Same question as How would I go about modifying the tracked skeletons' transforms? - #8 by ZanderCodes , but for the standalone BodyTrackingSingle project, not the Fusion receiver.
I’m coming off the Unity sample projects in which I was fairly quickly able to find and remove the offsets so (assuming an equal scale) the debug skeleton always rendered in the same place and showed the raw-data ground truth of the pose the avatar was “supposed” to be in (modulo the Unity project having avatar pose bugs with almost any avatar but the pack-ins).
In UE5.3, I’ve uncovered Spawn Transform parameters in both the BP_BodyTracking_Visualizer and BP_SDK_Skeleton_Visualizer, but they both appear to be 0,0,0 and yet the debug skeleton is reliably a meter or two left of the avatar.
Where is the data that controls the actual respective visual offsets? Is it even in a blueprint or will I need to crack open some cpp files?