FName | |
TMap< EOculusXREye, FName > | EyeToBone[Get] |
bool | bUpdatePosition[Get] |
bool | bUpdateRotation[Get] |
float | ConfidenceThreshold[Get] |
bool | bAcceptInvalid[Get] |
void | BeginPlay ( ) |
void | EndPlay ( const EEndPlayReason::Type EndPlayReason ) |
void | TickComponent ( float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction ) |
void |
FName UOculusXREyeTrackingComponent::TargetMeshComponentName |
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The name of the poseable mesh component that this component targets for eyes glazes movement. This must be the name of a component on this actor. |
TMap<EOculusXREye, FName> UOculusXREyeTrackingComponent::EyeToBone |
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The map of eye to mesh bone that this component supports. Names are validated on ( See Also: BeginPlay) so only valid bone names will be targeted. |
bool UOculusXREyeTrackingComponent::bUpdatePosition |
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Update the target mesh position when eye state changes |
bool UOculusXREyeTrackingComponent::bUpdateRotation |
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Update the target mesh rotation when eye state changes |
float UOculusXREyeTrackingComponent::ConfidenceThreshold |
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Do not accept an eye gaze state if confidence is lower than this value. Confidence is in range [0,1]. |
bool UOculusXREyeTrackingComponent::bAcceptInvalid |
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Bypass eye gaze state validity. : It doesn't check the confidence ( See Also: ConfidenceThreshold). The eye gaze state can be marked as invalid. This flag bypass that state flag. |
UOculusXREyeTrackingComponent::UOculusXREyeTrackingComponent ( ) |
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No description available.
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virtual void UOculusXREyeTrackingComponent::BeginPlay ( ) |
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No description available.
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virtual void UOculusXREyeTrackingComponent::EndPlay ( const EEndPlayReason::Type EndPlayReason ) |
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No description available.
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virtual void UOculusXREyeTrackingComponent::TickComponent ( float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction ) |
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No description available.
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void UOculusXREyeTrackingComponent::ClearRotationValues ( ) |
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Reset the rotation values of the eyes to their initial rotation |