unreal.OculusInputFunctionLibrary

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

Bases: unreal.BlueprintFunctionLibrary

Oculus Input Function Library

C++ Source:

  • Plugin: OculusVR

  • Module: OculusInput

  • File: OculusInputFunctionLibrary.h

classmethod get_bone_name(bone_id)str

Get the bone name from the bone index

Parameters

bone_id (Bone) –

Returns

Return type

str

classmethod get_bone_rotation(device_hand, bone_id, controller_index=0)Quat

Get the rotation of a specific bone

Parameters
  • device_hand (OculusHandType) – (in) The hand to get the rotations from

  • bone_id (Bone) – (in) The specific bone to get the rotation from

  • controller_index (int32) – (in) Optional different controller index

Returns

Return type

Quat

classmethod get_dominant_hand(controller_index=0)OculusHandType

Get the user’s dominant hand

Parameters

controller_index (int32) – (in) Optional different controller index

Returns

Return type

OculusHandType

classmethod get_hand_scale(device_hand, controller_index=0)float

Get the scale of the hand

Parameters
  • device_hand (OculusHandType) – (in) The hand to get scale of

  • controller_index (int32) – (in) Optional different controller index

Returns

Return type

float

classmethod get_hand_skeletal_mesh(hand_skeletal_mesh, skeleton_type, mesh_type, world_to_meters=100.0)bool

Creates a new runtime hand skeletal mesh.

Parameters
  • hand_skeletal_mesh (SkeletalMesh) – (out) Skeletal Mesh object that will be used for the runtime hand mesh

  • skeleton_type (OculusHandType) – (in) The skeleton type that will be used for generating the hand bones

  • mesh_type (OculusHandType) – (in) The mesh type that will be used for generating the hand mesh

  • world_to_meters (float) – (in) Optional change to the world to meters conversion value

Returns

Return type

bool

classmethod get_pointer_pose(device_hand, controller_index=0)Transform

Get the pointer pose

Parameters
  • device_hand (OculusHandType) – (in) The hand to get the pointer pose from

  • controller_index (int32) – (in) Optional different controller index

Returns

Return type

Transform

classmethod get_tracking_confidence(device_hand, controller_index=0)TrackingConfidence

Get the tracking confidence of the hand

Parameters
  • device_hand (OculusHandType) – (in) The hand to get tracking confidence of

  • controller_index (int32) – (in) Optional different controller index

Returns

Return type

TrackingConfidence

classmethod initialize_hand_physics(skeleton_type, hand_component, world_to_meters=100.0)

Initializes physics capsules for collision and physics on the runtime mesh

Parameters
  • skeleton_type (OculusHandType) – (in) The skeleton type that will be used to generated the capsules

  • hand_component (SkinnedMeshComponent) – (in) The skinned mesh component that the capsules will be attached to

  • world_to_meters (float) – (in) Optional change to the world to meters conversion value

Returns

Return type

Array(OculusCapsuleCollider)

classmethod is_hand_tracking_enabled()bool

Check if hand tracking is enabled currently

Returns

Return type

bool

classmethod is_pointer_pose_valid(device_hand, controller_index=0)bool

Check if the pointer pose is a valid pose

Parameters
  • device_hand (OculusHandType) – (in) The hand to get the pointer status from

  • controller_index (int32) – (in) Optional different controller index

Returns

Return type

bool