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SkeletonConsumer - Multicast Delegate Reference

Outline all Multicast Delegates (BlueprintAssignable events) exposed by the USkeletonConsumer


Table of contents

  1. Person Tracking Events
    1. OnPersonDetected
    2. OnPersonUpdated
    3. OnPersonTrackingLost
    4. OnPersonTrackingRecovered
    5. OnPersonDestroyed
  2. Active Person Management
    1. OnActivePersonChanged
  3. Component Lifecycle Events
    1. OnComponentActivated
    2. OnComponentDeactivated
  4. Editor Screenshots
    1. Details Panel View
    2. Blueprint Binding Example
  5. Notes

This document outlines all Multicast Delegates (BlueprintAssignable events) exposed by the USkeletonConsumer component in the AR 51 Unreal SDK.

These events allow developers to hook into key lifecycle updates of tracked persons and manage real-time mocap interactions.


Person Tracking Events

OnPersonDetected

Triggered when a new person is detected in the capture area for the first time.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPersonDetected OnPersonDetected;
  • Parameter: FString PersonId
  • Use Case: Initialize logic or UI feedback when a new participant enters the stage.

OnPersonUpdated

Fired when skeleton data for a tracked person is updated.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPersonUpdated OnPersonUpdated;
  • Parameter: FString PersonId
  • Use Case: Use for visual feedback or real-time analytics during motion.

OnPersonTrackingLost

Broadcast when tracking is lost for a currently tracked person.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPersonTrackingLost OnPersonTrackingLost;
  • Parameter: FString PersonId

OnPersonTrackingRecovered

Fired when tracking is regained after a previous loss.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPersonTrackingRecovered OnPersonTrackingRecovered;
  • Parameter: FString PersonId

OnPersonDestroyed

Broadcast when a person is fully removed from the system (prolonged tracking loss).

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnPersonDestroyed OnPersonDestroyed;
  • Parameter: FString PersonId

Active Person Management

OnActivePersonChanged

Called when the person closest to the headset changes.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnActivePersonChanged OnActivePersonChanged;
  • Parameter: FString PersonId (empty string if no one is active)

Component Lifecycle Events

OnComponentActivated

Triggered when this component is activated.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnComponentActivated OnComponentActivated;

OnComponentDeactivated

Triggered when this component is deactivated.

UPROPERTY(BlueprintAssignable, Category = "Events")
FOnComponentDeactivated OnComponentDeactivated;

Editor Screenshots

Details Panel View

This screenshot shows the assignable events in the Details Panel of a Blueprint.

SkeletonConsumer Events


Blueprint Binding Example

An example Blueprint setup using BeginPlay to bind to OnPersonDetected.

OnPersonDetected Binding


Notes

  • Binding should typically occur in BeginPlay, and unbinding (if needed) in EndPlay.
  • Always validate PersonId before using it.
  • Use these events to integrate with your gameplay, UI, analytics, or telemetry.

For full documentation, visit the AR 51 Dev Portal.