We’re happy to present our real-time body tracking for Unreal Engine 5. It could be used without writing any code, simply connecting Nodes in Blueprints
It’s perfect for developing games , fitness apps and other interactive projects with body tracking.
Get started with examples showing different Nuitrack capabilities:
SkeletonJoints - check what the camera sees and how the skeleton joints are tracked
AvatarMannequin - animate a game character using Nuitrack skeleton
FittingRoom - how to create a virtual fitting room
GesturesDemo - demonstrates how the gesture recognition works
HandTracker - how to use hand tracking to interact with the UI
How to Rebuild the Plugin
No rebuilding is required for version 5.2.
For versions above, Unreal requests rebuilding. In this case, three options are available: Automatic rebuilding (recommended), using pre-builded libraries, and manual rebuilding.
Automatic Rebuilding:
Start opening your project. When the message “Missing … Modules”, click the “Yes” button. The window will close and after some time your project should open automatically.
If an error occurs, try restarting the PC and repeat step 1.
If nothing helps, try other rebuilding options
Using pre-builded libraries:
Open the nuitrack plugin folder ({Your project}\Plugins\NuitrackPlugin\Binaries\Win64)
Pay attention to zip archives. If there is a UE version you need among them, then unzip them into this folder with the file replacement
Try to open the project
Manual Rebuilding:
Create a C++ project in Unreal Engine
In the menu bar, select “Tools/Open Visual Studio”
Copy the Nuitrack plugin to the Plugins folder in your project (according to the instructions)
In the Visual Studio menu bar, select “Build/Build Solution”
If an error appears, close the Unreal Editor (in the task manager, make sure that the process is not running there “UnrealEditor.exe”) and repeat the previous step. You can check UE tutorial Building Plugins | Community tutorial
If the building was successful, you can open the UE project.
Nuitrack has two skeleton tracking modes “Classical” and AI.
The “Classical” mode has a high speed of operation and can be run even on mobile devices:
AI tracking uses the latest machine learning technologies , which allows you to better recognize complex poses. More sensitive to device performance than the “classical” algorithm
(Can also recognize some objects)
At the moment there are several blueprints and levels for self-study. If the UE community has an interest in our plugin, we will definitely add tutorials and videos.
Hey guys.
Great plugin. Sounds like something I can use for my project.
I have a couple of questions.
Can i use multiple Kinect sensors using this plugin? So technically I have 3 kinects connected to my system, and I want tracking data of closest/any tracked person from all 3 sensors. Possible?
Does this plugin support tracking via LIDAR? Can I track player movements / location via LIIDAR?
Blueprints are preferred but not a necessity, I just need these functionalities and I am perfectly fine with using C++ for these.
(Using this forum instead of your community to drive communication here)
I have used your plugin in my project. It work correctly in my editor. But if I would like to package my project I can’t. First I got plugin modul error. I solved that problem, but now I absolutely cannot package the project. I got unknown error. Without the plugin I can. What do you think what could be the problem?
There is one problem with the build now. The compiler complains about Try\Catch in the file NuitrackUtils.cpp in Update(). You can either delete this block yourself and then recompile it, or wait for the next plugin update.