Keypoints and pose
Skeleton keypoints projected from native Unreal bones, for classes whose actors actually have skeletons. Opt-in per class, and worth being conservative about.
The keypoint order#
The current build defines 13 keypoints, in this order:
head
left_shoulder
right_shoulder
left_elbow
right_elbow
left_wrist
right_wrist
left_hip
right_hip
left_knee
right_knee
left_ankle
right_ankle
Order matters: it is the order they are written in, and the index a training format binds to. It comes from the code rather than from this page, so adding one updates the list here.
Where they come from#
Bones in the engine, projected into image space through the recorded camera. Not inferred from pixels, and not estimated by a model. That is the whole reason to generate pose data synthetically: keypoint annotation by hand is slow and inconsistent, and a pose model trained on another model's predictions inherits its errors.
Visibility is derived alongside the position, so a keypoint behind the body is marked rather than silently placed.
Enable it per class, deliberately#
Pose should only be enabled for classes whose native skeleton and bone evidence supports it. Enabling it on a class with no skeleton does not produce nothing; it produces confidently wrong keypoints, which is worse.
Classes that usually should not carry pose:
vehicles
props
food
tools
most animals
Export#
Pass --task pose to the dataset command. The COCO exporter writes
person_keypoints alongside instances where configured; see
outputs and formats.
Verification#
A dedicated check compares native bone evidence against the projected offsets. On a capture with no pose-enabled actors it reports that it was skipped rather than passing silently, which is the distinction between "checked and fine" and "not checked".