description: All condition descriptors.

code: TConstArrayView< [FWorldConditionContextDataDesc](API\Plugins\WorldConditions\FWorldConditionContextDataDesc) > GetContextDataDescs() const


description: Context data reference of specific name and type.

module: WorldConditions

code: [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) GetContextDataRefByName ( const [FName](API\Runtime\Core\UObject\FName) DataName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const


description: Context data index by name.

code: int32 GetContextDataIndexByName ( const [FName](API\Runtime\Core\UObject\FName) DataName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const


description: Context data type based on reference.

code: [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataTypeByRef ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const


description: Context data type based on index.

code: [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataTypeByIndex ( const int32 Index ) const


description: True if world condition of the specific type is allowed.

code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


description:
Resolves the index of the context data reference to an Object context data, based on the name in the reference and the type from the template.
True if the reference was resolved.

code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type ResolveContextDataRef ( [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const


description:
Resolves the index of the context data reference to a Struct context data, based on the name in the reference and the type from the template.
True if the reference was resolved.

code: template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type ResolveContextDataRef ( [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const


className: UWorldConditionSchema

description: FWorldConditionContextDataRefActorRef; };

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldConditionSchema : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ContextDataDescs

type: TArray<FWorldC...

description: All context data descriptors.


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: WorldConditionsEditor

code: static [IWorldConditionsEditorModule](API\Plugins\WorldConditionsEditor\IWorldConditionsEditorModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IWorldConditionsEditorModule

description: The public interface to this module

code: class IWorldConditionsEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Called to activate the condition. The state data for the conditions can be accessed via the Context.
True if activation succeeded.

module: WorldConditionsTestSuite

code: virtual bool Activate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


description: Description to be shown in the UI.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const


description: Called to deactivate the condition. The state data for the conditions can be accessed via the Context.

code: virtual void Deactivate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


description: The Instance data type of the condition.

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > * GetRuntimeStateType() const


description:
Initializes the condition to be used with a specific schema. This is called on PostLoad(), or during editing to make sure the data stays in sync with the schema. This is the place to resolve all the Context Data References, and set bCanCacheResult based on if the context data type.
True if init succeeded.

code: virtual bool Initialize ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & Schema )


description:
Called to check the condition state. The state data for the conditions can be accessed via the Context.
The state of the condition.

code: virtual [FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) IsTrue ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


code: FWorldConditionTest()


code: FWorldConditionTest ( const int32 InTestValue, const bool bInActivateResult )


className: FWorldConditionTest

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionTest : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)

bActivateResult

type: bool

ValueRef

type: FWorldCondition...


code: FWorldConditionTestCached()


code: FWorldConditionTestCached ( const int32 InTestValue )


className: FWorldConditionTestCached

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionTestCached : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)


code: FWorldConditionTestData()


code: FWorldConditionTestData ( const int32 InValue )


className: FWorldConditionTestData

ValueChanged

type: FSimpleMulticas...


className: FWorldConditionTestState

DelegateHandle

type: FDelegateHandle


code: static [IWorldConditionsTestSuiteModule](API\Plugins\WorldConditionsTestSuite\IWorldConditionsTestSuiteModule) & Get()


code: static bool IsAvailable()


className: IWorldConditionsTestSuiteModule

description: The public interface to this module

code: class IWorldConditionsTestSuiteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: UWorldConditionOwnerClass

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(hidden) class UWorldConditionOwnerClass : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


code: UWorldConditionTestCachedSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWorldConditionTestCachedSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldConditionTestCachedSchema : public [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema)


code: UWorldConditionTestSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UWorldConditionTestSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldConditionTestSchema : public [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: WorldPartitionHLODUtilities

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FWorldPartitionHLODUtilitiesModule

description: IWorldPartitionHLODUtilitiesmodule interface

code: class FWorldPartitionHLODUtilitiesModule : public [IWorldPartitionHLODUtilitiesModule](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilitiesModu-)


description: Components created with this method need to be properly outered & assigned to your target actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const


description: Return the setting subclass associated with this builder.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const


description: Should return true if components generated from this builder need a warmup phase before being made visible. If your components are using virtual textures or Nanite meshes, this should return true, as it will be necessary to warmup the VT & Nanite caches before transitionning to HLOD. Otherwise, it's likely the initial first frames could show a low resolution texture or mesh.

code: virtual bool RequiresWarmup() const


code: UHLODBuilderInstancing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual bool ShouldIgnoreBatchingPolicy() const


className: UHLODBuilderInstancing

description: Build aAWorldPartitionHLODwhose components are ISMC

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderInstancing : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


description: Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.

code: virtual uint32 GetCRC() const


code: UHLODBuilderInstancingSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderInstancingSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderInstancingSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)

bDisallowNanite

description: If enabled, the components created for the HLODs will not use Nanite.


code: UHLODBuilderMeshApproximate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshApproximate

description: Build an approximated mesh using geometry from the provided actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshApproximate : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


code: UHLODBuilderMeshApproximateSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshApproximateSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshApproximateSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)

HLODMaterial

type: TSoftObjectPtr<...

description: Material that will be used by the generated HLOD static mesh

MeshApproximationSettings

type: FMeshApproximat...

description: Mesh approximation settings


code: UHLODBuilderMeshMerge ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshMerge

description: Build a merged mesh using geometry from the provided actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshMerge : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


code: UHLODBuilderMeshMergeSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshMergeSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshMergeSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)

MeshMergeSettings

type: FMeshMergingSet...

description: Merged mesh generation settings


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const


code: UHLODBuilderMeshSimplify ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshSimplify

description: Build a simplified mesh using geometry from the provided actors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshSimplify : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


code: UHLODBuilderMeshSimplifySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHLODBuilderMeshSimplifySettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshSimplifySettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)

MeshSimplifySettings

type: FMeshProxySetti...

description: Simplified mesh generation settings


code: virtual void BeginHLODBuild ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext )


code: virtual bool CanModifyHLOD ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > InHLODBuilderClass ) const


code: virtual void EndHLODBuild ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InOutComponents )


code: UWorldPartitionHLODModifierMeshDestruction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description:
Build HLOD for the specifiedAWorldPartitionHLODactor.
An hash that represent the content used to build this HLOD.

code: virtual uint32 BuildHLOD ( [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InHLODActor )


description: Create HLOD actors for a given cell

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * > CreateHLODActors ( [FHLODCreationContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationContext) & InCreationContext, const [FHLODCreationParams](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationParams) & InCreationParams, const [TArray](API\Runtime\Core\Containers\TArray)< [IStreamingGenerationContext::FActorInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorInstance) > & InActors )


description:
Create the HLOD builder settings for the provided HLOD layer object. The type of settings created will depend on the HLOD layer type.
A newly createdUHLODBuilderSettingsobject, outered to the provided HLOD layer.

code: virtual [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) * CreateHLODBuilderSettings ( [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )


description:
Retrieve the HLOD Builder class to use for the given HLODLayer.
The HLOD builder subclass to use for building HLODs for the provided HLOD layer.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetHLODBuilderClass ( const [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )


className: FWorldPartitionHLODUtilities

description: FWorldPartitionHLODUtilitiesimplementation

code: class FWorldPartitionHLODUtilities : public [IWorldPartitionHLODUtilities](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilities)


module: XGEController

code: void CleanWorkingDirectory()


description: Returns a new file path to be used for writing input data to.


description: Launches a task. Returns a future which can be waited on for the results.

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [FDistributedBuildTaskResult](API\Developer\DistributedBuildInterface\FDistributedBuildTaskResult) > EnqueueTask ( const [FTaskCommandData](API\Developer\DistributedBuildInterface\FTaskCommandData) & CommandData )


code: static [FXGEControllerModule](API\Plugins\XGEController\FXGEControllerModule) & Get()


description: Returns the name of the controller. Used for logging purposes.

code: virtual const [FString](API\Runtime\Core\Containers\FString) GetName()


code: virtual void InitializeController()


description: Returns true if the controller may be used.

code: virtual bool IsSupported()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


code: virtual ~FXGEControllerModule()


className: FXGEControllerModule

code: class FXGEControllerModule : public [IDistributedBuildController](API\Developer\DistributedBuildInterface\IDistributedBuildController)


className: CreateXRSwapChain

module: XRBase

code: template<typename T, typename... Types> [FXRSwapChainPtr](API\Plugins\XRBase\FXRSwapChainPtr) CreateXRSwapChain ( [TArray](API\Runtime\Core\Containers\TArray)< FTextureRHIRef > && InRHITextureSwapChain, const FTextureRHIRef & InRHIAliasedTexture, Types... InExtraParameters )


className: ExecuteOnRenderThread

description:
Utility function for easily running aTFunctionRefon the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue. This method will flush rendering commands meaning that the function will be executed before ExecuteOnRenderThread returns.
true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.

code: void ExecuteOnRenderThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> & Function )


code: void ExecuteOnRenderThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )


description:
Utility function for easily submittingTFunctionto be run on the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue.
true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.

code: void ExecuteOnRenderThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Function )


code: void ExecuteOnRenderThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )


className: ExecuteOnRHIThread

description: Utility function for easily running aTFunctionRefon the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed on the current thread. This method will flush the RHI command list meaning that the function will be executed before ExecuteOnRHIThread returns.

code: void ExecuteOnRHIThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> & Function )


code: void ExecuteOnRHIThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )


description:
Utility function for easily submittingTFunctionto be run on the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the RHI thread command list.
true if the function was queued, false if RHI does not use a separate thread, or if it's bypassed, in which case, the function has already been executed.

code: bool ExecuteOnRHIThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Function )


code: bool ExecuteOnRHIThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )


description: Implementation methods called by HMD.

code: virtual void BeginRenderViewFamily()


code: virtual FRHITexture2D * GetFallbackRHITexture() const


code: virtual FIntRect GetFullFlatEyeRect_RenderThread ( FTexture2DRHIRef EyeTexture )


description: ISpectatorScreenController.

code: virtual ESpectatorScreenMode GetSpectatorScreenMode() const


description: Get the texture that would currently be displayed on the social screen (if in a mode that does that)

code: virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetSpectatorScreenTexture() const


code: static FIntRect GetEyeCroppedToFitRect &40; FVector2D EyeCenterPoint, const FIntRect & EyeRect, const FIntRect & TargetRect &41;


code: static FIntRect GetLetterboxedDestRect &40; const FIntRect & SrcRect, const FIntRect & TargetRect &41;


code: virtual void QueueDebugCanvasLayerID ( int32 LayerID )


code: virtual void RenderSpectatorModeSingleEyeLetterboxed ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeUndistorted ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeMirrorAndTexture ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeSingleEyeCroppedToFill ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeDistorted ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeSingleEye ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorModeTexture ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FTexture2DRHIRef TargetTexture, FTexture2DRHIRef EyeTexture, FTexture2DRHIRef OtherTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorScreen_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * BackBuffer, FTexture2DRHIRef SrcTexture, FVector2D WindowSize )


code: virtual void RenderSpectatorScreen_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * BackBuffer, FTexture2DRHIRef SrcTexture, FTexture2DRHIRef LayersTexture, FVector2D WindowSize )


description: Setup the layout for ESpectatorScreenMode::TexturePlusEye.

code: virtual void SetSpectatorScreenModeTexturePlusEyeLayout ( const [FSpectatorScreenModeTexturePlusEyeLayout](API\Runtime\HeadMountedDisplay\FSpectatorScreenModeTexturePlusE-) & Layout )


code: virtual void SetSpectatorScreenTextureRenderCommand ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SrcTexture )


code: virtual void SetSpectatorScreenTexture_RenderThread ( FTexture2DRHIRef & InTexture )


code: virtual void SetSpectatorScreenModeTexturePlusEyeLayoutRenderCommand ( const [FSpectatorScreenModeTexturePlusEyeLayout](API\Runtime\HeadMountedDisplay\FSpectatorScreenModeTexturePlusE-) & Layout )


code: virtual void SetSpectatorScreenModeTexturePlusEyeLayout_RenderThread ( const [FSpectatorScreenModeTexturePlusEyeLayout](API\Runtime\HeadMountedDisplay\FSpectatorScreenModeTexturePlusE-) & Layout )


description: Sets the social screen mode.

code: virtual void SetSpectatorScreenMode ( ESpectatorScreenMode Mode )


description: Change the texture displayed on the social screen

code: virtual void SetSpectatorScreenTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: FDefaultSpectatorScreenController ( [FHeadMountedDisplayBase](API\Plugins\XRBase\FHeadMountedDisplayBase) * InHMDDevice )


className: FDefaultSpectatorScreenController

description: Default implementation of spectator screen controller.

code: class FDefaultSpectatorScreenController : public [ISpectatorScreenController](API\Runtime\HeadMountedDisplay\ISpectatorScreenController), public [TSharedFromThis< FDefaultSpectatorScreenController, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

DebugCanvasLayerIDs

type: TArray< int32 >

NewSpectatorScreenMode

type: ESpectatorScree...

NewSpectatorScreenModeLock

type: FCriticalSectio...

type: FSpectatorScree...

SpectatorScreenTexture

type: TWeakObjectPtr<...


description: Called on game thread when view family is about to be rendered.

code: virtual void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Allows to render content after the 3D content scene, useful for debugging

code: virtual void PostRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on game thread when creating the view.

code: virtual void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

code: virtual void PreRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: ISceneViewExtensioninterface

code: virtual void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: If true the debug layers are copied to the spectator screen, because they do not naturally end up on the spectator screen as part of the 3d view.

code: virtual bool ShouldCopyDebugLayersToSpectatorScreen() const


description: Experimental method

code: static void StereoLayerRender ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const [TArray](API\Runtime\Core\Containers\TArray)< [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) > & LayersToRender, const [FDefaultStereoLayers_LayerRenderParams](API\Plugins\XRBase\FDefaultStereoLayers_LayerRender-) & RenderParams )


description: Invoked byFHeadMountedDisplayBaseto update the HMD position during the late update.

code: void UpdateHmdTransform ( const FTransform & InHmdTransform )


code: FDefaultStereoLayers ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoRegister, [FHeadMountedDisplayBase](API\Plugins\XRBase\FHeadMountedDisplayBase) * InHMDDevice )


className: FDefaultStereoLayers

description: FHeadmountedDisplayBase subclasses will use this implementation by default unless overridden.

code: class FDefaultStereoLayers : public [FSimpleLayerManager](API\Plugins\XRBase\FSimpleLayerManager), public [FHMDSceneViewExtension](API\Runtime\Engine\FHMDSceneViewExtension)

HMDDevice

type: FHeadMountedDis...

HmdTransform

type: FTransform

SortedOverlayLayers

type: TArray<FLayerD...


description: Experimental struct

Viewport

type: FIntRect


description: Optionally called byAPlayerControllerto apply the orientation of the headset to the PC's rotation. If this is not done then the PC will face differently than the camera, which might be good (depending on the game).

code: virtual void ApplyHMDRotation ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, FRotator & ViewRotation )


description: Calculates the offset for the camera position, given the specified eye pass, position and rotation. An XR plugin implementing stereo rendering should forward all calls of CalculateStereoViewOffset to this method.

code: virtual void CalculateStereoCameraOffset ( const int32 ViewIndex, FRotator & ViewRotation, FVector & ViewLocation )


description: IIdentifiableXRDeviceinterface:

code: virtual int32 GetSystemDeviceId() const


description:
Returns a unique identifier that's supposed to represent the third party system that this object is part of (Vive, Oculus, PSVR, etc.).
A name unique to the system which this object belongs to.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetSystemName() const


description: Returns current setting controlling whether to assume an implied hmd position

code: virtual bool GetUseImplicitHMDPosition() const


description: FWorldSceneViewExtensioninterface:

code: virtual bool IsActiveThisFrame_Internal ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


description: Override the Field of View for the player camera component.

code: virtual void OverrideFOV ( float & InOutFOV )


description: Setup state for applying the render thread late update

code: virtual void SetupLateUpdate ( const FTransform & ParentToWorld, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, bool bSkipLateUpdate )


description: ISceneViewExtensioninterface:


description: Apply the orientation and position of the headset to the Camera.

code: virtual bool UpdatePlayerCamera ( FQuat & CurrentOrientation, FVector & CurrentPosition )


description: Set the view offset mode to assume an implied HMD position

code: virtual void UseImplicitHMDPosition ( bool bInImplicitHMDPosition )


code: FDefaultXRCamera ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) &, [IXRTrackingSystem](API\Runtime\HeadMountedDisplay\IXRTrackingSystem) * InTrackingSystem, int32 InDeviceId )


className: FDefaultXRCamera

description: Default base implementation ofIXRCamera. Can either be used directly by implementations or extended with platform-specific features.

code: class FDefaultXRCamera : public [IXRCamera](API\Runtime\HeadMountedDisplay\IXRCamera), public [FHMDSceneViewExtension](API\Runtime\Engine\FHMDSceneViewExtension)

DeltaControlOrientation

type: FQuat

DeltaControlRotation

type: FRotator

DeviceId

type: const int32

TrackingSystem

type: IXRTrackingSyst...


code: virtual void ApplyDeltaRotation ( const [FSplashData](API\Plugins\XRBase\FSplashData) & Splash )


code: virtual void DoAddSplash ( [FSplashData](API\Plugins\XRBase\FSplashData) & Splash )


code: virtual void DoDeleteSplash ( [FSplashData](API\Plugins\XRBase\FSplashData) & Splash )


code: virtual void DoHideSplash ( [FSplashData](API\Plugins\XRBase\FSplashData) & Splash )


code: virtual void DoShowSplash ( [FSplashData](API\Plugins\XRBase\FSplashData) & Splash )


description: Hides the loading screen.

code: virtual void HideLoadingScreen()


description: Returns whether a loading movie is playing or not.

code: virtual bool IsPlayingLoadingMovie() const


description: IXRLoadingScreeninterface

code: virtual void ShowLoadingScreen()


code: FDefaultXRLoadingScreen ( class [IXRTrackingSystem](API\Runtime\HeadMountedDisplay\IXRTrackingSystem) * InTrackingSystem )


className: FDefaultXRLoadingScreen

code: class FDefaultXRLoadingScreen : public [TXRLoadingScreenBase< FSplashData >](API\Plugins\XRBase\TXRLoadingScreenBase)


className: FDeviceModelLoadedDelegate

code: class FDeviceModelLoadedDelegate


description: Calculates the offset for the camera position, given the specified position, rotation, and world scale Specifying eSSE_MONOSCOPIC for the view index returns a center offset behind the stereo views

code: virtual void CalculateStereoViewOffset ( const int32 ViewIndex, FRotator & ViewRotation, const float WorldToMeters, FVector & ViewLocation )


description: Helper to copy one render target into another for spectator screen display.

code: virtual void CopyTexture_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, FRHITexture2D * SrcTexture, FIntRect SrcRect, FRHITexture2D * DstTexture, FIntRect DstRect, bool bClearBlack, bool bNoAlpha ) const


description: CVar sink for pixel density

code: static void CVarSinkHandler()


description: Spectator Screen Hooks into specific implementations Get the point on the left eye render target which the viewers eye is aimed directly at when looking straight forward. 0,0 is top left.

code: virtual FVector2D GetEyeCenterPoint_RenderThread ( const int32 ViewIndex ) const


description: Get the rectangle of the HMD rendertarget for the left eye which seems undistorted enough to be cropped and displayed on the spectator screen.

code: virtual FIntRect GetFullFlatEyeRect_RenderThread ( FTexture2DRHIRef EyeTexture ) const


description: Whether HMDDistortion post processing is enabled or not

code: virtual bool GetHMDDistortionEnabled ( EShadingPath ShadingPath ) const


description: Retrieves the HMD name, by default this is the same as the system name.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetHMDName() const


description: Return a FTexture2DRHIRef pointing to a texture that can be composed on top of each eye without applying reprojection to it. Return nullptr to render head locked stereo layers into the same render target as other layer types, in which case InOutViewport must not be modified.

code: virtual FTexture2DRHIRef GetOverlayLayerTarget_RenderThread ( int32 ViewIndex, FIntRect & InOutViewport )


description: Implement this method to override the render target for scene based stereo layers. Return nullptr to render stereo layers into the normal render target passed to the stereo layers scene view extension, in which case OutViewport must not be modified.

code: virtual FTexture2DRHIRef GetSceneLayerTarget_RenderThread ( int32 ViewIndex, FIntRect & InOutViewport )


description: Return a pointer to the SpectatorScreenController for the HMD if supported, else null. The controller is owned by the HMD, and will be destroyed when the HMD is destroyed.


code: virtual [ISpectatorScreenController](API\Runtime\HeadMountedDisplay\ISpectatorScreenController) const * GetSpectatorScreenController() const


description: Default stereo layer implementation

code: virtual [IStereoLayers](API\Runtime\Engine\IStereoLayers) * GetStereoLayers()


description: Sets view-specific params (such as view projection matrix) for the canvas.

code: virtual void InitCanvasFromView ( [FSceneView](API\Runtime\Engine\FSceneView) * InView, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: DefaultIXRTrackingSystemimplementation

code: virtual bool IsHeadTrackingAllowed() const


description: OptionalIXRTrackingSystemmethods.

code: virtual bool IsHeadTrackingEnforced() const


description: Called just after the late update on the render thread passing back the current relative transform.

code: virtual void OnLateUpdateApplied_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const FTransform & NewRelativeTransform )


description: Are we outputting so a Spectator Screen now.

code: virtual bool IsSpectatorScreenActive() const


className: PixelDensityMax

code: static constexpr float PixelDensityMax = 2.0f;


className: PixelDensityMin

description: Sane pixel density values.

code: static constexpr float PixelDensityMin = 0.1f;


description: Return false to disable recording the analytics event

code: virtual bool PopulateAnalyticsAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & EventAttributes )


description: Record analytics - To add custom information logged with the analytics, override PopulateAnalyticsAttributes

code: virtual void RecordAnalytics()


description: Can be used to enforce tracking even when stereo rendering is disabled. The default implementation does not allow enforcing tracking and ignores the argument.

code: virtual void SetHeadTrackingEnforced ( bool bEnabled )


code: FHeadMountedDisplayBase ( [IARSystemSupport](API\Runtime\AugmentedReality\IARSystemSupport) * InARImplementation )


code: virtual ~FHeadMountedDisplayBase()


className: FHeadMountedDisplayBase

description: Default implementation for variousIHeadMountedDisplaymethods. You can extend this class instead ofIHeadMountedDisplaydirectly when implementing support for new HMD devices.

code: class FHeadMountedDisplayBase : public [FXRTrackingSystemBase](API\Plugins\XRBase\FXRTrackingSystemBase), public [IHeadMountedDisplay](API\Runtime\HeadMountedDisplay\IHeadMountedDisplay), public [IStereoRendering](API\Runtime\Engine\IStereoRendering)

DefaultStereoLayers

type: TSharedPtr< cla...

SpectatorScreenController

type: TUniquePtr<FDe...


className: FSimpleLayerManager

code: class FSimpleLayerManager : public [TStereoLayerManager< IStereoLayers::FLayerDesc >](API\Plugins\XRBase\TStereoLayerManager)


description: Marks this layers texture for update

code: virtual void MarkTextureForUpdate ( uint32 LayerId )


className: FSpectatorScreenRenderDelegate

code: typedef TBaseDelegate_FiveParams< void, [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &, FTexture2DRHIRef, FTexture2DRHIRef, FTexture2DRHIRef, FVector2D > FSpectatorScreenRenderDelegate


code: FSplashData ( const [IXRLoadingScreen::FSplashDesc](API\Runtime\HeadMountedDisplay\IXRLoadingScreen\FSplashDesc) & InDesc )


className: FSplashData

description: Default Loading Screen implementation based on the IStereoLayer interface. It requires an XR tracking system with stereo rendering and stereo layers support.

code: struct FSplashData

Desc

type: IXRLoadingScree...


className: FXRDeviceOnDisconnectDelegate

code: class FXRDeviceOnDisconnectDelegate


description: Called to request the motion sources that thisIMotionControllerprovides

code: virtual void EnumerateSources ( [TArray](API\Runtime\Core\Containers\TArray)< [FMotionControllerSource](API\Runtime\HeadMountedDisplay\FMotionControllerSource) > & SourcesOut ) const


description: Note: In this class we are providing a default implementation of GetControllerOrientationAndPosition with velocity, etc parameters and GetControllerOrientationAndPositionForTime that never provide that data and require override of the four param version because this is the most common implementation now. Any child class that does support some of the additional params should override all three functions.

code: virtual bool GetControllerOrientationAndPositionForTime ( const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource, [FTimespan](API\Runtime\Core\Misc\FTimespan) Time, bool & OutTimeWasUsed, FRotator & OutOrientation, FVector & OutPosition, bool & OutbProvidedLinearVelocity, FVector & OutLinearVelocity, bool & OutbProvidedAngularVelocity, FVector & OutAngularVelocityAsAxisAndLength, bool & OutbProvidedLinearAcceleration, FVector & OutLinearAcceleration, float WorldToMetersScale ) const


code: bool GetControllerOrientationAndPosition ( const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource, FRotator & OutOrientation, FVector & OutPosition, float WorldToMetersScale ) const


description:
Returns the calibration-space orientation of the requested controller's hand.
True if the device requested is valid and tracked, false otherwise

code: virtual bool GetControllerOrientationAndPosition ( const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource, FRotator & OutOrientation, FVector & OutPosition, bool & OutbProvidedLinearVelocity, FVector & OutLinearVelocity, bool & OutbProvidedAngularVelocity, FVector & OutAngularVelocityAsAxisAndLength, bool & OutbProvidedLinearAcceleration, FVector & OutLinearAcceleration, float WorldToMetersScale ) const


description:
Returns the tracking status (e.g. not tracked, intertial-only, fully tracked) of the specified controller
Tracking status of the specified controller, or ETrackingStatus::NotTracked if the device is not found

code: ETrackingStatus GetControllerTrackingStatus ( const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource ) const


description:
Returns a custom names parameter value
The value of the parameter

code: virtual float GetCustomParameterValue ( const [FName](API\Runtime\Core\UObject\FName) MotionSource, [FName](API\Runtime\Core\UObject\FName) ParameterName, bool & bOutValueFound ) const


code: virtual bool GetHandJointPosition ( const [FName](API\Runtime\Core\UObject\FName) MotionSource, int jointIndex, FVector & OutPosition ) const


code: virtual ~FXRMotionControllerBase()


className: FXRMotionControllerBase

description: Base utility class for implementations of theIMotionControllerinterface

code: class FXRMotionControllerBase : public [IMotionController](API\Runtime\HeadMountedDisplay\IMotionController)


description: These are overridden to call into the backward compatibility functions below. They are final and private because a legacy vr plugin would not use or implement these functions.

code: virtual bool GetControllerOrientationAndPosition &40; const int32 ControllerIndex, const FName MotionSource, FRotator & OutOrientation, FVector & OutPosition, float WorldToMetersScale &41; const


description: Original GetControllerOrientationAndPosition signature for backwards compatibility. They are pure virtual because a legacy plugin must implement them and public because a legacy vr plugin could use them internally.

code: bool GetControllerOrientationAndPosition ( const int32 ControllerIndex, const EControllerHand DeviceHand, FRotator & OutOrientation, FVector & OutPosition, float WorldToMetersScale ) const


code: virtual ETrackingStatus GetControllerTrackingStatus &40; const int32 ControllerIndex, const FName MotionSource &41; const


description: Original GetControllerTrackingStatus signature for backwards compatibility.

code: ETrackingStatus GetControllerTrackingStatus ( const int32 ControllerIndex, const EControllerHand DeviceHand ) const


description:
Called from render thread to see if a native present will be requested for this frame.
true if native Present will be requested for this frame; false otherwise. Must match value subsequently returned by Present for this frame.

code: virtual bool NeedsNativePresent()


className: FXRMotionControllerBaseLegacy

description: This class adapts deprecated or maintenence only xr plugins which use the old EControllerHand motion sources to the newerFNameMotionSource API. If a plugin is still in active development it should refactor and derive fromIMotionControllerorFXRMotionControllerBaserather than derive from this class.

code: class FXRMotionControllerBaseLegacy : public [FXRMotionControllerBase](API\Plugins\XRBase\FXRMotionControllerBase)


description: Called when viewport is resized.

code: virtual void OnBackBufferResize()


description: Override this method in case the render bridge needs access to the current viewport or RHI viewport before rendering the current frame. Note that youshould notcall Viewport->SetCustomPresent() from this method, as that is handled by the XRRenderTargetManager implementation.

code: virtual void UpdateViewport ( const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, class [FRHIViewport](API\Runtime\RHI\FRHIViewport) * InViewportRHI )


className: FXRRenderBridge

code: class FXRRenderBridge : public [FRHICustomPresent](API\Runtime\RHI\FRHICustomPresent)


description: Calculates dimensions of the render target texture for direct rendering of distortion. This implementation calculates the size based on the current value of vr.pixeldensity.

code: virtual void CalculateRenderTargetSize ( const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, uint32 & InOutSizeX, uint32 & InOutSizeY )


description: Return the current render bridge for use by the current viewport. Override this method if your device implements a customFXRRenderBridge. Should only return non-null if the render bridge is initialized and should be used for the current frame

code: virtual [FXRRenderBridge](API\Plugins\XRBase\FXRRenderBridge) * GetActiveRenderBridge_GameThread ( bool bUseSeparateRenderTarget )


description: Updates viewport for direct rendering of distortion. Should be called on a game thread.

code: virtual void UpdateViewport ( bool bUseSeparateRenderTarget, const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, class [SViewport](API\Runtime\Slate\Widgets\SViewport) * ViewportWidget )


description: Returns true, if render target texture must be re-calculated.

code: virtual bool NeedReAllocateViewportRenderTarget ( const class [FViewport](API\Runtime\Engine\FViewport) & Viewport )


description: Most implementations don't need to override this method and override GetActiveRenderBridge_GameThread instead.

code: virtual void UpdateViewportRHIBridge ( bool bUseSeparateRenderTarget, const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, [FRHIViewport](API\Runtime\RHI\FRHIViewport) *const ViewportRHI )


description: Optional method called when the ViewportWidget is not null

code: virtual void UpdateViewportWidget ( bool bUseSeparateRenderTarget, const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, class [SViewport](API\Runtime\Slate\Widgets\SViewport) * ViewportWidget )


className: FXRRenderTargetManager

description: CommonIStereoRenderTargetManagerimplementation that can be used by HMD implementations in order to get default implementations for most methods.

code: class FXRRenderTargetManager : public [IStereoRenderTargetManager](API\Runtime\Engine\IStereoRenderTargetManager)


code: void GenerateMips_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


code: [TArray](API\Runtime\Core\Containers\TArray)< FTextureRHIRef > GetSwapChain() const


code: uint32 GetSwapChainIndex_RHIThread()


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetTexture() const


code: FRHITexture2D * GetTexture2D() const


code: FRHITexture2DArray * GetTexture2DArray() const


code: FRHITextureCube * GetTextureCube() const


code: const FTextureRHIRef & GetTextureRef() const


code: virtual void WaitCurrentImage_RHIThread ( int64 TimeoutNanoseconds )


code: FXRSwapChain ( [TArray](API\Runtime\Core\Containers\TArray)< FTextureRHIRef > && InRHITextureSwapChain, const FTextureRHIRef & AliasedTexture )


className: FXRSwapChain

description: FXRSwapChain.

code: class FXRSwapChain : public [TSharedFromThis< FXRSwapChain, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

RHITexture

type: FTextureRHIRef

RHITextureSwapChain

type: TArray< FTextur...


className: FXRSwapChainPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FXRSwapChain](API\Plugins\XRBase\FXRSwapChain), ESPMode::ThreadSafe > FXRSwapChainPtr


className: FXRTimedInputActionDelegate

code: class FXRTimedInputActionDelegate


description: Called to calibrate the offset transform between an external tracking source and the internal tracking source (e.g. mocap tracker to and HMD tracker). This should be called once per session, or when the physical relationship between the external tracker and internal tracker changes (e.g. it was bumped or reattached). After calibration, calling UpdateExternalTrackingPosition will try to correct the internal tracker to the calibrated offset to prevent drift between the two systems

code: virtual void CalibrateExternalTrackingSource ( const FTransform & ExternalTrackingTransform )


code: FTransform ComputeTrackingToWorldTransform ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext ) const


description:
The default implementation calls EnumerateTrackedDevices and returns the number of elements added to the array.
the count of matching tracked devices.

code: virtual uint32 CountTrackedDevices ( EXRTrackedDeviceType Type )


description: Override this method if you need to customize theIXRLoadingScreenimplementation. It will be called fromGetLoadingScreen()if LoadingScreen is not valid

code: virtual [IXRLoadingScreen](API\Runtime\HeadMountedDisplay\IXRLoadingScreen) * CreateLoadingScreen()


description: Whether or not the system supports positional tracking (either via sensor or other means). The default implementation always returns false, indicating that only rotational tracking is supported.

code: virtual bool DoesSupportPositionalTracking() const


description: Access optionsal ARCompositionComponent

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FARSupportInterface](API\Runtime\AugmentedReality\FARSupportInterface), ESPMode::ThreadSafe > GetARCompositionComponent()


code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FARSupportInterface](API\Runtime\AugmentedReality\FARSupportInterface), ESPMode::ThreadSafe > GetARCompositionComponent() const


code: virtual bool GetCurrentInteractionProfile ( const EControllerHand Hand, [FString](API\Runtime\Core\Containers\FString) & InteractionProfile )


description: Returns a transform for converting from 'Floor' origin space to 'Eye' origin space. The default implementation always returns the identity.

code: virtual bool GetFloorToEyeTrackingTransform ( FTransform & OutFloorToEye ) const


description:
Access the loading screen interface associated with this tracking system, if any.
anIXRLoadingScreenpointer or a nullptr if this tracking system does not support loading screens.

code: virtual [IXRLoadingScreen](API\Runtime\HeadMountedDisplay\IXRLoadingScreen) * GetLoadingScreen()


description: Platform Agnostic Query about MotionControllers details

code: virtual void GetMotionControllerData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, const EControllerHand Hand, [FXRMotionControllerData](API\Runtime\HeadMountedDisplay\FXRMotionControllerData) & MotionControllerData )


description:
If the device id represents a head mounted display, fetches the relative position of the given eye relative to the eye. If the device is does not represent a stereoscopic tracked camera, orientation and position should be identity and zero and the return value should be false.
true if the pose is valid or not. If the device is not a stereoscopic device, return false.

code: virtual bool GetRelativeEyePose ( int32 DeviceId, int32 ViewIndex, FQuat & OutOrientation, FVector & OutPosition )


description:
If the device id represents a tracking sensor, reports the serial number as a string if the device supports it.
the serial number of the device if it's available.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetTrackedDevicePropertySerialNumber ( int32 DeviceId )


description:
If the device id represents a tracking sensor, reports the device type.
the device type enum.

code: virtual EXRTrackedDeviceType GetTrackedDeviceType ( int32 DeviceId ) const


description: The default implementation always reports 'eye'-level tracking.

code: virtual [EHMDTrackingOrigin::Type](API\Runtime\HeadMountedDisplay\EHMDTrackingOrigin__Type) GetTrackingOrigin() const


description:
If the device id represents a tracking sensor, reports the frustum properties in game-world space of the sensor.
The default implementation returns false for all device ids.
true if the device tracking is valid and supports returning tracking sensor properties.

code: virtual bool GetTrackingSensorProperties ( int32 DeviceId, FQuat & OutOrientation, FVector & OutPosition, [FXRSensorProperties](API\Runtime\HeadMountedDisplay\FXRSensorProperties) & OutSensorProperties )


description: Returns the system's latest known tracking-to-world transform.

code: virtual FTransform GetTrackingToWorldTransform() const


description: Returns version string.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetVersionString() const


description:
Get the IXCamera instance for the given device.
The default implementation only supports a singleIXRCamerafor the HMD Device, returning aFDefaultXRCamerainstance.
a shared pointer to anIXRCamera.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IXRCamera](API\Runtime\HeadMountedDisplay\IXRCamera), ESPMode::ThreadSafe > GetXRCamera ( int32 DeviceId )


description: If the system currently has valid tracking positions. If not supported at all, returns false. Defaults to callingDoesSupportPositionalTracking();

code: virtual bool HasValidTrackingPosition()


description:
Check current tracking status of a device.
The default implementation returns the result of calling GetCurrentPose(DeviceId, ...), ignoring the returned pose.
true if the system currently has valid tracking info for the given device ID.

code: virtual bool IsTracking ( int32 DeviceId )


description: Meant to be called by sub-classes whenever the interaction profile is altered.


description: Meant to be called by sub-classes whenever the tracking origin is altered.

code: virtual void OnTrackingOriginChanged()


description: Intended to be called fromOnStartGameFrame()

code: FTransform RefreshTrackingToWorldTransform ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


description: The default implementations simply ignores the origin value.

code: virtual void SetTrackingOrigin ( [EHMDTrackingOrigin::Type](API\Runtime\HeadMountedDisplay\EHMDTrackingOrigin__Type) NewOrigin )


description: Called after calibration to attempt to pull the internal tracker (e.g. HMD tracking) in line with the external tracker (e.g. mocap tracker). This will set the internal tracker's base offset and rotation to match and realign the two systems. This can be called every tick, or whenever realignment is desired. Note that this may cause choppy movement if the two systems diverge relative to each other, or a big jump if called infrequently when there has been significant drift

code: virtual void UpdateExternalTrackingPosition ( const FTransform & ExternalTrackingTransform )


description: Refreshes the system's known tracking-to-world transform.

code: virtual void UpdateTrackingToWorldTransform ( const FTransform & TrackingToWorldOverride )


code: FXRTrackingSystemBase ( [IARSystemSupport](API\Runtime\AugmentedReality\IARSystemSupport) * InARImplementation )


className: FXRTrackingSystemBase

description: Base utility class for implementations of theIXRTrackingSysteminterface Contains helpers and default implementation of most abstract methods, so final implementations only need to override features that they support.

code: class FXRTrackingSystemBase : public [IXRTrackingSystem](API\Runtime\HeadMountedDisplay\IXRTrackingSystem)

CalibratedOffset

description: If the tracker is trying to lock itself to an external tracking source for drift control, this stores the calibrated offset between the external tracking system and the internal tracking system (e.g. a location from a mocap system tracker to the HMD's internal IMU).


className: FXRInteractionProfileChanged

code: typedef TMulticastDelegate_NoParams< void > FXRInteractionProfileChanged


className: FXRPlayAreaChanged

code: typedef TMulticastDelegate_NoParams< void > FXRPlayAreaChanged


className: FXRTrackingOriginChanged

code: typedef TMulticastDelegate_OneParam< void, const [IXRTrackingSystem](API\Runtime\HeadMountedDisplay\IXRTrackingSystem) * > FXRTrackingOriginChanged


className: FXRTrackingSystemDelegates

code: class FXRTrackingSystemDelegates


className: GetLayerDescMember

code: bool GetLayerDescMember ( const [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & Layer, [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & OutLayerDesc )


className: MarkLayerTextureForUpdate

code: void MarkLayerTextureForUpdate ( [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & Layer )


className: SetLayerDescMember

code: void SetLayerDescMember ( [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & OutLayer, const [IStereoLayers::FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & InLayerDesc )


code: void CopyLayers ( [TArray](API\Runtime\Core\Containers\TArray)< LayerType > & OutArray, bool bMarkClean )


code: void CopySortedLayers ( [TArray](API\Runtime\Core\Containers\TArray)< LayerType > & OutArray, bool bMarkClean )


description:
Creates a new layer from a given texture resource, which is projected on top of the world as a quad.
A unique identifier for the layer created

code: virtual uint32 CreateLayer ( const [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & InLayerDesc )


description: Destroys the specified layer, stopping it from rendering over the world.

code: virtual void DestroyLayer ( uint32 LayerId )


code: void ForEachLayer ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(uint32, LayerType &)> Func, bool bMarkClean )


description: Get texture reference to HMD swapchain to avoid the copy path, useful for continuous update layers

code: virtual void GetAllocatedTexture ( uint32 LayerId, FTextureRHIRef & Texture, FTextureRHIRef & LeftTexture )


description:
Get the currently set layer description
Whether the returned layer description is valid

code: virtual bool GetLayerDesc ( uint32 LayerId, [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & OutLayerDesc )


description: If pushing and popping layer state is supported, the visibility of the background layer should be part of the saved state.

code: virtual void HideBackgroundLayer()


description: Marks this layers texture for update

code: virtual void MarkTextureForUpdate ( uint32 LayerId )


description: Tell if the background layer is visible. Platforms that do not implement Hide/ShowBackgroundLayer() always return true.

code: virtual bool IsBackgroundLayerVisible() const


description: Currently active layers will be destroyed and replaced with the previous state.

code: virtual void PopLayerState()


description: In either case, layers created afterPushLayerState()will be destroyed upon callingPopLayerState().

code: virtual void PushLayerState ( bool bPreserve )


description: Set the a new layer description

code: virtual void SetLayerDesc ( uint32 LayerId, const [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & InLayerDesc )


description: Optional method to undo the effect of hiding the 3D scene. No-op if not supported by the platform.

code: virtual void ShowBackgroundLayer()


description: Returns true if the StereoLayers implementation supports saving and restoring state using Push/PopLayerState()

code: virtual bool SupportsLayerState()


code: virtual void UpdateLayer ( LayerType & Layer, uint32 LayerId, bool bIsValid )


description: Update splash screens from current state

code: virtual void UpdateSplashScreen()


code: void WithLayer ( uint32 LayerId, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(LayerType *)> Func )


className: TStereoLayerManager

description: Thread safety: Updates and the two protected access methods use a critical section to ensure atomic access to the layer structures. Therefore, it is probably better to copy layers before performing time consuming operations using CopyLayers and reserve ForEachLayer for simple processing or operations where you need to know the user-facing layer id. The WithLayer method is useful if you already know the id of a layer you need to access in a thread safe manner.

code: template<typename LayerType> class TStereoLayerManager : public [IStereoLayers](API\Runtime\Engine\IStereoLayers)


description: Registers a splash to be shown while the loading screen is active.

code: virtual void AddSplash ( const [FSplashDesc](API\Runtime\HeadMountedDisplay\IXRLoadingScreen\FSplashDesc) & Splash )


code: void ApplyDeltaRotation ( const SplashType & Splash )


description: IXRLoadingScreeninterface

code: virtual void ClearSplashes()


code: void DoAddSplash ( SplashType & Splash )


code: void DoDeleteSplash ( SplashType & Splash )


code: void DoHideSplash ( SplashType & Splash )


code: void DoShowSplash ( SplashType & Splash )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: Hides the loading screen.

code: virtual void HideLoadingScreen()


description: Returns whether a loading movie is playing or not.

code: bool IsPlayingLoadingMovie() const


description: Returns whether the loading screen is currently active or not.

code: virtual bool IsShown() const


description:
Pure virtual that must be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if class is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Activates the loading screen. If called while the loading screen is active, this will reinitialize the positions of all splashes according to the current HMD pose.

code: virtual void ShowLoadingScreen()


description: FTickableObjectRenderThreadinterface

code: virtual void Tick ( float DeltaTime )


code: TXRLoadingScreenBase ( class [IXRTrackingSystem](API\Runtime\HeadMountedDisplay\IXRTrackingSystem) * InTrackingSystem )


className: TXRLoadingScreenBase

description: Base utility class for implementations of theIXRLoadingScreeninterface

code: template<typename SplashType> class TXRLoadingScreenBase : public [IXRLoadingScreen](API\Runtime\HeadMountedDisplay\IXRLoadingScreen), protected [FTickableObjectRenderThread](API\Runtime\RenderCore\FTickableObjectRenderThread)

bShowing

type: bool

LastTimeInSeconds

type: double

Splashes

type: TArray< SplashT...

SystemDisplayInterval

type: float


description: Called to trigger the action once the delegates have been bound

code: virtual void Activate()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DefaultToSelf="Target"), Category="XR|Devices") static [UAsyncTask_LoadXRDeviceVisComponent](API\Plugins\XRBase\UAsyncTask_LoadXRDeviceVisCompon-) * AddDeviceVisualizationComponentAsync ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, bool bManualAttachment, const FTransform & RelativeTransform, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *& NewComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DefaultToSelf="Target"), Category="XR|Devices") static [UAsyncTask_LoadXRDeviceVisComponent](API\Plugins\XRBase\UAsyncTask_LoadXRDeviceVisCompon-) * AddNamedDeviceVisualizationComponentAsync ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FName](API\Runtime\Core\UObject\FName) SystemName, const [FName](API\Runtime\Core\UObject\FName) DeviceName, bool bManualAttachment, const FTransform & RelativeTransform, [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *& NewComponent )


className: ELoadStatus

code: enum ELoadStatus { Pending, LoadSuccess, LoadFailure, }


code: UAsyncTask_LoadXRDeviceVisComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


OnLoadFailure

type: FDeviceModelLoa...


description: Breaks an XR key apart into the interaction profile, handedness, motion source, indentifier and component.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|XRTracking", Meta=(NativeBreakFunc)) static void BreakKey ( [FKey](API\Runtime\InputCore\FKey) InKey, [FString](API\Runtime\Core\Containers\FString) & InteractionProfile, EControllerHand & Hand, [FName](API\Runtime\Core\UObject\FName) & MotionSource, [FString](API\Runtime\Core\Containers\FString) & Indentifier, [FString](API\Runtime\Core\Containers\FString) & Component )


description: Called to calibrate the offset transform between an external tracking source and the internal tracking source (e.g. mocap tracker to and HMD tracker). This should be called once per session, or when the physical relationship between the external tracker and internal tracker changes (e.g. it was bumped or reattached). After calibration, calling UpdateExternalTrackingPosition will try to correct the internal tracker to the calibrated offset to prevent drift between the two systems

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay|ExternalTracking") static void CalibrateExternalTrackingToHMD ( const FTransform & ExternalTrackingTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static void ClearXRTimedInputActionDelegate ( const [FName](API\Runtime\Core\UObject\FName) & ActionPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking", Meta=(DeprecatedFunction, DeprecationMessage="ConfigureGestures is deprecated as of 5.3. It has had no function for some time.")) static bool ConfigureGestures ( const [FXRGestureConfig](API\Runtime\HeadMountedDisplay\FXRGestureConfig) & GestureConfig )


description: Connect to a remote device for Remote Debugging

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|HeadMountedDisplay") static [EXRDeviceConnectionResult::Type](API\Runtime\HeadMountedDisplay\EXRDeviceConnectionResult__Type) ConnectRemoteXRDevice ( const [FString](API\Runtime\Core\Containers\FString) & IpAddress, const int32 BitRate )


description: Disconnect remote AR Device

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|HeadMountedDisplay") static void DisconnectRemoteXRDevice()


description:
Switches to/from using HMD and stereo rendering.
(Boolean) True, if the request was successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay") static bool EnableHMD ( bool bEnable )


description: Switches between low and full persistence modes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay", Meta=(DeprecatedFunction, DeprecationMessage="This functionality is no longer available. HMD platforms that support low persistence will always enable it.")) static void EnableLowPersistenceMode ( bool bEnable )


description:
Cross XR-System query that will list all XR devices currently being tracked.
A list of device identifiers matching the query. Use these to query and operate on the device (e.g. through GetDevicePose, AddDeviceVisualizationComponent, etc.)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static [TArray](API\Runtime\Core\Containers\TArray)< [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) > EnumerateTrackedDevices ( const [FName](API\Runtime\Core\UObject\FName) SystemId, EXRTrackedDeviceType DeviceType )


description: Get the transform and potentially velocity data at a specified time near the current frame in unreal world space. This is intended for use with sub-frame input action timing data from SetXRTimedInputActionDelegate, or future support for timestamps in the core input system. The valid time window is platform dependent, but the intention per OpenXR is to fetch transforms for times from, at most, the previous few frames in the past or future. The OpenXR spec suggests that 50ms in the past should return an accurate result. There is no guarantee for the future, but the underlying system is likely to have been designed to predict out to about 50ms as well. On some platforms this will always just return a cached position and rotation, ignoring time. bTimeWasUsed will be false in that case. AngularVelocity is a Rotator in degrees/second. Be aware that this Rotator may have windings (rotations greater than 360 degrees) and some mathmatical operations (such as conversion to quaternion) will remove the windings. In some cases that is OK becuase the resulting final rotation is the same, but in some cases it would generate incorrect results.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static bool GetControllerTransformForTime2 ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource, [FTimespan](API\Runtime\Core\Misc\FTimespan) Time, bool & bTimeWasUsed, FRotator & Orientation, FVector & Position, bool & bProvidedLinearVelocity, FVector & LinearVelocity, bool & bProvidedAngularVelocity, FRotator & AngularVelocity, bool & bProvidedLinearAcceleration, FVector & LinearAcceleration )


description: AngularVelocityRadPerSec is a vector where direction is the axis of rotation and length is the speed of rotation in radians per second. Note that it is not difficult to rotate a controller at more than 0.5 or 1 rotation per second briefly and some mathmatical operations (such as conversion to quaternion) lose rotations beyond 180 degrees or 360 degrees. In some cases that is OK becuase the resulting final rotation is the same, but in some cases it would generate incorrect results.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking", Meta=(DeprecatedFunction, DeprecationMessage="Use new GetControllerTransformForTime2 which represents angular velocity as an FRotator rather than in the non-standard way this function represented it.")) static bool GetControllerTransformForTime ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, const int32 ControllerIndex, const [FName](API\Runtime\Core\UObject\FName) MotionSource, [FTimespan](API\Runtime\Core\Misc\FTimespan) Time, bool & bTimeWasUsed, FRotator & Orientation, FVector & Position, bool & bProvidedLinearVelocity, FVector & LinearVelocity, bool & bProvidedAngularVelocity, FVector & AngularVelocityAsAxisAndLength, bool & bProvidedLinearAcceleration, FVector & LinearAcceleration )


description: Get the openXR interaction profile name for the given controller. Returns true if the openxr call is successfully made. The string may be empty if there is no interaction profile associated with the controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking|OpenXR") static bool GetCurrentInteractionProfile ( const EControllerHand Hand, [FString](API\Runtime\Core\Containers\FString) & InteractionProfile )


description: Cross XR-System query that returns a specific device's tracked position and orientation (in tracking space).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static void GetDevicePose ( const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, bool & bIsTracked, FRotator & Orientation, bool & bHasPositionalTracking, FVector & Position )


description: Cross XR-System query that returns a specific device's position and orientation in world space.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking", Meta=(WorldContext="WorldContext")) static void GetDeviceWorldPose ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, bool & bIsTracked, FRotator & Orientation, bool & bHasPositionalTracking, FVector & Position )


description: Cross XR-System query that returns critical information about the HMD display (position, orientation, device name)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static void GetHMDData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, [FXRHMDData](API\Runtime\HeadMountedDisplay\FXRHMDData) & HMDData )


description: Returns the name of the device, so scripts can modify their behaviour appropriatelyFNamespecific to the currently active HMD device type. "None" implies no device, "Unknown" implies a device with no description.


description:
Returns the worn state of the device.
Unknown, Worn, NotWorn. If the platform does not detect this it will always return Unknown.


description: If the HMD has multiple positional tracking sensors, return a total number of them currently connected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay") static int32 GetNumOfTrackingSensors()


description: Cross XR-System query that returns critical information about the motion controller (position, orientation, hand/finger position)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static void GetMotionControllerData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, const EControllerHand Hand, [FXRMotionControllerData](API\Runtime\HeadMountedDisplay\FXRMotionControllerData) & MotionControllerData )


description: Grabs the current orientation and position for the HMD. If positional tracking is not available, DevicePosition will be a zero vector

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay") static void GetOrientationAndPosition ( FRotator & DeviceRotation, FVector & DevicePosition )


description:
Returns the current VR pixel density. Pixel density sets the VR render target texture size as a factor of recommended texture size. The recommended texture size is the size that will result in no under sampling in most distorted area of the view when computing the final image to be displayed on the device by the runtime compositor.
(float) The pixel density to be used in VR mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay") static float GetPixelDensity()


description: Get the transform and dimensions of the playable area rectangle. Returns false if none currently specified/available.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static bool GetPlayAreaRect ( FTransform & OutTransform, FVector2D & OutRect )


description: Get the bounds of the area where the user can freely move while remaining tracked centered around the specified origin

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static FVector2D GetPlayAreaBounds ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EHMDTrackingOrigin::Type](API\Runtime\HeadMountedDisplay\EHMDTrackingOrigin__Type) > Origin )


description: If the HMD has a positional sensor, this will return the game-world location of it, as well as the parameters for the bounding region of tracking. This allows an in-game representation of the legal positional tracking range. All values will be zeroed if the sensor is not available or the HMD does not support it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(DeprecatedFunction, DeprecationMessage="Use new GetTrackingSensorParameters / GetNumOfTrackingSensors")) static void GetPositionalTrackingCameraParameters ( FVector & CameraOrigin, FRotator & CameraRotation, float & HFOV, float & VFOV, float & CameraDistance, float & NearPlane, float & FarPlane )


description: Returns current tracking origin type (eye level or floor level).


description: Get the transform of the specified tracking origin, if available.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static bool GetTrackingOriginTransform ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EHMDTrackingOrigin::Type](API\Runtime\HeadMountedDisplay\EHMDTrackingOrigin__Type) > Origin, FTransform & OutTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(AdvancedDisplay="LeftFOV,RightFOV,TopFOV,BottomFOV,Distance,NearPlane,FarPlane")) static void GetTrackingSensorParameters ( FVector & Origin, FRotator & Rotation, float & LeftFOV, float & RightFOV, float & TopFOV, float & BottomFOV, float & Distance, float & NearPlane, float & FarPlane, bool & IsActive, int32 Index )


description: Returns a transform that can be used to convert points from tracking space to world space. Does NOT include the set WorldToMeters scale, as that is added in by the backing XR system to their tracking space poses.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay", Meta=(WorldContext="WorldContext")) static FTransform GetTrackingToWorldTransform ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext )


description: Returns name of tracking system specific version string.


description: Returns current state of VR focus.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(DisplayName="Get VR Focus State")) static void GetVRFocusState ( bool & bUseFocus, bool & bHasFocus )


description:
Returns the World to Meters scale, which corresponds to the scale of the world as perceived by the player
How many Unreal units correspond to one meter in the real world

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(WorldContext="WorldContext")) static float GetWorldToMetersScale ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext )


description:
Returns the flags for the device, so scripts can modify their behaviour appropriately
IsAR, IsTablet, IsHeadMounted. Returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay") static int32 GetXRSystemFlags()


description: If the HMD supports positional tracking, whether or not we are currently being tracked

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay") static bool HasValidTrackingPosition()


description: Cross XR-System query that returns whether the specified device is tracked or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static bool IsDeviceTracking ( const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId )


description:
Returns whether or not we are currently using the head mounted display.
(Boolean) status of HMD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(KeyWords="HMD")) static bool IsHeadMountedDisplayEnabled()


description: Returns true, if HMD is in low persistence mode. 'false' otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(DeprecatedFunction, DeprecationMessage="This functionality is no longer available. HMD platforms that support low persistence will always enable it.")) static bool IsInLowPersistenceMode()


description: Return true if spectator screen mode control is available.


description:
Returns whether or not the HMD hardware is connected and ready to use. It may or may not actually be in use.
(Boolean) status whether the HMD hardware is connected and ready to use. It may or may not actually be in use.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|HeadMountedDisplay", Meta=(KeyWords="HMD")) static bool IsHeadMountedDisplayConnected()


description: Resets orientation by setting roll and pitch to 0, assuming that current yaw is forward direction and assuming current position as a 'zero-point' (for positional tracking).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay") static void ResetOrientationAndPosition ( float Yaw, [EOrientPositionSelector::Type](API\Runtime\HeadMountedDisplay\EOrientPositionSelector__Type) Options )


description: Sets near and far clipping planes (NCP and FCP) for stereo rendering. Similar to 'stereo ncp= fcp' console command, but NCP and FCP set by this call won't be saved in .ini file.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay") static void SetClippingPlanes ( float Near, float Far )


description: Setup the layout for ESpectatorScreenMode::TexturePlusEye.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay|SpectatorScreen") static void SetSpectatorScreenModeTexturePlusEyeLayout ( FVector2D EyeRectMin, FVector2D EyeRectMax, FVector2D TextureRectMin, FVector2D TextureRectMax, bool bDrawEyeFirst, bool bClearBlack, bool bUseAlpha )


description: Sets the social screen mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay|SpectatorScreen") static void SetSpectatorScreenMode ( ESpectatorScreenMode Mode )


description: Change the texture displayed on the social screen

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay|SpectatorScreen") static void SetSpectatorScreenTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


description: Sets current tracking origin type (eye level or floor level).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay") static void SetTrackingOrigin ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EHMDTrackingOrigin::Type](API\Runtime\HeadMountedDisplay\EHMDTrackingOrigin__Type) > Origin )


description: Sets the World to Meters scale, which changes the scale of the world as perceived by the player

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay", Meta=(WorldContext="WorldContext")) static void SetWorldToMetersScale ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContext, float NewScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|HeadMountedDisplay") static void SetXRDisconnectDelegate ( const [FXRDeviceOnDisconnectDelegate](API\Plugins\XRBase\FXRDeviceOnDisconnectDelegate) & InDisconnectedDelegate )


description: Hook up a delegate to get an OpenXR action event with action time. For a boolean input the the 'value' parameter of the delegate will be 1.0 for a press and 0.0 for a release. For an analog input the value's range is action and platform specific. Use in combination with GetControllerTransformForTime for potentially improved temporal transform precision and velocity data. "Left Grip" is an example of a valid ActionName. Note: this is likely to be replaced by native support for event times in the core input system at some time in the future.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|XRTracking") static void SetXRTimedInputActionDelegate ( const [FName](API\Runtime\Core\UObject\FName) & ActionName, const [FXRTimedInputActionDelegate](API\Plugins\XRBase\FXRTimedInputActionDelegate) & InDelegate )


description: Called after calibration to attempt to pull the internal tracker (e.g. HMD tracking) in line with the external tracker (e.g. mocap tracker). This will set the internal tracker's base offset and rotation to match and realign the two systems. This can be called every tick, or whenever realignment is desired. Note that this may cause choppy movement if the two systems diverge relative to each other, or a big jump if called infrequently when there has been significant drift

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|HeadMountedDisplay|ExternalTracking") static void UpdateExternalTrackingHMDPosition ( const FTransform & ExternalTrackingTransform )


code: UHeadMountedDisplayFunctionLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UHeadMountedDisplayFunctionLibrary


description: Disable tracking of the specified controller, by player index and tracked device type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking", Meta=(DeprecatedFunction, DeprecationMessage="EControllerHand has been deprecated, please use DisableMotionTrackingOfSource instead.")) static void DisableMotionTrackingOfDevice ( int32 PlayerIndex, EControllerHand Hand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static void DisableMotionTrackingOfSource ( int32 PlayerIndex, [FName](API\Runtime\Core\UObject\FName) SourceName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static void DisableMotionTrackingForComponent ( const class [UMotionControllerComponent](API\Runtime\HeadMountedDisplay\UMotionControllerComponent) * MotionControllerComponent )


description: Disable tracking for all controllers.


description: Disable tracking for all controllers associated with the specified player.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static void DisableMotionTrackingOfControllersForPlayer ( int32 PlayerIndex )


description:
Enable tracking of the specified controller, by player index and tracked device type.
(Boolean) true if the specified device is now set to be tracked. This could fail due to tracking limits, or on invalid input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static bool EnableMotionTrackingForComponent ( class [UMotionControllerComponent](API\Runtime\HeadMountedDisplay\UMotionControllerComponent) * MotionControllerComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking", Meta=(DeprecatedFunction, DeprecationMessage="EControllerHand has been deprecated, please use EnableMotionTrackingOfSource instead.")) static bool EnableMotionTrackingOfDevice ( int32 PlayerIndex, EControllerHand Hand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static bool EnableMotionTrackingOfSource ( int32 PlayerIndex, [FName](API\Runtime\Core\UObject\FName) SourceName )


description: Returns the system name used to distinguish the current tracking system. If no XR tracking system is active, then the name 'None' is returned.


description: Returns a list of all available motion sources (FNames associated with discrete tracking data that can be used to drive MotionControllerComponents).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > EnumerateMotionSources()


description:
Get the maximum number of controllers that can be tracked.
(int) number of controllers that can be tracked, or -1 if there is no limit (IsMotionTrackedDeviceCountManagementNecessary()should return false).


description:
Get the number of controllers for which tracking is enabled.
(int) number of controllers tracked now, or -1 if this query is unsupported (IsMotionTrackedDeviceCountManagementNecessary()should return false).


description:
Queries the specified source's tracking status and returns true if it has tracking.
Tracking status of the specified controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static bool IsMotionSourceTracking ( int32 PlayerIndex, [FName](API\Runtime\Core\UObject\FName) SourceName )


description:
Returns true if it is necessary for the game to manage how many motion tracked devices it is asking to be tracked simultaneously. On some platforms this is unnecessary because all supported devices can be tracked simultaneously.
(Boolean) true if the game might need to manage which motion tracked devices are actively tracked.


description:
Returns true if tracking is enabled for the specified device.
(Boolean) true if the specified device is set to be tracked.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|MotionTracking", Meta=(DeprecatedFunction, DeprecationMessage="EControllerHand has been deprecated, please use IsMotionTrackingEnabledForSource instead.")) static bool IsMotionTrackingEnabledForDevice ( int32 PlayerIndex, EControllerHand Hand )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|MotionTracking") static bool IsMotionTrackingEnabledForSource ( int32 PlayerIndex, [FName](API\Runtime\Core\UObject\FName) SourceName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Input|MotionTracking") static bool IsMotionTrackingEnabledForComponent ( const class [UMotionControllerComponent](API\Runtime\HeadMountedDisplay\UMotionControllerComponent) * MotionControllerComponent )


description: Set whether motion tracked controllers activate on creation by default, or do not and must be explicitly activated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|MotionTracking") static void SetIsControllerMotionTrackingEnabledByDefault ( bool Enable )


code: UMotionTrackedDeviceFunctionLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: FVRNotificationsDelegate

code: class FVRNotificationsDelegate


className: UMotionTrackedDeviceFunctionLibrary


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: UVRNotificationsComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UVRNotificationsComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(BlueprintSpawnableComponent), ClassGroup=HeadMountedDisplay) class UVRNotificationsComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

HMDConnectCanceledDelegate

type: FVRNotification...

description: This will be called when the user declines to connect the HMD when prompted to do so by a system dialog. (PS4 Only)

HMDLostDelegate

description: This will be called when connection to HMD is lost.

HMDPutOnHeadDelegate

description: This will be called when the HMD detects that it has been put on by a player.

HMDRecenteredDelegate

description: This will be called when the application is asked for VR headset recenter.

HMDReconnectedDelegate

description: This will be called when connection to HMD is restored.

HMDRemovedFromHeadDelegate

description: This will be called when the HMD detects that it has been taken off by a player (disconnecting the hmd also causes it to register as taken off).

HMDTrackingInitializedDelegate

description: This will be called on Morpheus when the HMD is done initializing and therefore reprojection will start functioning.

description: This will be called on Morpheus if the HMD starts up and is not fully initialized (in NOT_STARTED or CALIBRATING states).

VRControllerRecenteredDelegate

description: This will be called when the VR system recenters a controller.

XRInteractionProfileChangedDelegate

description: This will be called whenever the interaction profile is altered.

XRPlayAreaChangedDelegate

description: This will be called whenever the play area is altered.

XRTrackingOriginChangedDelegate

description: This will be called whenever the tracking origin is altered.


description:
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.
A new component representing the specified device (invalid/null if a model for the device doesn't exist).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|Devices", Meta=(DefaultToSelf="Target")) static [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * AddDeviceVisualizationComponentBlocking ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId, bool bManualAttachment, const FTransform & RelativeTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="XR|Devices", Meta=(DefaultToSelf="Target")) static [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * AddNamedDeviceVisualizationComponentBlocking ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FName](API\Runtime\Core\UObject\FName) SystemName, const [FName](API\Runtime\Core\UObject\FName) DeviceName, bool bManualAttachment, const FTransform & RelativeTransform, [FXRDeviceId](API\Runtime\HeadMountedDisplay\FXRDeviceId) & XRDeviceId )


code: UXRAssetFunctionLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UXRAssetFunctionLibrary

description: UXRAssetFunctionLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UXRAssetFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


description: Whether this component can be displayed, depending on whether the parent MotionController has activated its rendering.

code: bool CanDeviceBeDisplayed()


className: EModelLoadStatus

code: enum EModelLoadStatus { Unloaded, Pending, InProgress, Complete, }


description: Callback for asynchronous display model loads (to set materials, etc.)

code: void OnDisplayModelLoaded ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * DisplayComponent )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetCustomDisplayMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * NewDisplayMesh )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetDisplayModelSource ( const [FName](API\Runtime\Core\UObject\FName) NewDisplayModelSource )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter, Category="MotionController") void SetIsRenderingActive ( bool bRenderingIsActive )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetIsVisualizationActive ( bool bNewVisualizationState )


code: void SetMaterials ( int32 MatCount )


code: UXRDeviceVisualizationComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )