| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/HeadMountedDisplay/Public/MotionControllerComponent.h |
Include |
#include "MotionControllerComponent.h" |
class UMotionControllerComponent : public UPrimitiveComponent
Name | Description | ||
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uint32: 1 |
bDisableLowLatencyUpdate |
If false, render transforms within the motion controller hierarchy will be updated a second time immediately before rendering. |
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bDisplayDeviceModel |
Used to automatically render a model associated with the set hand. |
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CurrentTrackingStatus |
The tracking status for the device (e.g. full tracking, inertial tracking only, no tracking) |
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UStaticMesh ... |
CustomDisplayMesh |
A mesh override that'll be displayed attached to this MotionController. |
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DisplayMeshMaterialOverrides |
Material overrides for the specified display mesh. |
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DisplayModelSource |
Determines the source of the desired model. |
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InUseMotionController |
Cached Motion Controller that can be read by GetParameterValue. Only valid for the duration of OnMotionControllerUpdated. |
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MotionSource |
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PlayerIndex |
Which player index this motion controller should automatically follow |
Name | Description | |
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UMotionControllerComponent ( |
Name | Description | ||
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GetHandJointPosition ( |
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float |
GetParameterValue |
Returns the value of a custom parameter on the current in use Motion Controller (see member InUseMotionController). Only valid for the duration of OnMotionControllerUpdated. |
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EControllerH... |
GetTrackingSource() |
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IsTracked() |
Whether or not this component had a valid tracked device this frame |
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OnMotionControllerUpdated() |
Blueprint Implementable function for reponding to updated data from a motion controller (so we can use custom paramater values from it) |
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RefreshDisplayComponent ( |
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SetAssociatedPlayerIndex ( |
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SetCustomDisplayMesh ( |
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SetDisplayModelSource ( |
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SetShowDeviceModel ( |
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SetTrackingMotionSource ( |
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SetTrackingSource ( |
Name | Description | ||
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CreateRenderState_Concurrent ( |
Used to create any rendering thread information for this component |
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InitializeComponent() |
Initializes the component. |
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OnComponentDestroyed ( |
Called when a component is destroyed |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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SendRenderTransform_Concurrent() |
Called to send a transform update for this component to the rendering thread |
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TickComponent ( |
Function called every frame on this ActorComponent. |
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BeginDestroy() |
Called before destroying the object. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PreEditChange ( |
This is called when a property is about to be modified externally |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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EModelLoadStatus |
Name |
Description |
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CustomModelSourceId |
Name | Description | ||
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Hand_DEPRECATED |
DEPRECATED (use MotionSource instead) Which hand this component should automatically follow |