USteamVRInputDeviceFunctionLibrary

SteamVR Input Extended Functions Functions and properties defined here are safe for developer use

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Inheritance Hierarchy

References

Module

SteamVRInputDevice

Header

/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVRInputDevice/Public/SteamVRInputDeviceFunctionLibrary.h

Include

#include "SteamVRInputDeviceFunctionLibrary.h"

Syntax

UCLASS()
class USteamVRInputDeviceFunctionLibrary : public UBlueprintFunctionLibrary

Remarks

SteamVR Input Extended Functions Functions and properties defined here are safe for developer use

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

void

 

FindSteamVR_Action

(
    FName ActionName,
    bool& bResult,
    FSteamVRAction& FoundAction,
    FSteamVRActionSet& FoundActionSet,
    FName ActionSet
)

Search for a valid action matching the given action name and action set

Public function Static UFunction BlueprintCallable, Category

bool

 

FindSteamVR_ActionOrigin

(
    FName ActionName,
    FName ActionSet
)

Search and show the current binding of a provided action name and action set in the user's HMD

Public function Static UFunction BlueprintCallable, Category

TArray< FSte...

 

FindSteamVR_InputBindingInfo

(
    FName ActionName,
    FName ActionSet
)

Retrieves useful information about the SteamVR input bindings with a given action name and action set.

Public function Static UFunction BlueprintCallable, Category

void

 

FindSteamVR_OriginTrackedDeviceInfo

(
    FName ActionName,
    bool& bResult,
    FSteamVRInputOriginInfo& InputOrig...,
    FName ActionSet
)

Find and return information about the tracked device associated from the input source.

Public function Static UFunction BlueprintCallable, Category

void

 

GetControllerFidelity

(
    EControllerFidelity& LeftControlle...,
    EControllerFidelity& RightControll...
)

Retrieve skeletal tracking level for all controllers

Public function Static UFunction BlueprintCallable, Category

void

 

GetCurlsAndSplaysState

(
    bool& LeftHandState,
    bool& RightHandState
)

Check Whether or not Curls and Splay values are being retrieved per frame from the SteamVR Input System

Public function Static UFunction BlueprintCallable, Category

void

 

GetFingerCurlsAndSplays

(
    EHand Hand,
    FSteamVRFingerCurls& FingerCurls,
    FSteamVRFingerSplays& FingerSplays,
    ESkeletalSummaryDataType SummaryDat...
)

Get the finger curl and splay for a give hand in the current frame

Public function Static UFunction BlueprintCallable, Category

void

 

GetLeftHandPoseData

(
    FVector& Position,
    FRotator& Orientation,
    FVector& AngularVelocity,
    FVector& Velocity
)

Retrieve the left hand pose information - position, orientation and velocities

Public function Static UFunction BlueprintCallable, Category

void

 

GetPoseSource

(
    bool& bUsingSkeletonPose
)

Check whether we are using a skeleton pose or the raw controller pose for the orientation and position of the motion controller

Public function Static UFunction BlueprintCallable, Category

void

 

GetRightHandPoseData

(
    FVector& Position,
    FRotator& Orientation,
    FVector& AngularVelocity,
    FVector& Velocity
)

Retrieve the right hand pose information - position, orientation and velocities

Public function Static UFunction BlueprintCallable, Category

void

 

GetSkeletalState

(
    bool& LeftHandState,
    bool& RightHandState
)

Check Whether or not controllers attached to either hand have Skeletal Input support

Public function Static UFunction BlueprintCallable, Category

void

 

GetSkeletalTransform

(
    FSteamVRSkeletonTransform& LeftHan...,
    FSteamVRSkeletonTransform& RightHa...,
    bool bWithController
)

Retrieve the live skeletal input bone values from SteamVR

Public function Static UFunction BlueprintCallable, Category

void

 

GetSteamVR_ActionArray

(
    TArray< FSteamVRAction >& SteamVRA...
)

Retrieve the input actions for this project

Public function Static UFunction BlueprintCallable, Category

void

 

GetSteamVR_ActionSetArray

(
    TArray< FSteamVRActionSet >& Steam...
)

Retrieve the input action sets for this project

Public function Static UFunction BlueprintCallable, Category

float

 

GetSteamVR_GlobalPredictedSecondsFromNow()

Returns the the current value of the global PredictedSecondsFromNow use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f triggers a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow is called with this value

Public function Static UFunction BlueprintCallable, Category

bool

 

GetSteamVR_HandPoseRelativeToNow

(
    FVector& Position,
    FRotator& Orientation,
    ESteamVRHand Hand,
    float PredictedSecondsFromNow
)

Returns the data for the hand transform at any point in time from current time, given a relative number of seconds

Public function Static UFunction BlueprintCallable, Category

TArray< FSte...

 

GetSteamVR_InputBindingInfo

(
    FSteamVRAction SteamVRActionHandle
)

Retrieves useful information about the SteamVR input bindings for an action.

Public function Static UFunction BlueprintCallable, Category

void

 

GetSteamVR_OriginLocalizedName

(
    FSteamVRAction SteamVRAction,
    TArray< ESteamVRInputStringBits > L...,
    FString& OriginLocalizedName
)

Retrieve the localized name of the origin of a given action (e.g. "Left Hand Index Controller Trackpad")

Public function Static UFunction BlueprintCallable, Category

bool

 

GetSteamVR_OriginTrackedDeviceInfo

(
    FSteamVRAction SteamVRAction,
    FSteamVRInputOriginInfo& InputOrig...
)

Returns information about the tracked device associated from the input source.

Public function Static

FTransform

 

GetUETransform

(
    VRBoneTransform_t SteamBoneTransfor...
)

Get the SteamVR Bone Transform value in UE coordinates

Public function Static UFunction BlueprintCallable, Category

float

 

GetUserIPD()

Returns the user's HMD's current IPD (interpupillary distance) setting in millimetres.

Public function Static

void

 

LaunchBindingsURL()

Open the SteamVR Controller Input Dashboard in the user::s default browser

Public function Static UFunction BlueprintCallable, Category

void

 

PlaySteamVR_HapticFeedback

(
    ESteamVRHand Hand,
    float StartSecondsFromNow,
    float DurationSeconds,
    float Frequency,
    float Amplitude
)

Generate haptic feedback in the requested controller

Public function Static

void

 

RegenActionManifest()

Regenerate the action manifest used by SteamVR Input System

Public function Static

void

 

RegenControllerBindings()

Regenerate Controller Bindings for supported SteamVR Controller types

Public function Static

void

 

ReloadActionManifest()

Live reload the action manifest and register it to the SteamVR Input System

Public function Static UFunction BlueprintCallable, Category

bool

 

ResetSeatedPosition()

Sets the zero pose for the seated tracker coordinate system to the current position and yaw of the HMD.

Public function Static UFunction BlueprintCallable, Category

void

 

SetCurlsAndSplaysState

(
    bool NewLeftHandState,
    bool NewRightHandState
)

Tell SteamVR Whether or not to retrieve Curls and Splay values per frame

Public function Static UFunction BlueprintCallable, Category

void

 

SetPoseSource

(
    bool bUseSkeletonPose
)

Set whether to use skeleton pose or the raw controller pose for the orientation and position of the motion controller

Public function Static UFunction BlueprintCallable, Category

float

 

SetSteamVR_GlobalPredictedSecondsFromNow

(
    float NewValue
)

Sets the the current value of the global PredictedSecondsFromNow to use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f will trigger a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow will be called with this value

Public function Static UFunction BlueprintCallable, Category

void

 

ShowAllSteamVR_ActionOrigins()

Shows all current bindings for the current controller in the user's headset

Public function Static UFunction BlueprintCallable, Category

void

 

ShowSteamVR_ActionOrigin

(
    FSteamVRAction SteamVRAction,
    FSteamVRActionSet SteamVRActionSet
)

Show the current binding of a given action in the user's HMD