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    AXRSimulationActor

    Actor that produces head pose and hand animations for the simulated HMD.

    class AXRSimulationActor;
    

    Header

    #include <XRSimulationActor.h>

    Inheritance

    Inherits from AActor

    Public Functions

    Name
    virtual void OnConstruction(const FTransform & Transform)
    virtual void BeginPlay() override
    virtual void Tick(float DeltaSeconds) override
    void SetSimulationState(const TSharedPtr< FXRSimulationState > & NewSimulationState)
    void SetTrackingToWorldTransform(const FTransform & InTrackingToWorldTransform)
    void GetTargetHandPose(UObject * WorldContextObject, EControllerHand Hand, FName & TargetPose, FTransform & TargetTransform, bool & bAnimateTransform) const
    void GetHeadPose(FQuat & Orientation, FVector & Position) const
    void GetHandData(EControllerHand Hand, FXRMotionControllerData & MotionControllerData) const
    void GetControllerActionState(EControllerHand Hand, bool & OutSelectPressed, bool & OutGripPressed) const
    UXRSimulationHeadMovementComponent * GetHeadMovement() const
    USkeletalMeshComponent * GetLeftHand() const
    USkeletalMeshComponent * GetRightHand() const
    void RegisterInputMappings()
    void UnregisterInputMappings()

    Public Attributes

    Name
    uint32 bAddDefaultInputBindings

    Public Functions Documentation

    function OnConstruction

    virtual void OnConstruction(
        const FTransform & Transform
    )
    

    function BeginPlay

    virtual void BeginPlay() override
    

    function Tick

    virtual void Tick(
        float DeltaSeconds
    ) override
    

    function SetSimulationState

    void SetSimulationState(
        const TSharedPtr< FXRSimulationState > & NewSimulationState
    )
    

    function SetTrackingToWorldTransform

    void SetTrackingToWorldTransform(
        const FTransform & InTrackingToWorldTransform
    )
    

    function GetTargetHandPose

    void GetTargetHandPose(
        UObject * WorldContextObject,
        EControllerHand Hand,
        FName & TargetPose,
        FTransform & TargetTransform,
        bool & bAnimateTransform
    ) const
    

    function GetHeadPose

    void GetHeadPose(
        FQuat & Orientation,
        FVector & Position
    ) const
    

    function GetHandData

    void GetHandData(
        EControllerHand Hand,
        FXRMotionControllerData & MotionControllerData
    ) const
    

    function GetControllerActionState

    void GetControllerActionState(
        EControllerHand Hand,
        bool & OutSelectPressed,
        bool & OutGripPressed
    ) const
    

    function GetHeadMovement

    inline UXRSimulationHeadMovementComponent * GetHeadMovement() const
    

    function GetLeftHand

    inline USkeletalMeshComponent * GetLeftHand() const
    

    function GetRightHand

    inline USkeletalMeshComponent * GetRightHand() const
    

    function RegisterInputMappings

    static void RegisterInputMappings()
    

    function UnregisterInputMappings

    static void UnregisterInputMappings()
    

    Public Attributes Documentation

    variable bAddDefaultInputBindings

    uint32 bAddDefaultInputBindings;
    

    If true, adds default input bindings for input simulation.


    Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time

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