unreal.DisplayClusterInputBlueprintAPIImpl

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

Bases: unreal.Object

Blueprint API interface implementation

C++ Source:

  • Plugin: nDisplay
  • Module: DisplayClusterInput
  • File: DisplayClusterInputBlueprintAPIImpl.h
bind_vrpn_channel(vrpn_device_id, vrpn_channel, target) → bool

Binds specified device channel to a key

Parameters:
  • vrpn_device_id (str) –
  • vrpn_channel (int32) –
  • target (Key) –
Returns:

true if success

Return type:

bool

bind_vrpn_channels(vrpn_device_id, vrpn_device_binds) → bool

Binds multiple device channels to multiple keys

Parameters:
Returns:

true if success

Return type:

bool

bind_vrpn_keyboard(vrpn_device_id, vrpn_keyboard_button_name, target) → bool

Create new bind from vrpn keyboard device key to UE4 target by user friendly target name

Parameters:
  • vrpn_device_id (str) –
  • vrpn_keyboard_button_name (Key) –
  • target (Key) –
Returns:

True if success

Return type:

bool

bind_vrpn_tracker(vrpn_device_id, vrpn_channel, target) → bool

Bind VRPN tracker to a hand controller

Parameters:
Returns:

true if success

Return type:

bool

set_vrpn_keyboard_reflection_mode(vrpn_device_id, reflect_mode) → bool
  • Sets VRPN keyboard reflection type
Parameters:
Returns:

true if success

Return type:

bool