UMagicLeapControllerFunctionLibrary::GetControllerMapping

Returns the hand to which given controller index has been mapped to in the device backend.

Windows
MacOS
Linux

References

Module

MagicLeapController

Header

/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Public/MagicLeapControllerFunctionLibrary.h

Include

#include "MagicLeapControllerFunctionLibrary.h"

Source

/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Private/MagicLeapControllerFunctionLibrary.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MotionController|MagicLeap")
static bool GetControllerMapping
(
    int32 ControllerIndex,
    EControllerHand & Hand
)

Remarks

Returns the hand to which given controller index has been mapped to in the device backend.

The native api does not have a concept of left vs right controller. They deal with indices. The first connected controller is index 0 and so on. By default, index 0 is mapped to the right hand in Unreal. You can invert these mappings by calling InvertControllerMapping() function.

Returns

true of the controller index maps to a valid hand, false otherwise

Parameters

Parameter

Description

ControllerIndex

Zero based controller index to get the hand mapping for. Should be less than MaxSupportedMagicLeapControllers().

Hand

Output parameter which is the hand the given index maps to. Valid only if the function returns true.

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