static FHandMovementFilterDelegate | HandMovementFilter[Get] |
static EOculusXRFinger | ConvertBoneToFinger ( const EOculusXRBone Bone ) |
static bool | GetHandSkeletalMesh ( USkeletalMesh * HandSkeletalMesh, EOculusXRHandType SkeletonType, EOculusXRHandType MeshType, 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 | |
static bool | |
static EOculusXRTrackingConfidence | |
static EOculusXRTrackingConfidence | GetFingerTrackingConfidence ( const EOculusXRHandType DeviceHand, const EOculusXRFinger Finger, const int32 ControllerIndex ) |
static float | |
static EOculusXRHandType | GetDominantHand ( const int32 ControllerIndex ) |
static bool | |
static bool | |
static FString | GetBoneName ( EOculusXRBone BoneId ) |
static void | PlayCurveHapticEffect ( class UHapticFeedbackEffect_Curve * HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location, float Scale, bool bLoop ) |
static void | PlayBufferHapticEffect ( class UHapticFeedbackEffect_Buffer * HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location, 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 | |
static void | SetHapticsByValue ( const float Frequency, const float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location ) |
static float | GetControllerSampleRateHz ( EControllerHand Hand ) |
static int | GetMaxHapticDuration ( EControllerHand Hand ) |
static void | |
DECLARE_MULTICAST_DELEGATE_FourParams ( FHandMovementFilterDelegate , EControllerHand , FVector * , FRotator * , bool * ) |
FHandMovementFilterDelegate UOculusXRInputFunctionLibrary::HandMovementFilter |
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No description available.
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static EOculusXRFinger UOculusXRInputFunctionLibrary::ConvertBoneToFinger ( const EOculusXRBone Bone ) |
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No description available.
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static bool UOculusXRInputFunctionLibrary::GetHandSkeletalMesh ( USkeletalMesh * HandSkeletalMesh, EOculusXRHandType SkeletonType, EOculusXRHandType MeshType, const float WorldToMeters ) |
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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 ) |
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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 ) |
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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 ) |
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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 ) |
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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 ) |
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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 ) |
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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 ) |
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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 ) |
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Get the user's dominant hand Parameters ControllerIndex (in) Optional different controller index |
static bool UOculusXRInputFunctionLibrary::IsHandTrackingEnabled ( ) |
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Check if hand tracking is enabled currently |
static bool UOculusXRInputFunctionLibrary::IsHandPositionValid ( const EOculusXRHandType DeviceHand, const int32 ControllerIndex ) |
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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 ) |
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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, EOculusXRHandHapticsLocation Location, float Scale, bool bLoop ) |
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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 HandWhich hand to play the effect on LocationWhich hand location to play the effect on ScaleScale between 0.0 and 1.0 on the intensity of playback |
static void UOculusXRInputFunctionLibrary::PlayBufferHapticEffect ( class UHapticFeedbackEffect_Buffer * HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location, float Scale, bool bLoop ) |
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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 HandWhich hand to play the effect on LocationWhich hand location to play the effect on ScaleScale between 0.0 and 1.0 on the intensity of playback |
static void UOculusXRInputFunctionLibrary::PlayAmplitudeEnvelopeHapticEffect ( class UHapticFeedbackEffect_Buffer * HapticEffect, EControllerHand Hand ) |
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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 HandWhich hand to play the effect on |
static void UOculusXRInputFunctionLibrary::PlaySoundWaveHapticEffect ( class UHapticFeedbackEffect_SoundWave * HapticEffect, EControllerHand Hand, bool bAppend, float Scale, bool bLoop ) |
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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 HandWhich hand to play the effect on bAppendFalse: any existing samples will be cleared and a new haptic effect will begin; True: samples will be appended to the currently playing effect ScaleScale between 0.0 and 1.0 on the intensity of playback |
static void UOculusXRInputFunctionLibrary::StopHapticEffect ( EControllerHand Hand, EOculusXRHandHapticsLocation Location ) |
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Stops a playing haptic feedback curve at a specific location. Parameters HapticEffect The haptic effect to stop HandWhich hand to stop the effect for LocationWhich hand location to play the effect on |
static void UOculusXRInputFunctionLibrary::SetHapticsByValue ( const float Frequency, const float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location ) |
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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 AmplitudeThe normalized amplitude [0.0, 1.0] to set the haptic feedback to HandWhich hand to play the effect on LocationWhich hand location to play the effect on |
static float UOculusXRInputFunctionLibrary::GetControllerSampleRateHz ( EControllerHand Hand ) |
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Get the controller haptics sample rate. Parameters Hand Which hand to play the effect on |
static int UOculusXRInputFunctionLibrary::GetMaxHapticDuration ( EControllerHand Hand ) |
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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 |
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Set if / how controller inputs are used to build a syntheic hand pose. Parameters Type How the hand should be posed. |
static EOculusXRControllerDrivenHandPoseTypes UOculusXRInputFunctionLibrary::GetControllerDrivenHandPoses ( ) |
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Get if / how controller inputs are used to build a syntheic hand pose. |
UOculusXRInputFunctionLibrary::DECLARE_MULTICAST_DELEGATE_FourParams ( FHandMovementFilterDelegate , EControllerHand , FVector * , FRotator * , bool * ) |
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No description available.
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