 1               UMETA(DisplayName = "Foot"),
    RotationOffset = 1 << 2     UMETA(DisplayName = "RotationOffset"),
    Leaf = 1 << 3               UMETA(DisplayName = "Leaf")
};
enum EManusNodeType
enum EManusNodeType {
    UMETA =(DisplayName = "Invalid"),
    UMETA =(DisplayName = "Joint"),
    UMETA =(DisplayName = "Mesh")
};
enum EManusRet
enum EManusRet {
    UMETA =(DisplayName = "Success"),
    UMETA =(DisplayName = "Error"),
    UMETA =(DisplayName = "InvalidArgument"),
    UMETA =(DisplayName = "ArgumentSizeMismatch"),
    UMETA =(DisplayName = "UnsupportedStringSizeEncountered"),
    UMETA =(DisplayName = "SDKNotAvailable"),
    UMETA =(DisplayName = "HostFinderNotAvailable"),
    UMETA =(DisplayName = "DataNotAvailable"),
    UMETA =(DisplayName = "MemoryError"),
    UMETA =(DisplayName = "InternalError"),
    UMETA =(DisplayName = "FunctionCalledAtWrongTime"),
    UMETA =(DisplayName = "NotConnected"),
    UMETA =(DisplayName = "ConnectionTimeout"),
    UMETA =(DisplayName = "NoHostFound")
};
enum EManusSide
enum EManusSide {
    UMETA =(DisplayName = "Left"),
    UMETA =(DisplayName = "Right"),
    UMETA =(DisplayName = "Center"),
    UMETA =(DisplayName = "Invalid")
};
enum EManusSkeletonTargetType
enum EManusSkeletonTargetType {
    UMETA =(DisplayName = "Invalid"),
    UMETA =(DisplayName = "UserData"),
    UMETA =(DisplayName = "UserIndexData"),
    UMETA =(DisplayName = "AnimationData"),
    UMETA =(DisplayName = "GloveData")
};
enum EManusSkeletonType
enum EManusSkeletonType {
    UMETA =(DisplayName = "Invalid"),
    UMETA =(DisplayName = "Hand"),
    UMETA =(DisplayName = "Body"),
    UMETA =(DisplayName = "Both")
};
enum EManusTrackingBodyPart
enum EManusTrackingBodyPart {
    UMETA =(DisplayName = "None"),
    UMETA =(DisplayName = "LeftHand"),
    UMETA =(DisplayName = "RightHand"),
    UMETA =(DisplayName = "LeftFoot"),
    UMETA =(DisplayName = "RightFoot"),
    UMETA =(DisplayName = "Head"),
    UMETA =(DisplayName = "Waist")
};