Module |
|
Header |
/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Public/MagicLeapControllerFunctionLibrary.h |
Include |
#include "MagicLeapControllerFunctionLibrary.h" |
Source |
/Engine/Plugins/Lumin/MagicLeap/Source/MagicLeapController/Private/MagicLeapControllerFunctionLibrary.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MotionController|MagicLeap")
static bool GetControllerMapping
(
int32 ControllerIndex,
EControllerHand & Hand
)
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.
true of the controller index maps to a valid hand, false otherwise
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. |