I’m looking to gather some basic information on how I could analyze motion information from my character. I basically want my character to move his hand around (using Perception Neuron) and then calculate and record specific information about how the hand traveled.
On the screen, I’d like to have a HUD that shows instantaneous speed and acceleration. Easy to do with basic algebra and calculus, but I’m having trouble wrapping my mind around doing it real time. Should I keep a certain number of historical data points in a buffer and try to calculate the change in position over time every tick? Is there some built in mechanism in UE4 to assist with this?
The end goal is, I want the character to have their had out in front of them, then move it to the right, no faster than a certain velocity, then stop and hold for x seconds. After x second, move the hand left, again, no faster than a certain velocity, then stop and hold. The user should follow a very well defined pattern and should never exceed the predefined constraints.
At the end of the process, I would like to compare what they did with the predefined rules. IE, after the 3rd stop and hold, when the user was supposed to move their had up no faster than 6cm/s and hold at the top for 6 seconds, he/she actually moved at 8cm/s and only held for 5 seconds. I would like to actually generate a type of report based on this data.
I know you can do almost everything in blueprints that you can do in C++, but is this something better suited to implement in C++? I think I would like to keep as much as possible in blueprints, but I’m open to anything.