Exposes Azure Kinect Support for integration into Unreal Engine Applications.
Updated Version of nama-gatsu's Azure Kinect Unreal Engine Plugin.
Azure Kinect SDK v1.4.1
from hereAzure Kinect Body Tracking SDK v1.1.0
from hereC:\Program Files\Azure Kinect SDK v1.4.1
C:\Program Files\Azure Kinect Body Tracking SDK
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
RenderTarget2D
s. NS_KinectParticle
.![]()
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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