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UMRUKBPLibrary Class

Extends UBlueprintFunctionLibrary
Mixed Reality Utility Kit Blueprint Function Library. See functions for further information.

Static Member Functions

Load the global mesh from the device.
Parameters
SpaceHandle
Space handle of the room.
OutProceduralMesh
Procedural mesh to load the triangle data in.
LoadCollision
Whether to generate collision or not.
WorldContext
Context of the world.
Returns
Whether the load was successful or not.
Load the global mesh from a JSON string.
Parameters
JsonString
The string containing the JSON.
AnchorUUID
Anchor UUID of the room
OutProceduralMesh
Procedural mesh to load the triangle data in.
LoadCollision
Whether to generate collision or not
Returns
Whether the load was successful or not.
(Re)Calculate Normals and Tangents of the given procedural mesh.
Parameters
Mesh
The procedural mesh.
Check if the current Unreal Engine is the fork of Meta.
Returns
Whether its the fork or not.
Compute the centroid of a polygon that is defined by the points. The centroid may be outside of the polygon in case the polygon is non convex.
Parameters
PolygonPoints
Points that define the polygon.
Returns
The centroid.
In Unreal Engine, scale is always applied in the local space to avoid any skew. This means that if you have a component which has a 90 degree rotation and is scaled, or any of its children are scaled then the scale axes will not be applied as you would expect. This is can make it very awkward to work with when trying to scale the actors to fit within the scene volumes. To work around this problem, this function will attempt to adjust the scale axes recursively to match the expected behaviour. This will only work reliably if the rotations involved are 90 degrees, if they are not then it will pick the closest axis.
Parameters
SceneComponent
The component where the scale should be set
UnRotatedScale
The scale you would like to have without considering any rotations
Compute the direction that faces away from the closest wall of the given anchor.
Parameters
Anchor
The anchor for which the direction should be computed.
OutCardinalAxisIndex
The index of the computed cardinal axis. Can be either 0, 1, 2 or 3
ExcludedAxes
Axes to exclude in the computation. Can contain 0, 1, 2, 3
Returns
The direction
Construct a 2D texture from a render target.
Parameters
RenderTarget2D
The render target from which the texture should be created.
Outer
The (optional) outer object for the created texture.
TexName
Name for the new texture.
Returns
The newly created texture.
Extract a column from a matrix.
Parameters
Matrix
The matrix to use.
Index
The column index.
Returns
The column of the matrix.
Compute a grid by taking into account the room box geometry. E.g. create evenly spaced points on ceiling, floor and walls.
Parameters
Room
The room to use
MaxPointsCount
The maximum number of points
PointsPerUnitX
The density of points on the X axis
PointsPerUnitY
The density of points on the Y axis
bIncludeFloor
Whether or not to include the floor
bIncludeCeiling
Whether or not to include the ceiling
bIncludeWalls
Whether or not to include the walls
Returns
The computed points
Create mesh segments from the given mesh. This can be used for creating a destructible mesh system.
Parameters
MeshPositions
The mesh positions that should be segmented
MeshIndices
The mesh indices that should be segmented
SegmentationPoints
A set of points that should be used to calculate the segments
ReservedMin
Reserved space from the lower part of the bound box
ReservedMax
Reserved space from the upper part of the bounding box
OutSegments
The segmented meshes that have been created from the given mesh
OutReservedSegment
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