unreal.ViewportWorldInteraction

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

Bases: unreal.EditorWorldExtension

Viewport World Interaction

C++ Source:

  • Module: ViewportInteraction

  • File: ViewportWorldInteraction.h

add_actor_to_exclude_from_hit_tests(actor_to_exclude_from_hit_tests)None

Adds an actor to the list of actors to never allow an interactor to hit in the scene. No selection. No hover. There’s no need to remove actors from this list. They’ll expire from it automatically when destroyed.

Parameters

actor_to_exclude_from_hit_tests (Actor) – The actor that should be forever excluded from hit tests

add_interactor(interactor)None

Adds interactor to the worldinteraction

Parameters

interactor (ViewportInteractor) –

get_head_transform()Transform

Gets the transform of the viewport / user’s HMD in world space

Returns

Return type

Transform

get_interactors()

Gets all the interactors

Returns

Return type

Array(ViewportInteractor)

get_room_space_head_transform()Transform

Gets the transform of the viewport / user’s HMD in room space

Returns

Return type

Transform

get_room_transform()Transform
Gets the world space transform of the calibrated VR room origin. When using a seated VR device, this will feel like the

camera’s world transform (before any HMD positional or rotation adjustments are applied.)

Returns

Return type

Transform

get_transform_gizmo_actor()BaseTransformGizmo

Gets the transform gizmo actor, or returns null if we currently don’t have one

Returns

Return type

BaseTransformGizmo

get_world_scale_factor()float

Gets the world scale factor, which can be multiplied by a scale vector to convert to room space

Returns

Return type

float

remove_interactor(interactor)None

Removes interactor from the worldinteraction and removes the interactor from its paired interactor if any

Parameters

interactor (ViewportInteractor) –

set_head_transform(new_head_transform)None
Sets a new transform for the room so that the HMD is aligned to the new transform.

The Head is kept level to the ground and only rotated on the yaw

Parameters

new_head_transform (Transform) –

set_room_transform_for_next_frame(new_room_transform)None

Set Room Transform for Next Frame

Parameters

new_room_transform (Transform) –

set_world_to_meters_scale(new_world_to_meters_scale, compensate_room_world_scale=False)None

Sets GNewWorldToMetersScale

Parameters
  • new_world_to_meters_scale (float) –

  • compensate_room_world_scale (bool) –