| UObjectBase
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Module |
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Header |
/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldGameMode.h |
Include |
#include "MagicLeapSharedWorldGameMode.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class AMagicLeapSharedWorldGameMode : public AGameMode
Game mode to use for shared world experiences on MagicLeap capable XR devices.
Requires the game state class to be or derived from AMagicLeapSharedWorldGameState. Requires the player controller class to be or derived from AMagicLeapSharedWorldPlayerController.
Name | Description | ||
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ChosenOne |
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OnNewLocalDataFromClients |
Event fired when server receives new local data from connected clients. |
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float |
PinSelectionConfidenceThreshold |
Confidence threshold for selecting shared Pins |
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PinToOwnersToStates |
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PlayerToLocalPins |
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SharedWorldData |
Cache pins common among all clients |
Name | Description | |
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AMagicLeapSharedWorldGameMode ( |
Name | Description | ||
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DetermineSharedWorldData ( |
Determine which pins should be used for shared world aligment of all clients. |
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AMagicLeapSh... |
GetSharedWorldGameState() |
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SelectChosenOne() |
Select a certain client to be the "chosen-one" or pseudo-authoritative for this shared world session. |
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SendSharedWorldDataToClients() |
Replicate pins common among all clients via AMagicLeapSharedWorldGameState. |
Name | Description | ||
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Logout ( |
Called when a Controller with a PlayerState leaves the game or is destroyed |
Name |
Description |
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FMagicLeapOnNewLocalDataFromClients |
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FMagicLeapPinOwnerAndState |