AMagicLeapSharedWorldGameState

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Inheritance Hierarchy

References

Module

MagicLeapSharedWorld

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapSharedWorld/Public/MagicLeapSharedWorldGameState.h

Include

#include "MagicLeapSharedWorldGameState.h"

Syntax

UCLASS (BlueprintType)
class AMagicLeapSharedWorldGameState : public AGameState

Variables

Name Description

Public variable UProperty Category BlueprintReadOnly Replicated replicatedusing

FMagicLeapShare ...

 

AlignmentTransforms

Alignment transforms, replicated to all clients, to be used to calculate the final transform for the camera component parent to align coordinate spaces.

Public variable UProperty Category BlueprintAssignable

FMagicLeapShare ...

 

OnAlignmentTransformsUpdated

Event fired when alignment transforms are updated on the client.

Public variable UProperty Category BlueprintAssignable

FMagicLeapShare ...

 

OnSharedWorldDataUpdated

Event fired when shared pins are updated on the client.

Public variable UProperty Category BlueprintReadOnly Replicated replicatedusing

FMagicLeapShare ...

 

SharedWorldData

Pins which are common in this environment and replicated to all clients.

Constructors

Name Description

Public function

AMagicLeapSharedWorldGameState

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Const UFunction BlueprintCallable, Category blueprintnativeevent

FTransform

 

CalculateXRCameraRootTransform()

Calculates the transform to be used to align coordinate spaces of connected clients.

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray < FLifetimeProperty >& OutLi...
)

Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

Classes

Name

Description

Public class

FMagicLeapSharedWorldEvent

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