Module |
|
Header |
/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldPlayerController.h |
Include |
#include "MagicLeapSharedWorldPlayerController.h" |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Reliable, Server, Category="AR Shared World|Magic Leap")
void ServerSetAlignmentTransforms
(
const FMagicLeapSharedWorldAlignmentTransforms & InAlignmentTransforms
)
Sets list of transforms to be used by all clients to align coordinate spaces.
This list is redirected to AMagicLeapSharedWorldGameState which performs the replication. Bind an event to AMagicLeapSharedWorldGameState::OnAlignmentTransformsUpdated to get a notification when new alignment transforms are available. If performing shared world alignment on-the-fly (i.e. without any prior setup like in a museum app), these transforms should be sent by a single selected client. Apps can make use of the "chosen one" client for this purpose. Override AMagicLeapSharedWorldGameMode::SelectChosenOne() to select which of the connected clients should send the alignment transforms. By default the first connected client is considered the "chosen one".