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Participants are the people interacting with your experience - your end user. This might be an employee going through training, a person from your focus group, etc. In terms of games or entertainment, the Player would be the Participant.

Setting Participant Name and ID

Correctly identifying Participants during your experience allows you to track how their performance changes over time. This should include a Unique ID (such as employee number) and a friendly Full Name.

participant name

TWeakPtr<FAnalyticsProviderCognitiveVR> cognitive = FAnalyticsCognitiveVR::Get().GetCognitiveVRProvider();
if (cognitive.IsValid())
    cognitive.Pin()->SetParticipantName("Jane Doe");

Setting Participant Properties

You can also set properties about your Participants. These can change between sessions.

participant properties

TWeakPtr<FAnalyticsProviderCognitiveVR> cognitive = FAnalyticsCognitiveVR::Get().GetCognitiveVRProvider();
if (cognitive.IsValid())
    cognitive.Pin()->SetParticipantProperty("Years Employed", 3);
    cognitive.Pin()->SetParticipantProperty("Handedness", "Left");
    cognitive.Pin()->SetParticipantProperty("Tool Preference", "Default");
    cognitive.Pin()->SetParticipantProperty("Training Level", "Class A");

Some Built-In Components (such as HMDHeight) automatically record Participant properties. Simply add these components to the Level Blueprint Script or your Player Actor Script and they can record relevant properties.

Sign In Screen and Exitpoll

Usernames and properties obviously should not be hard-coded into your application. The recommended method is to put the Participant in an isolated space (often an empty Scene) before starting the session. If they are a new Participant, you can begin the session and present an ExitPoll to present and record some basic properties.

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