Determine Shared World Data

Determine Shared World Data

Windows
MacOS
Linux

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

The result can be set to AMagicLeapSharedWorldGameMode::SharedWorldData. Calling SendSharedWorldDataToClients() will replicate these local pins to all clients. Calling SelectChosenOne() can select a certain client to be pseudo-authoritative i.e. all other clients will align to its coordinate space. This function is a BlueprintNativeEvent, override to implement a custom behavior. Default implementation -> simple selection of pins common in all connected non-spectator clients, with their confidence value thresholded by PinSelectionConfidenceThreshold

Target is Magic Leap Shared World Game Mode

Determine Shared World Data
Target
New Shared World Data

Inputs

In
Exec
Target
Magic Leap Shared World Game Mode Object Reference

Outputs

Out
Exec
New Shared World Data
Magic Leap Shared World Shared Data Structure

Output param containing the list of common pins.

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