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    UXRSimulationRuntimeSettings

    Settings for XRSimulation.

    class UXRSimulationRuntimeSettings;
    

    Header

    #include <XRSimulationRuntimeSettings.h>

    Inheritance

    Inherits from UObject

    Public Functions

    Name
    UXRSimulationRuntimeSettings(const FObjectInitializer & ObjectInitializer)
    UXRSimulationRuntimeSettings * Get()

    Public Attributes

    Name
    bool bEnableSimulation
    bool bStartWithPositionalHeadTracking
    bool bStartWithHandsEnabled
    FVector DefaultHandPosition
    FVector ShoulderPosition
    FName DefaultHandPose
    FName PrimaryHandPose
    FName SecondaryHandPose
    FName MenuHandPose
    TArray< FXRSimulationHandPoseKeyMapping > HandPoseKeys
    FBox HandMovementBox
    FRotator HandRestOrientation
    TSoftObjectPtr< USkeletalMesh > HandMesh
    TSubclassOf< UAnimInstance > HandAnimInstance

    Public Functions Documentation

    function UXRSimulationRuntimeSettings

    UXRSimulationRuntimeSettings(
        const FObjectInitializer & ObjectInitializer
    )
    

    function Get

    static UXRSimulationRuntimeSettings * Get()
    

    Public Attributes Documentation

    variable bEnableSimulation

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Enable Simulation", Tooltip="Enable XR simulation by setting the simulated HMD to connected state."))
    bool bEnableSimulation;
    

    Enable XR simulation by setting the simulated HMD to connected state.

    variable bStartWithPositionalHeadTracking

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Start With Positional Head Tracking", Tooltip="Enable positional head tracking on game start."))
    bool bStartWithPositionalHeadTracking;
    

    Enable positional head tracking on game start.

    variable bStartWithHandsEnabled

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Start With Hands Enabled", Tooltip="If true, hands will start with tracking enabled."))
    bool bStartWithHandsEnabled;
    

    Start With Hands Enabled.

    variable DefaultHandPosition

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Default Hand Position", Tooltip="Default position of the right hand in camera space."))
    FVector DefaultHandPosition;
    

    Default position of the right hand in camera space.

    variable ShoulderPosition

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Shoulder Position", Tooltip="Position of the right shoulder in camera space."))
    FVector ShoulderPosition;
    

    Position of the right shoulder in camera space.

    variable DefaultHandPose

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Default Hand Pose", Tooltip="Default pose when no button is pressed."))
    FName DefaultHandPose;
    

    Default pose when no button is pressed.

    variable PrimaryHandPose

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Primary Hand Pose", Tooltip="Pose mapped to the primary pose action."))
    FName PrimaryHandPose;
    

    Pose mapped to the primary pose action.

    variable SecondaryHandPose

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Secondary Hand Pose", Tooltip="Pose mapped to the secondary pose action."))
    FName SecondaryHandPose;
    

    Pose mapped to the secondary pose action.

    variable MenuHandPose

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Menu Hand Pose", Tooltip="Pose mapped to the menu action."))
    FName MenuHandPose;
    

    Pose mapped to the menu action.

    variable HandPoseKeys

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Hand Pose Keys", Tooltip="Input keys that are triggered by hand poses."))
    TArray< FXRSimulationHandPoseKeyMapping > HandPoseKeys;
    

    Input keys that are triggered by certain hand poses.

    variable HandMovementBox

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Hand Movement Range", Tooltip="Allowed range of hand movement in camera space."))
    FBox HandMovementBox;
    

    Allowed range of hand movement in camera space.

    variable HandRestOrientation

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Hand Rest Orientation", Tooltip="Orientation of the right hand in the default pose."))
    FRotator HandRestOrientation;
    

    Orientation of the right hand in the default pose. This is used to determine limits when rotating the hand.

    variable HandMesh

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Hand Mesh", Tooltip="Skeletal mesh for animating hands."))
    TSoftObjectPtr< USkeletalMesh > HandMesh;
    

    Skeletal mesh for animating hands. The skeleton should contain bones that match the names in the EHandKeypoint enum.

    variable HandAnimInstance

    UPROPERTY(GlobalConfig, EditAnywhere, Category="XRSimulation", Meta=(DisplayName="Hand Animation", Tooltip="Animation instance used for animating hand meshes."))
    TSubclassOf< UAnimInstance > HandAnimInstance;
    

    Animation instance used for animating hand meshes.


    Updated on 19 August 2021 at 17:42:52 Coordinated Universal Time

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