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Annotation Text

  1. Locate CavrnusSpatialConnector in the Outliner and add a new entry to SpawnableIdentifiers as shown below.

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  1. Locate BP_AnnotationComponentand bypass the original spawn actor logic with the Cavrnus logic shown below.

Note

Important note: The Cavrnus SpawnObjectnode’s UniqueIdentifierfield MUST match the entry we provided above. Here it is BP_Cavrnus_AnnotationLoaderText.

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Annotation Stroke

  1. Similarly as above, add the corresponding SpawnableIdentifierentry for the BP_Cavrnus_AnnotationLoaderStroke.

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  1. In BP_AnnotationComponent, locate the Stroke Start, End group of logic. Bypass the CVT logic and insert the shown Cavrnus logic.

Note

Important note: The Cavrnus SpawnObjectnode’s UniqueIdentifier field MUST match the entry we provided above. Here it is BP_Cavrnus_AnnotationLoaderStroke.

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This Command offers two main features: Text and Paint annotations. This allows the user to label points of interest in the Level. Extra features have been added, please refer to [Insert link to advanced features guide here!!!].

Note

Reminder: All of the Event Dispatchers we create must match exactly to what is shown in this guide!

Modifying BP_AnnotationComponent Blueprint

Info

CVT BP_AnnotationComponent Blueprint Location

→ CollaborativeViewer/Blueprints/Commands/Annotation/BP_AnnotationComponent

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→ SpawnTextROS Event

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→ SpawnStrokeOnAllClients_ROS Event

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This is optional, but in order to support NDisplays, 2D annotation texts must be 3D widgets.

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Tip

The Annotation Command is now setup! Ensure all blueprints compile and if needed, refresh nodes.

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