UOculusHandComponent

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Inheritance Hierarchy

References

Module

OculusInput

Header

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

Include

#include "OculusHandComponent.h"

Syntax

UCLASS(Blueprintable, Meta=(BlueprintSpawnableComponent), ClassGroup=OculusHand)
class UOculusHandComponent : public UPoseableMeshComponent

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

bool

 

bInitializePhysics

Whether or not to initialize physics capsules on the skeletal mesh

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TMap< EBone, FN...

 

BoneNameMappings

Bone mapping for custom hand skeletal meshes

Public variable UProperty Category BlueprintReadOnly

bool

 

bSkeletalMeshInitialized

Whether or not the runtime skeletal mesh has been loaded and initialized

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

bool

 

bUpdateHandScale

Whether or not the hand scale should update based on values from the runtime to match the users hand scale

Public variable UProperty Category BlueprintReadOnly

TArray< FOculus...

 

CollisionCapsules

List of capsule colliders created for the skeletal mesh

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

EConfidenceBeha...

 

ConfidenceBehavior

Behavior for when hand tracking loses high confidence tracking

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

TObjectPtr< cla...

 

MaterialOverride

Material override for the runtime skeletal mesh

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

EOculusHandType

 

MeshType

The hand mesh that will be applied to the skeleton

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

EOculusHandType

 

SkeletonType

The hand skeleton that will be loaded

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

ESystemGestureB...

 

SystemGestureBehavior

Behavior for when the system gesture is actived

Public variable UProperty Category, EditDefaultsOnly BlueprintReadWrite

TObjectPtr< cla...

 

SystemGestureMaterial

Material that gets applied to the hands when the system gesture is active

Constructors

Name Description

Public function

UOculusHandComponent

(
    const FObjectInitializer& ObjectIn...
)

Functions

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Used to detach physics objects before simulation begins.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.