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Kinect Interactive Physics Installation Masterclass with UE5
Highest Rated
Rating: 4.6 out of 5(99 ratings)
823 students

Kinect Interactive Physics Installation Masterclass with UE5

Use Unreal Engine as an Art / Design medium with Interactive Physics controlled with Kinect Body Tracking.
Created byYu Fujishiro
Last updated 1/2025
English
English [Auto],Korean [Auto],

What you'll learn

  • Configure basic components required to setup body tracking with Kinect in UE5 & TouchDesigner.
  • Adding custom features to body tracking, so it can produce more interesting interactions.
  • Create interactive physics simulations that produces stable and controlled movements.
  • Optimize CPU performance by offloading code into GPU via the shader graph or material.
  • Understand how and why we use JSON configuration files as one of the industry workflows.

Course content

8 sections66 lectures3h 13m total length
  • Introduction0:56

    Explore intermediate to advanced Ue5 installation techniques, the reasoning behind blueprint programming, and setup requirements—Ue5 v5.4+, Kinect one or Kinect Azure, and Touchdesigner optional.

  • Project Setup - Create Project File1:00

    Launch Unreal Engine 5.5 from the Epic Games Launcher, create a blank project, save it to a folder, and name it accordingly; expect shaders to compile on first launch.

  • Project Setup - UI Settings0:45

    Disable real-time rendering and lower scalability to medium or high to ease editing, then switch to window load layout and choose the UE4 classic layout for a familiar UI.

  • Project Setup - Create Empty Level0:32

    Create a new black empty level in UE5. In content, press Ctrl+Shift+N to create a folder named _map, name the level map one, and save.

  • Project Setup - GameMode & Pawn1:05

    Create folders underscore bp and underscore gm, build a pawn blueprint and a game mode base, assign the default pawn class, and compile and save.

  • Project Setup - Project Settings1:12

    Configure project settings for the Kinect interactive physics installation by adjusting maps and modes, disabling engine content and auto exposure, and enforcing a 60 fps with a fixed frame rate.

  • Project Setup - Editor Preferences0:44

    Modify editor preferences to set the asset editor open location to the main window, docking assets for a streamlined workflow.

  • Project Setup - Kinect SDK0:55

    Install the Kinect SDK (and the Windows runtime for Kinect One), verify hardware using the SDK browser or the K4 viewer in Azure Tools, then launch TouchDesigner.

  • Project Setup - Kinect OSC3:36

    Set up Kinect with TouchDesigner, select pelvis and hands data for Azure or Kinect One, apply lag chop, route via OSC out to localhost:3000, and save as connect osc v1.

  • OSC Plugin - Issues with V5.5.01:53

    Enable the OSC plugin in Unreal Engine, restart, and apply a multi-machine workaround for v5.5.0 where localhost fails, routing OSC through a laptop via ethernet to emulate localhost.

  • OSC BP - Create Receive Server3:59

    Build an Unreal Engine blueprint to receive OSC messages, set up an OSC server on port 3000, bind the OSC message event, and parse addresses for body tracking data.

  • OSC BP - Extract Values Function2:49

    Master OSC error string processing in UE5 blueprints by removing the leading slash, splitting, and extracting axis values with the get value xyz function that outputs a float.

  • OSC BP - Extract & Save Values4:30

    Extract and save kinect values with osc bp by duplicating for each axis, creating pelvis and hand variables, mapping kinect y to unreal engine z and z to y.

  • Body Tracking - Interface BP7:53

    Create a blueprint actor as the body tracking interface in Unreal Engine, receive values from touchdesigner via OSC, and scale and preview hand and pelvis meshes.

  • Level - Scene Setup & Test3:48

    Set up a basic Unreal Engine 5 scene with a floor plane, directional light, and cinema camera; calibrate sensor height and tracking orientation; test body tracking with TouchDesigner.

  • 3D Cursor BP - Attach Actor4:07

    Implement a 3d cursor blueprint that attaches to either hand using attach actor to component, duplicating for left and right hands, so the cursor follows the hand position.

  • 3D Cursor BP - Line Trace2:01

    Implement a line trace in ue5 using hand positions, with start at actor position and end with a direction vector scaled by distance. Expose direction and distance; address compile issues.

  • UE - Collision Explanation2:12

    Learn to customize collisions in Unreal Engine by selecting object types (static, dynamic, pawn, physics body), adjust responses, and use line traces to define an interactivity safe zone.

  • 3D Cursor BP - Custom Collision3:27

    Implement a 3d cursor with custom collision in UE5 by using trace hit data to position the hit point and move the route based on hand position.

  • Level - Scene Setup & Test4:10

    Create a test zone by placing and scaling a plane, and set up a body tracking interface with a raycast trace plane. Use the level blueprint to test space interactivity.

  • 3D Cursor BP - Fix Bugs1:44

    Fix bugs in the 3D cursor blueprint by setting non-zero trace distance and scaling the sphere to one; test run confirms right-hand tracking, hit location, and adjustable body tracking scale.

Requirements

  • Exiting Blueprint coding knowledge is required for this course, at least intermediate level.
  • Already have taken at least one generalized UE5 course and some of my previous courses.

Description

Welcome to a specialized learning experience in interactive physics body tracking installations! This condensed course equips you with sought-after skills to seamlessly integrate Unreal Engine 5, Kinect, and TouchDesigner OSC, paving your way into the world of real-time installations.

Important disclaimer about this course, you’ll need a bit more than a basic understanding of Blueprints and Unreal Engine, as we’ll be using several nodes that are used commonly in game development workflow and you can learn those by beginner courses.

You’ll dive deep into configuring essential components to set up body tracking with a Kinect Sensor and TouchDesigner, enhancing your projects with custom features for unique and engaging interactions. Learn to create stable, interactive physics simulations and optimize performance by leveraging GPU-powered shader code. You’ll also master the use of JSON configuration files, a professional workflow essential for managing complex interactive systems.

This course is tailored for intermediate-level creative developers ready to break into the real-time installation field, game developers seeking to expand into interactive art, and studio professionals needing a quick, effective solution for UE5 + Kinect projects.

By the end, you’ll command the Unreal Engine 5 workflows to deliver interactive installations, which isn't the run of the mill, cliche installations you might have seen. What you've learned should make you a valuable asset in a field where design and art oriented UE developers are rare.

Who this course is for:

  • Intermediate level creative dev looking to breakthrough into the real-time installation field.
  • Existing game devs coming from traditional use of UE, but looking to apply to interactive art.
  • Studio employees needing a quick solution to an upcoming project requiring UE5 + Kinect.