unreal.EyeTrackerFunctionLibrary

class unreal.EyeTrackerFunctionLibrary(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

Eye Tracker Function Library

C++ Source:

  • Module: EyeTracker

  • File: EyeTrackerFunctionLibrary.h

classmethod get_gaze_data() → EyeTrackerGazeData or None

Returns unfied gaze data from the eye tracker. This is a single gaze ray, representing the fusion of both eyes.

Returns

True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

out_gaze_data (EyeTrackerGazeData):

Return type

EyeTrackerGazeData or None

classmethod get_stereo_gaze_data() → EyeTrackerStereoGazeData or None

Returns stereo gaze data from the eye tracker. This includes a gaze ray per eye, as well as a fixation point.

Returns

True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

out_gaze_data (EyeTrackerStereoGazeData):

Return type

EyeTrackerStereoGazeData or None

classmethod is_eye_tracker_connected()bool

Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.

Returns

(Boolean) true if eye tracker is connected and ready to use, false otherwise

Return type

bool

classmethod is_stereo_gaze_data_available()bool

Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.

Returns

true if the connected eye tracker supports per-eye gaze data, false otherwise

Return type

bool

classmethod set_eye_tracked_player(player_controller)None

Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.

Parameters

player_controller (PlayerController) – The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.