unreal.XRMotionControllerData

class unreal.XRMotionControllerData(valid: bool = False, device_name: Name = 'None', application_instance_id: Guid = [], device_visual_type: XRVisualType = Ellipsis, hand_index: ControllerHand = Ellipsis, tracking_status: TrackingStatus = Ellipsis, grip_position: Vector = Ellipsis, grip_rotation: Quat = Ellipsis, aim_position: Vector = Ellipsis, aim_rotation: Quat = Ellipsis, palm_position: Vector = Ellipsis, palm_rotation: Quat = Ellipsis, hand_key_positions: None = [], hand_key_rotations: None = [], hand_key_radii: None = [], is_grasped: bool = False)

Bases: StructBase

XRMotion Controller Data

C++ Source:

  • Module: HeadMountedDisplay

  • File: HeadMountedDisplayTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • aim_position (Vector): [Read-Write] For handheld controllers, gives a vector for pointing at objects

  • aim_rotation (Quat): [Read-Write] For handheld controllers, gives a quaternion for pointing at objects

  • application_instance_id (Guid): [Read-Write]

  • device_name (Name): [Read-Write]

  • device_visual_type (XRVisualType): [Read-Write]

  • grip_position (Vector): [Read-Write] Vector representing an object being held in the player’s hand

  • grip_rotation (Quat): [Read-Write] Quaternion representing an object being held in the player’s hand

  • hand_index (ControllerHand): [Read-Write]

  • hand_key_positions (Array[Vector]): [Read-Write] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

  • hand_key_radii (Array[float]): [Read-Write] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

  • hand_key_rotations (Array[Quat]): [Read-Write] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

  • is_grasped (bool): [Read-Write]

  • palm_position (Vector): [Read-Write] For handheld controllers, gives a vector for representing the hand

  • palm_rotation (Quat): [Read-Write] For handheld controllers, gives a quaternion for representing the hand

  • tracking_status (TrackingStatus): [Read-Write]

  • valid (bool): [Read-Write]

property aim_position: Vector

[Read-Only] For handheld controllers, gives a vector for pointing at objects

Type:

(Vector)

property aim_rotation: Quat

[Read-Only] For handheld controllers, gives a quaternion for pointing at objects

Type:

(Quat)

property application_instance_id: Guid

[Read-Only]

Type:

(Guid)

property device_name: Name

[Read-Only]

Type:

(Name)

property device_visual_type: XRVisualType

[Read-Only]

Type:

(XRVisualType)

property grip_position: Vector

[Read-Only] Vector representing an object being held in the player’s hand

Type:

(Vector)

property grip_rotation: Quat

[Read-Only] Quaternion representing an object being held in the player’s hand

Type:

(Quat)

property hand_index: ControllerHand

[Read-Only]

Type:

(ControllerHand)

property hand_key_positions: None

[Read-Only] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

Type:

(Array[Vector])

property hand_key_radii: None

[Read-Only] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

Type:

(Array[float])

property hand_key_rotations: None

[Read-Only] The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).

Type:

(Array[Quat])

property is_grasped: bool

[Read-Only]

Type:

(bool)

property palm_position: Vector

[Read-Only] For handheld controllers, gives a vector for representing the hand

Type:

(Vector)

property palm_rotation: Quat

[Read-Only] For handheld controllers, gives a quaternion for representing the hand

Type:

(Quat)

property tracking_status: TrackingStatus

[Read-Only]

Type:

(TrackingStatus)

property valid: bool

[Read-Only]

Type:

(bool)