AMagicLeapSharedWorldPlayerController::ClientSetChosenOne

Marks the client as the "chosen-one" or pseudo-authoritative for this shared world session.

Windows
MacOS
Linux

References

Module

MagicLeapSharedWorld

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldPlayerController.h

Include

#include "MagicLeapSharedWorldPlayerController.h"

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Client, BlueprintCallable, Category="AR Shared World|Magic Leap")
void ClientSetChosenOne
(
    bool bChosenOne
)

Remarks

Marks the client as the "chosen-one" or pseudo-authoritative for this shared world session.

Means that this client is responsible for sending the list of it's pin transforms (in world space so its own alignment is unaffected) to the server via ServerSetAlignmentTransforms(). Everyone will align to this client's coordinate space using those pin transforms. The game mode or the player controller doesnt directly use this property. It is just a helper data point to determine which client should send the alignment transforms. Apps can choose to implement their own ways to select which client should should everyone align with.

See Also

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