UE analysis capabilities

Hello
I recently started working with UE for my Thesis, so I am very new. Basically, I put my participants in a simulated city and want to measure two things:

  1. where they look at the environment and get data about the objects that were most fixated on
  2. how did they find their way through points A to B and gather this kind of data (route traveled).

Is there any kind of tool in UE for gathering this kind of data.

Regards

You are thinking on a very high level, you would need to get much more ‘hands on’ to get this to work. At that point, you could code anything you need to collect this info. Nothing is collected for you.

You’re right, I just wanted to know a few keywords to expand my research about the capabilities. Knowing whether the whole concept is applicable or not.

Are your city occupants AI bots, or multiplayers with VR headsets?

Actually, it doesn’t matter, the concept is similar. You’d need to put code in the player that logs location and the transform of the camera.

There is no automatic way of doing this, it’s not a standard thing.

And you’d need to record it, which would mean using a save game.

Well, since participants will wear VR headsets, participants are the player of the game.

Regarding eye fixation, I found the “Line tracing” concept, from which I understand it does what I want, following the ray from an object to the player’s eye.

But about that, if we have a plain rectangle surface in front of us, can line tracing gives us some form of gazing duration for which corner of the rectangle we looked at the most? Because I saw some videos regarding line tracing, players can interact with the environment, but will doing such analysis also require manual coding?

Sorry, participants could mean anything, but now I know we’re talking about VR :slight_smile:

For sure, you can tell with a line trace where someone is looking, and by storing coordinates and averaging them, you can tell the area most looked at.

But you will need to code this. There is no ‘most typical gaze location’ plugin…

Yes, you are right, I may not be the best at conveying concepts in my mind. :upside_down_face:

I am already grateful for your guidance, but these are my last questions:
Is the coding based on C++? How complicated it could be.

For better analysis, I am dividing the streetscape objects into several categories (i.e., road objects and facade objects). Is there such a capability to cluster objects in UE? If there is, it will save me a lot of time just by knowing the keyword.

No worries :slight_smile:

You’ll only need C++ is you intend on recording the information every frame, and for a lot of players ( viz > 100 ). Otherwise, blueprint is fine.

The building concept you’re looking for is called ‘prefabs’. Although it’s not called that in UE.

On the most basic level, you just have the ability to group actors in the editor. Next level up, you can put well-used groups of actors in a blueprint which contains no code, and so just acts as a nice way of holding thing together. Third tier, is putting code in the blueprint, then you get stuff like this :slight_smile:

( free pack BTW: Procedural Building Generator in Blueprints - UE Marketplace )