| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/WindowsMixedReality/Source/WindowsMixedRealityInputSimulation/Public/WindowsMixedRealityInputSimulationEngineSubsystem.h |
Include |
#include "WindowsMixedRealityInputSimulationEngineSubsystem.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=WindowsMixedReality)
class UWindowsMixedRealityInputSimulationEngineSubsystem : public UEngineSubsystem
Engine subsystem that stores input simulation data for access by the XR device.
Name | Description | ||
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ETrackingSta... |
GetControllerTrackingStatus ( |
Current tracking status of a hand. |
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GetHandJointRadius ( |
Get the radius of a hand joint. Returns true if the output radius is valid. |
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GetHandJointTransform ( |
Get the transform of a hand joint. Returns true if the output transform is valid. |
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GetHandPointerPose ( |
Get the pointer pose for a hand. |
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const FQuat ... |
GetHeadOrientation() |
Orientation of the HMD. |
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const FVecto... |
GetHeadPosition() |
Position of the HMD if positional tracking is available. |
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UWindowsMixe... |
GetInputSimulationIfEnabled() |
Utility function to ensure input simulation is only used when enabled. |
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GetPressState ( |
State of buttons and gestures of the hand controller. |
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HasJointPoses ( |
True if joint transforms are available for a hand. |
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HasPositionalTracking() |
True if the HMD has a valid head position vector. |
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IsInputSimulationEnabled() |
Checks both the user settings and HMD availability to determine if input simulation is enabled. |
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UpdateSimulatedData ( |
Update the simulated data. |
Name | Description | ||
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Deinitialize() |
Implement this for deinitialization of instances of the system |
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Initialize ( |
Implement this for initialization of instances of the system |
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ShouldCreateSubsystem ( |
USubsystem implementation. |