UWindowsMixedRealityFunctionLibrary

Windows Mixed Reality Extensions Function Library

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBlueprintFunctionLibrary

UWindowsMixedRealityFunctionLibrary

References

Module

WindowsMixedRealityHMD

Header

/Engine/Plugins/Runtime/WindowsMixedReality/Source/WindowsMixedRealityHMD/Public/WindowsMixedRealityFunctionLibrary.h

Include

#include "WindowsMixedRealityFunctionLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UWindowsMixedRealityFunctionLibrary : public UBlueprintFunctionLibrary

Remarks

Windows Mixed Reality Extensions Function Library

Constructors

Name Description

Public function

UWindowsMixedRealityFunctionLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

EHMDTracking...

 

GetControllerTrackingStatus

(
    EControllerHand hand
)

Returns tracking state for the controller

Public function Static UFunction BlueprintCallable, Category

FPointerPose...

 

GetPointerPoseInfo

(
    EControllerHand hand
)

Returns the pose information to determine what a WMR device is pointing at.

Public function Static UFunction BlueprintPure, Category

FString

 

GetVersionString()

Returns name of WindowsMR device type.

Public function Static UFunction BlueprintCallable, Category

bool

 

IsButtonClicked

(
    EControllerHand hand,
    EHMDInputControllerButtons button
)

Returns true if the button was clicked.

Public function Static UFunction BlueprintCallable, Category

bool

 

IsButtonDown

(
    EControllerHand hand,
    EHMDInputControllerButtons button
)

Returns true if the button is held down.

Public function Static UFunction BlueprintPure, Category

bool

 

IsCurrentlyImmersive()

Returns true if currently rendering immersive, or false if rendering as a slate.

Public function Static UFunction BlueprintPure, Category

bool

 

IsDisplayOpaque()

Returns true if running on a WMR VR device, false if running on HoloLens.

Public function Static UFunction BlueprintCallable, Category

bool

 

IsGrasped

(
    EControllerHand hand
)

Returns true if an input device detects a grasp/grab action.

Public function Static UFunction BlueprintCallable, Category

bool

 

IsSelectPressed

(
    EControllerHand hand
)

Returns true if a hand or motion controller is experiencing a primary Select press.

Public function Static UFunction BlueprintPure, Category

bool

 

IsTrackingAvailable()

Returns true if a WMR VR device or HoloLens are tracking the environment.

Public function Static UFunction BlueprintCallable, Category

void

 

LockMouseToCenter

(
    bool locked
)

Locks the mouse cursor to the center of the screen if the hmd is worn.

Public function Static UFunction BlueprintCallable, Category

void

 

SetFocusPointForFrame

(
    FVector position
)

Set the focus point for the current frame to stabilize your holograms.

Public function Static UFunction BlueprintCallable, Category

void

 

ToggleImmersive

(
    bool immersive
)

Sets game context to immersive or slate. immersive: true for immersive context, false for slate.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss