AMagicLeapSharedWorldGameMode

Game mode to use for shared world experiences on MagicLeap capable XR devices.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MagicLeapSharedWorld

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldGameMode.h

Include

#include "MagicLeapSharedWorldGameMode.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class AMagicLeapSharedWorldGameMode : public AGameMode

Remarks

Game mode to use for shared world experiences on MagicLeap capable XR devices.

Requires the game state class to be or derived from AMagicLeapSharedWorldGameState. Requires the player controller class to be or derived from AMagicLeapSharedWorldPlayerController.

Variables

Name Description

Protected variable UProperty Category BlueprintReadWrite

AMagicLeapShare...

 

ChosenOne

Public variable UProperty BlueprintAssignable

FMagicLeapOnNew...

 

OnNewLocalDataFromClients

Event fired when server receives new local data from connected clients.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

PinSelectionConfidenceThreshold

Confidence threshold for selecting shared Pins

Protected variable

TMap< FGuid, TM...

 

PinToOwnersToStates

Protected variable

TMap< AMagicLea...

 

PlayerToLocalPins

Public variable UProperty Category BlueprintReadWrite

FMagicLeapShare...

 

SharedWorldData

Cache pins common among all clients

Constructors

Name Description

Public function

AMagicLeapSharedWorldGameMode

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, BlueprintAuthorityOnly, Category blueprintnativeevent

void

 

DetermineSharedWorldData

Determine which pins should be used for shared world aligment of all clients.

Protected function Const

AMagicLeapSh...

 

GetSharedWorldGameState()

Public function UFunction BlueprintCallable, BlueprintAuthorityOnly, Category blueprintnativeevent

void

 

SelectChosenOne()

Select a certain client to be the "chosen-one" or pseudo-authoritative for this shared world session.

Public function UFunction BlueprintCallable, BlueprintAuthorityOnly, Category

bool

 

SendSharedWorldDataToClients()

Replicate pins common among all clients via AMagicLeapSharedWorldGameState.

Overridden from AGameModeBase

Name Description

Protected function Virtual

void

 

Logout

(
    AController* Exiting
)

Called when a Controller with a PlayerState leaves the game or is destroyed

Overridden from AActor

Name Description

Protected function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Classes

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