unreal.XRAssetFunctionLibrary

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

Bases: unreal.BlueprintFunctionLibrary

UXRAssetFunctionLibrary

C++ Source:

  • Module: HeadMountedDisplay

  • File: XRAssetFunctionLibrary.h

classmethod add_device_visualization_component_blocking(target, xr_device_id, manual_attachment, relative_transform) PrimitiveComponent

Spawns a render component for the specified XR device.

NOTE: The associated XR system backend has to provide a model for this to

work - if one is not available for the specific device, then this will fail and return an invalid (null) object.

Parameters
  • target (Actor) – The intended owner for the component to attach to.

  • xr_device_id (XRDeviceId) – Specifies the device you’re wanting a model for.

  • manual_attachment (bool) – If set, will leave the component unattached (mirror’s the same option on the generic AddComponent node). When unset the component will attach to the actor’s root.

  • relative_transform (Transform) – Specifies the component initial transform (relative to its attach parent).

Returns

A new component representing the specified device (invalid/null if a model for the device doesn’t exist).

Return type

PrimitiveComponent

classmethod add_named_device_visualization_component_blocking(target, system_name, device_name, manual_attachment, relative_transform) -> (PrimitiveComponent, xr_device_id=XRDeviceId)

Spawns a render component for the specified XR device.

NOTE: The associated XR system backend has to provide a model for this to

work - if one is not available for the specific device, then this will fail and return an invalid (null) object.

Parameters
  • target (Actor) – The intended owner for the component to attach to.

  • system_name (Name) – (optional) Targets a specific XR system (i.e. ‘Oculus’, ‘SteamVR’, etc.). If left as ‘None’, then the first system found that can render the device will be used.

  • device_name (Name) – Source name of the specific device - expect the same names that the MotionControllerComponent’s “MotionSource” field uses (‘Left’, ‘Right’, etc.).

  • manual_attachment (bool) – If set, will leave the component unattached (mirror’s the same option on the generic AddComponent node). When unset the component will attach to the actor’s root.

  • relative_transform (Transform) – Specifies the component initial transform (relative to its attach parent).

Returns

A new component representing the specified device (invalid/null if a model for the device doesn’t exist).

xr_device_id (XRDeviceId):

Return type

XRDeviceId