UOculusInputFunctionLibrary

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MacOS
Linux

Inheritance Hierarchy

References

Module

OculusInput

Header

/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Public/OculusInputFunctionLibrary.h

Include

#include "OculusInputFunctionLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UOculusInputFunctionLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UOculusInputFunctionLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintPure, Category

FString

 

GetBoneName

(
    EBone BoneId
)

Get the bone name from the bone index

Public function Static UFunction BlueprintPure, Category

FQuat

 

GetBoneRotation

(
    const EOculusHandType DeviceHand,
    const EBone BoneId,
    const int32 ControllerIndex
)

Get the rotation of a specific bone

Public function Static UFunction BlueprintPure, Category

EOculusHandT...

 

GetDominantHand

(
    const int32 ControllerIndex
)

Get the user's dominant hand

Public function Static UFunction BlueprintPure, Category

float

 

GetHandScale

(
    const EOculusHandType DeviceHand,
    const int32 ControllerIndex
)

Get the scale of the hand

Public function Static UFunction BlueprintCallable, Category

bool

 

GetHandSkeletalMesh

(
    USkeletalMesh* HandSkeletalMes...,
    EOculusHandType SkeletonType,
    EOculusHandType MeshType,
    const float WorldToMeters
)

Creates a new runtime hand skeletal mesh.

Public function Static UFunction BlueprintPure, Category

FTransform

 

GetPointerPose

(
    const EOculusHandType DeviceHand,
    const int32 ControllerIndex
)

Get the pointer pose

Public function Static UFunction BlueprintPure, Category

ETrackingCon...

 

GetTrackingConfidence

(
    const EOculusHandType DeviceHand,
    const int32 ControllerIndex
)

Get the tracking confidence of the hand

Public function Static UFunction BlueprintCallable, Category

TArray< FOcu...

 

InitializeHandPhysics

(
    EOculusHandType SkeletonType,
    USkinnedMeshComponent* HandCom...,
    const float WorldToMeters
)

Initializes physics capsules for collision and physics on the runtime mesh

Public function Static UFunction BlueprintPure, Category

bool

 

IsHandTrackingEnabled()

Check if hand tracking is enabled currently

Public function Static UFunction BlueprintPure, Category

bool

 

IsPointerPoseValid

(
    const EOculusHandType DeviceHand,
    const int32 ControllerIndex
)

Check if the pointer pose is a valid pose

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