HandMovementFilter
: FHandMovementFilterDelegate |
Signature
FHandMovementFilterDelegate UOculusXRInputFunctionLibrary::HandMovementFilter |
DECLARE_MULTICAST_DELEGATE_FourParams
()
|
Signature
UOculusXRInputFunctionLibrary::DECLARE_MULTICAST_DELEGATE_FourParams(FHandMovementFilterDelegate, EControllerHand, FVector *, FRotator *, bool *) Parameters FHandMovementFilterDelegateEControllerHandFVector *FRotator *bool * |
ConvertBoneToFinger
(
Bone
)
|
Signature
static EOculusXRFinger UOculusXRInputFunctionLibrary::ConvertBoneToFinger(const EOculusXRBone Bone) Parameters Bone: const EOculusXRBoneReturns EOculusXRFinger |
GetBoneName
(
BoneId
)
|
Get the bone name from the bone index
Signature
static FString UOculusXRInputFunctionLibrary::GetBoneName(EOculusXRBone BoneId) Parameters BoneId: EOculusXRBoneReturns FString |
GetBoneRotation
(
DeviceHand
, BoneId
, ControllerIndex
)
|
Get the rotation of a specific bone
Signature
static FQuat UOculusXRInputFunctionLibrary::GetBoneRotation(const EOculusXRHandType DeviceHand, const EOculusXRBone BoneId, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns FQuat |
GetControllerDrivenHandPoses
()
|
Get if / how controller inputs are used to build a syntheic hand pose.
Signature
static EOculusXRControllerDrivenHandPoseTypes UOculusXRInputFunctionLibrary::GetControllerDrivenHandPoses() |
GetControllerSampleRateHz
(
Hand
)
|
Get the controller haptics sample rate.
Signature
static float UOculusXRInputFunctionLibrary::GetControllerSampleRateHz(EControllerHand Hand) Parameters Hand: EControllerHand
Which hand to play the effect on
Returns float |
GetDominantHand
(
ControllerIndex
)
|
Get the user's dominant hand
Signature
static EOculusXRHandType UOculusXRInputFunctionLibrary::GetDominantHand(const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns EOculusXRHandType |
GetFingerTrackingConfidence
(
DeviceHand
, Finger
, ControllerIndex
)
|
Get the tracking confidence of a finger
Signature
static EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetFingerTrackingConfidence(const EOculusXRHandType DeviceHand, const EOculusXRFinger Finger, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns EOculusXRTrackingConfidence |
GetHandScale
(
DeviceHand
, ControllerIndex
)
|
Get the scale of the hand
Signature
static float UOculusXRInputFunctionLibrary::GetHandScale(const EOculusXRHandType DeviceHand, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns float |
GetHandSkeletalMesh
(
HandSkeletalMesh
, SkeletonType
, MeshType
, WorldToMeters
)
|
Called to modify Hand position and orientation whenever it is queried.
Creates a new runtime hand skeletal mesh.
Signature
static bool UOculusXRInputFunctionLibrary::GetHandSkeletalMesh(USkeletalMesh *HandSkeletalMesh, EOculusXRHandType SkeletonType, EOculusXRHandType MeshType, const float WorldToMeters=100.0f) Parameters HandSkeletalMesh: USkeletalMesh *
(out) Skeletal Mesh object that will be used for the runtime hand mesh
SkeletonType: EOculusXRHandType
(in) The skeleton type that will be used for generating the hand bones
WorldToMeters: const floatReturns bool |
GetMaxHapticDuration
(
Hand
)
|
Get the maximum duration (in seconds) that the controller haptics can handle each time.
Signature
static int UOculusXRInputFunctionLibrary::GetMaxHapticDuration(EControllerHand Hand) Parameters Hand: EControllerHand
Which hand to play the effect on
Returns int |
GetPointerPose
(
DeviceHand
, ControllerIndex
)
|
Get the pointer pose
Signature
static FTransform UOculusXRInputFunctionLibrary::GetPointerPose(const EOculusXRHandType DeviceHand, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns FTransform |
GetTrackingConfidence
(
DeviceHand
, ControllerIndex
)
|
Get the tracking confidence of the hand
Signature
static EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetTrackingConfidence(const EOculusXRHandType DeviceHand, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns EOculusXRTrackingConfidence |
InitializeHandPhysics
(
SkeletonType
, HandComponent
, WorldToMeters
)
|
Initializes physics capsules for collision and physics on the runtime mesh
Signature
static TArray<FOculusXRCapsuleCollider> UOculusXRInputFunctionLibrary::InitializeHandPhysics(EOculusXRHandType SkeletonType, USkinnedMeshComponent *HandComponent, const float WorldToMeters=100.0f) Parameters HandComponent: USkinnedMeshComponent *
(in) The skinned mesh component that the capsules will be attached to
WorldToMeters: const floatReturns TArray< FOculusXRCapsuleCollider > |
IsHandPositionValid
(
DeviceHand
, ControllerIndex
)
|
Check if the hand position is valid
Signature
static bool UOculusXRInputFunctionLibrary::IsHandPositionValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns bool |
IsHandTrackingEnabled
()
|
Check if hand tracking is enabled currently
Signature
static bool UOculusXRInputFunctionLibrary::IsHandTrackingEnabled() Returns bool |
IsPointerPoseValid
(
DeviceHand
, ControllerIndex
)
|
Check if the pointer pose is a valid pose
Signature
static bool UOculusXRInputFunctionLibrary::IsPointerPoseValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex=0) Parameters ControllerIndex: const int32
(in) Optional different controller index
Returns bool |
PlayAmplitudeEnvelopeHapticEffect
(
HapticEffect
, 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.
Signature
static void UOculusXRInputFunctionLibrary::PlayAmplitudeEnvelopeHapticEffect(class UHapticFeedbackEffect_Buffer *HapticEffect, EControllerHand Hand) Parameters HapticEffect: class UHapticFeedbackEffect_Buffer *
The haptic effect to play
Hand: EControllerHand
Which hand to play the effect on
Returns void |
PlayBufferHapticEffect
(
HapticEffect
, Hand
, Location
, Scale
, 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.
Signature
static void UOculusXRInputFunctionLibrary::PlayBufferHapticEffect(class UHapticFeedbackEffect_Buffer *HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location=EOculusXRHandHapticsLocation::Hand, float Scale=1.f, bool bLoop=false) Parameters HapticEffect: class UHapticFeedbackEffect_Buffer *
The haptic effect to play
Hand: EControllerHand
Which hand to play the effect on
Scale: float
Scale between 0.0 and 1.0 on the intensity of playback
bLoop: boolReturns void |
PlayCurveHapticEffect
(
HapticEffect
, Hand
, Location
, Scale
, 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.
Signature
static void UOculusXRInputFunctionLibrary::PlayCurveHapticEffect(class UHapticFeedbackEffect_Curve *HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location=EOculusXRHandHapticsLocation::Hand, float Scale=1.f, bool bLoop=false) Parameters HapticEffect: class UHapticFeedbackEffect_Curve *
The haptic effect to play
Hand: EControllerHand
Which hand to play the effect on
Scale: float
Scale between 0.0 and 1.0 on the intensity of playback
bLoop: boolReturns void |
PlaySoundWaveHapticEffect
(
HapticEffect
, Hand
, bAppend
, Scale
, 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.
Signature
static void UOculusXRInputFunctionLibrary::PlaySoundWaveHapticEffect(class UHapticFeedbackEffect_SoundWave *HapticEffect, EControllerHand Hand, bool bAppend=false, float Scale=1.f, bool bLoop=false) Parameters HapticEffect: class UHapticFeedbackEffect_SoundWave *
The haptic effect to play
Hand: EControllerHand
Which hand to play the effect on
bAppend: bool
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: float
Scale between 0.0 and 1.0 on the intensity of playback
bLoop: boolReturns void |
SetControllerDrivenHandPoses
(
Type
)
|
Set if / how controller inputs are used to build a syntheic hand pose.
Signature
static void UOculusXRInputFunctionLibrary::SetControllerDrivenHandPoses(EOculusXRControllerDrivenHandPoseTypes Type) Parameters Returns void |
SetHapticsByValue
(
Frequency
, Amplitude
, Hand
, Location
)
|
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.
Signature
static void UOculusXRInputFunctionLibrary::SetHapticsByValue(const float Frequency, const float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location=EOculusXRHandHapticsLocation::Hand) Parameters Frequency: const float
The normalized frequency [0.0, 1.0] to play through the haptics system
Amplitude: const float
The normalized amplitude [0.0, 1.0] to set the haptic feedback to
Hand: EControllerHand
Which hand to play the effect on
Returns void |
StopHapticEffect
(
Hand
, Location
)
|
Stops a playing haptic feedback curve at a specific location.
Signature
static void UOculusXRInputFunctionLibrary::StopHapticEffect(EControllerHand Hand, EOculusXRHandHapticsLocation Location=EOculusXRHandHapticsLocation::Hand) Parameters Hand: EControllerHand
Which hand to stop the effect for
Returns void |