Unreal Engine Blueprint API Reference > XR > Devices
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.
Target is XRAsset Function Library
Inputs
Type | Name | Description |
---|---|---|
exec | In | |
object | Target | The intended owner for the component to attach to. |
name | System Name | (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. |
name | Device Name | Source name of the specific device - expect the same names that the MotionControllerComponent's "MotionSource" field uses ('Left', 'Right', etc.). |
boolean | Manual Attachment | 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. |
transform | Relative Transform | Specifies the component initial transform (relative to its attach parent). |
Outputs
Type | Name | Description |
---|---|---|
exec | Out | |
struct | XRDevice Id | |
object | Return Value | A new component representing the specified device (invalid/null if a model for the device doesn't exist). |