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API > API/Runtime > API/Runtime/HeadMountedDisplay
| Name | UMotionControllerComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/HeadMountedDisplay/Public/MotionControllerComponent.h |
| Include Path | #include "MotionControllerComponent.h" |
Syntax
UCLASS (Blueprintable, Meta=(BlueprintSpawnableComponent), ClassGroup=MotionController, MinimalAPI)
class UMotionControllerComponent : public UPrimitiveComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → USceneComponent → UPrimitiveComponent → UMotionControllerComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IInterface_AsyncCompilation
- INavRelevantInterface
- IPhysicsComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMotionControllerComponent
(
const FObjectInitializer& ObjectInitializer |
MotionControllerComponent.h |
Classes
| Name | Remarks |
|---|---|
| FViewExtension | View extension object that can persist on the render thread without the motion controller component |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FActivateVisualizationComponent | TMulticastDelegate_OneParam< void, bool > | Delegate for activation of XRDeviceVisualizationComponent. | MotionControllerComponent.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnActivateVisualizationComponent | FActivateVisualizationComponent | MotionControllerComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableLowLatencyUpdate | uint32 | If false, render transforms within the motion controller hierarchy will be updated a second time immediately before rendering. | MotionControllerComponent.h |
|
| CurrentTrackingStatus | ETrackingStatus | The tracking status for the device (e.g. full tracking, inertial tracking only, no tracking) | MotionControllerComponent.h |
|
| MotionSource | FName | Defines which pose this component should receive from the OpenXR Runtime. | MotionControllerComponent.h |
|
| PlayerIndex | int32 | Which player index this motion controller should automatically follow | MotionControllerComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BeginDestroy() |
MotionControllerComponent.h | ||
FName GetTrackingMotionSource() |
MotionControllerComponent.h | ||
EControllerHand GetTrackingSource() |
MotionControllerComponent.h |
|
|
virtual void InitializeComponent() |
MotionControllerComponent.h | ||
bool IsTracked() |
Whether or not this component had a valid tracked device this frame | MotionControllerComponent.h |
|
virtual void Serialize
(
FArchive& Ar |
MotionControllerComponent.h | ||
void SetAssociatedPlayerIndex
(
const int32 NewPlayer |
MotionControllerComponent.h |
|
|
void SetTrackingMotionSource
(
const FName NewSource |
MotionControllerComponent.h |
|
|
void SetTrackingSource
(
const EControllerHand NewSource |
MotionControllerComponent.h |
|
|
void TickComponent
(
float DeltaTime, |
MotionControllerComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext* Context |
MotionControllerComponent.h | ||
bool GetAngularVelocity
(
FRotator& OutAngularVelocity |
If the motion tracking system provides angular velocity at this time OutAngularVelocity will be that velocity in deg/s in unreal world space and the function will return true. | MotionControllerComponent.h |
|
FVector GetHandJointPosition
(
int jointIndex, |
MotionControllerComponent.h |
|
|
bool GetLinearAcceleration
(
FVector& OutLinearAcceleration |
If the motion tracking system provides linear acceleration at this time the vector will be that acceleration in cm/(s^2) in unreal world space and the function will return true. | MotionControllerComponent.h |
|
bool GetLinearVelocity
(
FVector& OutLinearVelocity |
If the motion tracking system provides linear velocity at this time the vector will be that velocity in cm/s in unreal world space and the function will return true. | MotionControllerComponent.h |
|
float GetParameterValue
(
FName InName, |
Returns the value of a custom parameter on the current in use Motion Controller (see member InUseMotionController). Only valid for the duration of OnMotionControllerUpdated. | MotionControllerComponent.h |
|
void OnModularFeatureUnregistered
(
const FName& Type, |
MotionControllerComponent.h | ||
void OnMotionControllerUpdated() |
Blueprint Implementable function for responding to updated data from a motion controller (so we can use custom parameter values from it) | MotionControllerComponent.h |
|
bool PollControllerState
(
FVector& Position, |
If true, the Position and Orientation args will contain the most recent controller state | MotionControllerComponent.h | |
bool PollControllerState_GameThread
(
FVector& Position, |
MotionControllerComponent.h | ||
bool PollControllerState_RenderThread
(
FVector& Position, |
MotionControllerComponent.h | ||
virtual void SendRenderTransform_Concurrent() |
MotionControllerComponent.h |