unreal.EyeTrackerFunctionLibrary
¶
- class unreal.EyeTrackerFunctionLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Eye Tracker Function Library
C++ Source:
Module: EyeTracker
File: EyeTrackerFunctionLibrary.h
- classmethod get_gaze_data() EyeTrackerGazeData or None ¶
Returns unfied gaze data from the eye tracker. This is a single gaze ray, representing the fusion of both eyes.
- Returns:
True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).
out_gaze_data (EyeTrackerGazeData):
- Return type:
EyeTrackerGazeData or None
- classmethod get_stereo_gaze_data() EyeTrackerStereoGazeData or None ¶
Returns stereo gaze data from the eye tracker. This includes a gaze ray per eye, as well as a fixation point.
- Returns:
True if the returned gaze data is valid, false otherwise. A false return is likely to be common (e.g. the when user blinks).
out_gaze_data (EyeTrackerStereoGazeData):
- Return type:
EyeTrackerStereoGazeData or None
- classmethod is_eye_tracker_connected() bool ¶
Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
- Returns:
(Boolean) true if eye tracker is connected and ready to use, false otherwise
- Return type:
- classmethod is_stereo_gaze_data_available() bool ¶
Returns whether or not the eye-tracking hardware is connected and ready to use. It may or may not actually be in use.
- Returns:
true if the connected eye tracker supports per-eye gaze data, false otherwise
- Return type:
- classmethod set_eye_tracked_player(player_controller) None ¶
Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.
- Parameters:
player_controller (PlayerController) – The player for whom we are tracking. Null can be ok for some devices, but this may be necessary for others to determine viewport properties, etc.