Licensing and Packaging Nuitrack with Unreal Engine 5

Hello g
I’m working on an interactive installation using Unreal Engine that involves real-time body tracking via Nuitrack. From the forum discussions, it seems that the perpetual license is required to package the Nuitrack SDK into an executable (.exe). Could you confirm if this is correct? Also, could you provide more detailed instructions on how to properly package Nuitrack with Unreal Engine?

Thank you very much for your support.

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Hello @ROBI

Thank you for your interest in our product. Please fill out the form, it will greatly help in choosing the direction for the development of the plugin Share your opinion

Only an AI Online subscription is suitable for using the UE plugin in the editor and in the build. (Perpetual and Trial will not work)

After importing the plugin into the project, the build process is default.
If you encounter any problems, check out the Troubleshooting section

Do you have any other questions about Nuitrack?

Hello Stefan, thanks again for your support and responses. This is my first interactive installation, so your input is especially valuable to me. I’d like to give you a quick update on the interactive installation we’re working on.

Nuitrack has been an excellent tool for making body tracking integration straightforward and effective. The goal is to create a particle avatar that follows people’s movements: when they raise their hands, words made of particles are generated, creating a visually captivating effect.

For video transmission, we will use Spout to send it to Resolume, which will manage the final projection.

Regarding the tracking, we’re trying to limit it to a specific area along a wall to ensure people are tracked only when they are close to the projection. We’ve implemented a trigger system in Unreal Engine to handle tracking activation/deactivation without using Nuitrack’s exposed variables. Do you think this is the best approach? Additionally, we were wondering if there are any variables or nodes in Nuitrack that we could use directly in the Blueprints to activate tracking more easily.

Finally, we’ve noticed that the mannequin’s movement appears a bit choppy. Do you have any advice on how to make these movements smoother?

For the technical part, we’re using a 15-meter active USB cable to connect the sensor, which seems to be working well.

I’m currently using the classic version of Nuitrack, but I’d like to try the AI version. Should I change this setting in the Nuitrack software itself (where Nuitrack AI is activated)? Also, I seem to have read that the AI version might not work properly in Unreal Engine. Do you have any information on this?

Lastly, do you have specific suggestions for improving tracking in variable lighting conditions, like those often found in museums? Additionally, are there best practices for positioning and angling the sensor to ensure optimal tracking accuracy, considering that the installation is close to a wall?

Thanks again for your help!

The description of your project sounds impressive! If you can, show us the video after completion.

Should I change this setting in the Nuitrack software itself (where Nuitrack AI is activated)?

At the moment, AI is better suited for 2D, and Classical for 3D.

Do you have any advice on how to make these movements smoother?

Check out this guide https://github.com/3DiVi/nuitrack-sdk/blob/master/doc/General_preparations.md

Also check out sample in Nuitrack Activation Tool (“C:\Program Files\Nuitrack\nuitrack\nuitrack\activation_tool\Nuitrack.exe”). Press “Try Nuitrack!” and make sure that there are no “holes” on the depth map and the skeleton (classical) is working correctly.

If everything looks good on the sample, then you can try to change this parameter in Blueprint

Also, about the 15-meter cable, this is quite an interesting point, which sensor do you use?