UOculusInputFunctionLibrary

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Inheritance Hierarchy

References

Module

OculusInput

Header

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

Include

#include "OculusInputFunctionLibrary.h"

Syntax

UCLASS()
class UOculusInputFunctionLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UOculusInputFunctionLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

EOculusFinge...

 

ConvertBoneToFinger

(
    const EBone Bone
)

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

ETrackingCon...

 

GetFingerTrackingConfidence

(
    const EOculusHandType DeviceHand,
    const EOculusFinger Finger,
    const int32 ControllerIndex
)

Get the tracking confidence of a finger

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
)

Called to modify Hand position and orientation whenever it is queried.

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

 

IsHandPositionValid

(
    const EOculusHandType DeviceHand,
    const int32 ControllerIndex
)

Check if the hand position is valid

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

Typedefs

Name

Description

FHandMovementFilterDelegate

Constants

Name

Description

HandMovementFilter