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UOculusXRInputFunctionLibrary Class

UOculusXRInputFunctionLibrary extends UBlueprintFunctionLibrary.

Overview

Static Fields

static FHandMovementFilterDelegate

Static Public Member Functions

static bool
GetHandSkeletalMesh
( USkeletalMesh * HandSkeletalMesh,
EOculusXRHandType SkeletonType,
const float WorldToMeters )
Called to modify Hand position and orientation whenever it is queried.
static TArray< FOculusXRCapsuleCollider >
InitializeHandPhysics
( EOculusXRHandType SkeletonType,
USkinnedMeshComponent * HandComponent,
const float WorldToMeters )
static FQuat
GetBoneRotation
( const EOculusXRHandType DeviceHand,
const EOculusXRBone BoneId,
const int32 ControllerIndex )
static FTransform
GetPointerPose
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
static bool
IsPointerPoseValid
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
GetTrackingConfidence
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
GetFingerTrackingConfidence
( const EOculusXRHandType DeviceHand,
const EOculusXRFinger Finger,
const int32 ControllerIndex )
static float
GetHandScale
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
GetDominantHand
( const int32 ControllerIndex )
static bool
static bool
IsHandPositionValid
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
static FString
static void
PlayCurveHapticEffect
( class UHapticFeedbackEffect_Curve * HapticEffect,
EControllerHand Hand,
float Scale,
bool bLoop )
static void
PlayBufferHapticEffect
( class UHapticFeedbackEffect_Buffer * HapticEffect,
EControllerHand Hand,
float Scale,
bool bLoop )
static void
PlayAmplitudeEnvelopeHapticEffect
( class UHapticFeedbackEffect_Buffer * HapticEffect,
EControllerHand Hand )
static void
PlaySoundWaveHapticEffect
( class UHapticFeedbackEffect_SoundWave * HapticEffect,
EControllerHand Hand,
bool bAppend,
float Scale,
bool bLoop )
static void
StopHapticEffect
( EControllerHand Hand,
static void
SetHapticsByValue
( const float Frequency,
const float Amplitude,
EControllerHand Hand,
static float
GetControllerSampleRateHz
( EControllerHand Hand )
static int
GetMaxHapticDuration
( EControllerHand Hand )
static void

Public Member Functions

DECLARE_MULTICAST_DELEGATE_FourParams
( FHandMovementFilterDelegate ,
EControllerHand ,
FVector * ,
FRotator * ,
bool * )

Details

Public Statics

FHandMovementFilterDelegate UOculusXRInputFunctionLibrary::HandMovementFilter
No description available.

Static Member Functions

static EOculusXRFinger UOculusXRInputFunctionLibrary::ConvertBoneToFinger
( const EOculusXRBone Bone )
No description available.
static bool UOculusXRInputFunctionLibrary::GetHandSkeletalMesh
( USkeletalMesh * HandSkeletalMesh,
EOculusXRHandType SkeletonType,
const float WorldToMeters )
Called to modify Hand position and orientation whenever it is queried.
Creates a new runtime hand skeletal mesh.
Parameters
HandSkeletalMesh
(out) Skeletal Mesh object that will be used for the runtime hand mesh
SkeletonType
(in) The skeleton type that will be used for generating the hand bones
MeshType
(in) The mesh type that will be used for generating the hand mesh
WorldTometers
(in) Optional change to the world to meters conversion value
static TArray<FOculusXRCapsuleCollider> UOculusXRInputFunctionLibrary::InitializeHandPhysics
( EOculusXRHandType SkeletonType,
USkinnedMeshComponent * HandComponent,
const float WorldToMeters )
Initializes physics capsules for collision and physics on the runtime mesh
Parameters
SkeletonType
(in) The skeleton type that will be used to generated the capsules
HandComponent
(in) The skinned mesh component that the capsules will be attached to
WorldTometers
(in) Optional change to the world to meters conversion value
static FQuat UOculusXRInputFunctionLibrary::GetBoneRotation
( const EOculusXRHandType DeviceHand,
const EOculusXRBone BoneId,
const int32 ControllerIndex )
Get the rotation of a specific bone
Parameters
DeviceHand
(in) The hand to get the rotations from
BoneId
(in) The specific bone to get the rotation from
ControllerIndex
(in) Optional different controller index
static FTransform UOculusXRInputFunctionLibrary::GetPointerPose
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
Get the pointer pose
Parameters
DeviceHand
(in) The hand to get the pointer pose from
ControllerIndex
(in) Optional different controller index
static bool UOculusXRInputFunctionLibrary::IsPointerPoseValid
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
Check if the pointer pose is a valid pose
Parameters
DeviceHand
(in) The hand to get the pointer status from
ControllerIndex
(in) Optional different controller index
static EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetTrackingConfidence
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
Get the tracking confidence of the hand
Parameters
DeviceHand
(in) The hand to get tracking confidence of
ControllerIndex
(in) Optional different controller index
static EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetFingerTrackingConfidence
( const EOculusXRHandType DeviceHand,
const EOculusXRFinger Finger,
const int32 ControllerIndex )
Get the tracking confidence of a finger
Parameters
DeviceHand
(in) The hand to get tracking confidence of
ControllerIndex
(in) Optional different controller index
Finger
(in) The finger to get tracking confidence of
static float UOculusXRInputFunctionLibrary::GetHandScale
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
Get the scale of the hand
Parameters
DeviceHand
(in) The hand to get scale of
ControllerIndex
(in) Optional different controller index
static EOculusXRHandType UOculusXRInputFunctionLibrary::GetDominantHand
( const int32 ControllerIndex )
Get the user's dominant hand
Parameters
ControllerIndex
(in) Optional different controller index
static bool UOculusXRInputFunctionLibrary::IsHandTrackingEnabled ( )
Check if hand tracking is enabled currently
static bool UOculusXRInputFunctionLibrary::IsHandPositionValid
( const EOculusXRHandType DeviceHand,
const int32 ControllerIndex )
Check if the hand position is valid
Parameters
DeviceHand
(in) The hand to get the position from
ControllerIndex
(in) Optional different controller index
static FString UOculusXRInputFunctionLibrary::GetBoneName
( EOculusXRBone BoneId )
Get the bone name from the bone index
Parameters
BoneIndex
(in) Bone index to get the name of
static void UOculusXRInputFunctionLibrary::PlayCurveHapticEffect
( class UHapticFeedbackEffect_Curve * HapticEffect,
EControllerHand Hand,
float Scale,
bool bLoop )
Play a haptic feedback curve on the player's controller with location support. The curve data will be sampled and sent to controller to vibrate a specific location at each frame.
Parameters
HapticEffect
The haptic effect to play
Hand
Which hand to play the effect on
Location
Which hand location to play the effect on
Scale
Scale between 0.0 and 1.0 on the intensity of playback
static void UOculusXRInputFunctionLibrary::PlayBufferHapticEffect
( class UHapticFeedbackEffect_Buffer * HapticEffect,
EControllerHand Hand,
float Scale,
bool bLoop )
Play a haptic feedback buffer on the player's controller with location support. In each frame, the buffer data will be sampled and the individual sampled data will be sent to controller to vibrate a specific location.
Parameters
HapticEffect
The haptic effect to play
Hand
Which hand to play the effect on
Location
Which hand location to play the effect on
Scale
Scale between 0.0 and 1.0 on the intensity of playback
static void UOculusXRInputFunctionLibrary::PlayAmplitudeEnvelopeHapticEffect
( class UHapticFeedbackEffect_Buffer * HapticEffect,
EControllerHand Hand )
Play a haptic feedback buffer on the player's controller. All buffer data will be sent to controller together in one frame. Data duration should be no greater than controller's maximum haptics duration which can be queried with GetMaxHapticDuration.
Parameters
HapticEffect
The haptic effect to play
Hand
Which hand to play the effect on
static void UOculusXRInputFunctionLibrary::PlaySoundWaveHapticEffect
( class UHapticFeedbackEffect_SoundWave * HapticEffect,
EControllerHand Hand,
bool bAppend,
float Scale,
bool bLoop )
Play a haptic feedback soundwave on the player's controller. In each frame, the soundwave data will be split into a batch of data and sent to controller. The data duration of each frame is equal to controller's maximum haptics duration which can be queried with GetMaxHapticDuration.
Parameters
HapticEffect
The haptic effect to play
Hand
Which hand to play the effect on
bAppend
False: any existing samples will be cleared and a new haptic effect will begin; True: samples will be appended to the currently playing effect
Scale
Scale between 0.0 and 1.0 on the intensity of playback
static void UOculusXRInputFunctionLibrary::StopHapticEffect
( EControllerHand Hand,
Stops a playing haptic feedback curve at a specific location.
Parameters
HapticEffect
The haptic effect to stop
Hand
Which hand to stop the effect for
Location
Which hand location to play the effect on
static void UOculusXRInputFunctionLibrary::SetHapticsByValue
( const float Frequency,
const float Amplitude,
EControllerHand Hand,
Set the value of the haptics for the specified hand and location directly, using frequency and amplitude. NOTE: If a curve is already playing for this hand, it will be cancelled in favour of the specified values.
Parameters
Frequency
The normalized frequency [0.0, 1.0] to play through the haptics system
Amplitude
The normalized amplitude [0.0, 1.0] to set the haptic feedback to
Hand
Which hand to play the effect on
Location
Which hand location to play the effect on
static float UOculusXRInputFunctionLibrary::GetControllerSampleRateHz
( EControllerHand Hand )
Get the controller haptics sample rate.
Parameters
Hand
Which hand to play the effect on
static int UOculusXRInputFunctionLibrary::GetMaxHapticDuration
( EControllerHand Hand )
Get the maximum duration (in seconds) that the controller haptics can handle each time.
Parameters
Hand
Which hand to play the effect on
static void UOculusXRInputFunctionLibrary::SetControllerDrivenHandPoses
Set if / how controller inputs are used to build a syntheic hand pose.
Parameters
Type
How the hand should be posed.

Member Functions

UOculusXRInputFunctionLibrary::DECLARE_MULTICAST_DELEGATE_FourParams
( FHandMovementFilterDelegate ,
EControllerHand ,
FVector * ,
FRotator * ,
bool * )
No description available.
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