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API > API/Plugins > API/Plugins/XRBase > API/Plugins/XRBase/UXRAssetFunctionLibrary
Description
Spawns a render component for the specified XR device.
NOTE: The associated XR system backend has to provide a model for this to work - if one is not available for the specific device, then this will fail and return an invalid (null) object.
| Name | AddNamedDeviceVisualizationComponentBlocking |
| Type | function |
| Header File | /Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRAssetFunctionLibrary.h |
| Include Path | #include "XRAssetFunctionLibrary.h" |
| Source | /Engine/Plugins/Runtime/XRBase/Source/XRBase/Private/XRAssetFunctionLibrary.cpp |
UFUNCTION (BlueprintCallable, Category="XR|Devices", Meta=(DefaultToSelf="Target"))
static UPrimitiveComponent * AddNamedDeviceVisualizationComponentBlocking
(
AActor * Target,
const FName SystemName,
const FName DeviceName,
bool bManualAttachment,
const FTransform & RelativeTransform,
FXRDeviceId & XRDeviceId
)
A new component representing the specified device (invalid/null if a model for the device doesn't exist).
Parameters
| Name | Remarks |
|---|---|
| Target | The intended owner for the component to attach to. |
| SystemName | (optional) Targets a specific XR system (i.e. 'Oculus', 'OpenXR', etc.). If left as 'None', then the first system found that can render the device will be used. |
| DeviceName | Source name of the specific device - expect the same names that the MotionControllerComponent's "MotionSource" field uses ('Left', 'Right', etc.). |
| bManualAttachment | If set, will leave the component unattached (mirror's the same option on the generic AddComponent node). When unset the component will attach to the actor's root. |
| RelativeTransform | Specifies the component initial transform (relative to its attach parent). |