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VR Motion Controller Component

Network Replicated VR Motion Controller Component.

Class name:

Include:

Type:

Lines of code:

UVR_MotionControllerComponent

#include "VR/VR_Components/VR_MotionControllerComponent.h"

Player

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​General Information

Description

This is a fully network replicated VR Motion Controller Component which is inherited from UMotionControllerComponent.


Settings

  • NetUpdateRate - Rate to update the position and finger curls to the server.

Blueprint API Reference

Public Member Functions


 

UVR_MotionControllerComponent (const FObjectInitializer &ObjectInitializer)

 


FORCEINLINE FFingerCurls 

 


FORCEINLINE bool 

 


virtual bool 

VRPollControllerState (FVector &Position, FRotator &Orientation, float WorldToMetersScale)

 


bool 

VRPollControllerState_GameThread (FVector &Position, FRotator &Orientation, bool &OutbProvidedLinearVelocity, FVector &OutLinearVelocity, bool &OutbProvidedAngularVelocity, FVector &OutAngularVelocityAsAxisAndLength, bool &OutbProvidedLinearAcceleration, FVector &OutLinearAcceleration, float WorldToMetersScale)

 


bool 

VRPollControllerState_RenderThread (FVector &Position, FRotator &Orientation, float WorldToMetersScale)

 


Public Attributes


float 

 


float 

 


float 

 


bool 

 


TArray< UPrimitiveComponent * > 

 


Protected Member Functions


virtual void 

CreateRenderState_Concurrent (FRegisterComponentContext *Context) override

 


virtual void 

 



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