unreal.EyeTrackerFunctionLibrary

class unreal.EyeTrackerFunctionLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Eye Tracker Function Library

C++ Source:

  • Module: EyeTracker

  • File: EyeTrackerFunctionLibrary.h

classmethod get_gaze_data() EyeTrackerGazeData or None

Returns unfied gaze data from the eye tracker. This is a single gaze ray, representing the fusion of both eyes.

Returns:

True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

out_gaze_data (EyeTrackerGazeData):

Return type:

EyeTrackerGazeData or None

classmethod get_stereo_gaze_data() EyeTrackerStereoGazeData or None

Returns stereo gaze data from the eye tracker. This includes a gaze ray per eye, as well as a fixation point.

Returns:

True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).

out_gaze_data (EyeTrackerStereoGazeData):

Return type:

EyeTrackerStereoGazeData or None

classmethod is_eye_tracker_connected() bool

Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.

Returns:

(Boolean) true if eye tracker is connected and ready to use, false otherwise

Return type:

bool

classmethod is_stereo_gaze_data_available() bool

Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.

Returns:

true if the connected eye tracker supports per-eye gaze data, false otherwise

Return type:

bool

classmethod set_eye_tracked_player(player_controller) None

Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.

Parameters:

player_controller (PlayerController) – The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.