Spawns a render component for the specified XR device.
NOTE: The associated XR system backend has to provide a model for this to work - if one is not available for the specific device, then this will fail and return an invalid (null) object.
Target is XRAsset Function Library
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In
Exec
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Target
Actor Object Reference
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The intended owner for the component to attach to. |
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System Name
Name
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(optional) Targets a specific XR system (i.e. 'Oculus', 'SteamVR', etc.). If left as 'None', then the first system found that can render the device will be used. |
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Device Name
Name
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Source name of the specific device - expect the same names that the MotionControllerComponent's "MotionSource" field uses ('Left', 'Right', etc.). |
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Manual Attachment
Boolean
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If set, will leave the component unattached (mirror's the same option on the generic AddComponent node). When unset the component will attach to the actor's root. |
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Relative Transform
Transform (by ref)
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Specifies the component initial transform (relative to its attach parent). |
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Out
Exec
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XRDevice Id
XRDevice Id Structure
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Return Value
Primitive Component Object Reference
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A new component representing the specified device (invalid/null if a model for the device doesn't exist). |