IMotionTrackingSystemManagement

Motion Tracking System Management interface

Windows
MacOS
Linux

Inheritance Hierarchy

IModularFeature

IMotionTrackingSystemManagement

References

Module

HeadMountedDisplay

Header

/Engine/Source/Runtime/HeadMountedDisplay/Public/IMotionTrackingSystemManagement.h

Include

#include "IMotionTrackingSystemManagement.h"

Syntax

class IMotionTrackingSystemManagement : public IModularFeature

Remarks

Motion Tracking System Management interface

This exposes management options for a motion tracking system. Some platforms will not implement it.

Functions

Name Description

Public function

void

 

DisableMotionTrackingOfAllControllers()

Disable tracking for all controllers.

Public function

void

 

DisableMotionTrackingOfControllersForPlayer

(
    int32 PlayerIndex
)

Disable tracking for all controllers of a certain player.

Public function

void

 

DisableMotionTrackingOfDevice

(
    const int32 ControllerIndex,
    const EControllerHand DeviceHand
)

Disable tracking of the specified controller, by player index and tracked device type.

Public function

bool

 

EnableMotionTrackingOfDevice

(
    const int32 ControllerIndex,
    const EControllerHand DeviceHand
)

Enaable tracking of the specified controller, by player index and tracked device type.

Public function Const

int32

 

GetMaximumMotionTrackedControllerCount()

Get the maximum number of controllers that can be tracked.

Public function Static

FName

 

GetModularFeatureName()

Public function Const

int32

 

GetMotionTrackingEnabledControllerCount()

Get the number of controllers for which motion tracking is enabled.

Public function Const

bool

 

IsMotionTrackingEnabledForDevice

(
    const int32 ControllerIndex,
    const EControllerHand DeviceHand
)

Returns true if the specified device is supposed to be tracked

Public function

void

 

SetIsControllerMotionTrackingEnabledByDefault

(
    bool Enable
)

Set whether controller tracking is enabled by default or whether controllers must be specifically enabled.

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