Exposes Azure Kinect Support for integration into Unreal Engine Applications. Mainly for depth and color textures creation from Kinect's raw feed.
- Platform: Win64
- Dependencies:
Azure Kinect SDK v1.4.1
is installed- Download from here
- An env variable
AZUREKINECT_SDK
that points to the Azure Kinect SDK root path should be registered.
Azure Kinect Body Tracking SDK v1.1.0
is installed- Download from here
- An env variable
AZUREKINECT_BODY_SDK
that points to the Azure Kinect Body Tracking SDK root path should be registered.
- This plugin cannot be neither built nor open without the SDKs and paths above.
- AzureKinect.Build.cs describes how it resolves dependent paths.
- Unreal Engine 4.27~
- Only tested with 4.27. May work with lower.
- 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).
Existing plugin for Azure Kinect
- secretlocation/azure-kinect-unreal
- Body tracking only, not support point cloud and texture(s)
- Referred a lot from this repo
Copyright 2021 Ayumu Nagamtsu
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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