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SteamVR Input Function Library

Rune Berg edited this page Jun 6, 2019 · 1 revision

SteamVR Input Device Function Library Class Reference

  • static FSteamVRInputDevice * GetSteamVRInputDevice ()
  • static void GetFingerCurlsAndSplays (EHand Hand, FSteamVRFingerCurls &FingerCurls, FSteamVRFingerSplays &FingerSplays, ESkeletalSummaryDataType SummaryDataType=ESkeletalSummaryDataType::VR_SummaryType_FromAnimation)
  • static void PlaySteamVR_HapticFeedback (ESteamVRHand Hand, float StartSecondsFromNow, float DurationSeconds=1.f, float Frequency=1.f, float Amplitude=0.5f)
  • static void GetCurlsAndSplaysState (bool &LeftHandState, bool &RightHandState)
  • static void GetSkeletalState (bool &LeftHandState, bool &RightHandState)
  • static void GetControllerFidelity (EControllerFidelity &LeftControllerFidelity, EControllerFidelity &RightControllerFidelity)
  • static void SetCurlsAndSplaysState (bool NewLeftHandState, bool NewRightHandState)
  • static void GetPoseSource (bool &bUsingSkeletonPose)
  • static void SetPoseSource (bool bUseSkeletonPose)
  • static void GetSkeletalTransform ( FSteamVRSkeletonTransform &LeftHand, FSteamVRSkeletonTransform &RightHand, bool bWithController=false)
  • static void GetLeftHandPoseData (FVector &Position, FRotator &Orientation, FVector &AngularVelocity, FVector &Velocity)
  • static void GetRightHandPoseData (FVector &Position, FRotator &Orientation, FVector &AngularVelocity, FVector &Velocity)
  • static void GetSteamVR_ActionArray (TArray< FSteamVRAction > &SteamVRActions)
  • static void FindSteamVR_Action (FName ActionName, bool &bResult, FSteamVRAction &FoundAction, FSteamVRActionSet &FoundActionSet, FName ActionSet=FName("main"))
  • static void GetSteamVR_ActionSetArray (TArray< FSteamVRActionSet > &SteamVRActionSets)
  • static bool GetSteamVR_OriginTrackedDeviceInfo ( FSteamVRAction SteamVRAction, FSteamVRInputOriginInfo &InputOriginInfo)
  • static void FindSteamVR_OriginTrackedDeviceInfo (FName ActionName, bool &bResult, FSteamVRInputOriginInfo &InputOriginInfo, FName ActionSet=FName("main"))
  • static void GetSteamVR_OriginLocalizedName ( FSteamVRAction SteamVRAction, TArray< ESteamVRInputStringBits > LocalizedParts, FString &OriginLocalizedName)
  • static void ShowSteamVR_ActionOrigin ( FSteamVRAction SteamVRAction, FSteamVRActionSet SteamVRActionSet)
  • static bool FindSteamVR_ActionOrigin (FName ActionName, FName ActionSet=FName("main"))
  • static bool GetSteamVR_HandPoseRelativeToNow (FVector &Position, FRotator &Orientation, ESteamVRHand Hand=ESteamVRHand::VR_Left, float PredictedSecondsFromNow=0.f)
  • static float GetSteamVR_GlobalPredictedSecondsFromNow ()
  • static float SetSteamVR_GlobalPredictedSecondsFromNow (float NewValue)
  • static void ShowAllSteamVR_ActionOrigins ()
  • static bool ResetSeatedPosition ()
  • static FTransform GetUETransform (VRBoneTransform_t SteamBoneTransform)
  • static void RegenActionManifest ()
  • static void RegenControllerBindings ()
  • static void ReloadActionManifest ()
  • static void LaunchBindingsURL ()

Detailed Description

Definition at line 312 of file SteamVRInputDeviceFunctionLibrary.h.

Member Function Documentation

void USteamVRInputDeviceFunctionLibrary::FindSteamVR_Action (FName ActionName, bool & bResult, FSteamVRAction & FoundAction, FSteamVRActionSet & FoundActionSet, FName ActionSet = FName("main"))[static]

Search for a valid action matching the given action name and action set

Parameters:
ActionName - The name of the action to look for (e.g. TeleportLeft)
ActionSet - The name of the action set that the action belongs to (e.g. main). Default is "main"
Returns:

bresult - The result of the search

FoundAction - The action if found

FoundActionSet - The action set if found

Definition at line 352 of file SteamVRInputDeviceFunctionLibrary.cpp.

bool USteamVRInputDeviceFunctionLibrary::FindSteamVR_ActionOrigin (FName ActionName, FName ActionSet = FName("main"))[static]

Search and show the current binding of a provided action name and action set in the user's HMD

Parameters:
SteamVRAction - The action that we will lookup the current binding for
SteamVRActionSet - The action set that the action belongs to. Defaults to "main"

Definition at line 510 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::FindSteamVR_OriginTrackedDeviceInfo (FName ActionName, bool & bResult, FSteamVRInputOriginInfo & InputOriginInfo, FName ActionSet = FName("main"))[static]

Find and return information about the tracked device associated from the input source.

Parameters:
SteamVRAction - The action that's the source of the input
Returns:

InputOriginInfo - The origin info of the action

bool - whether the operation is successful or not

Definition at line 430 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetControllerFidelity (EControllerFidelity & LeftControllerFidelity, EControllerFidelity & RightControllerFidelity)[static]

Retrieve skeletal tracking level for all controllers

Returns:

LeftControllerFidelity - The skeletal tracking level of the left controller

RightControllerFidelity - The skeletal tracking level of the right controller

Definition at line 133 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetCurlsAndSplaysState (bool & LeftHandState, bool & RightHandState)[static]

Check Whether or not Curls and Splay values are being retrieved per frame from the SteamVR Input System

Returns:

LeftHandState - Whether or not curls and splay values are being retrieved from the left hand

RightHandState - Whether or not curls and splay values are being retrieved from the right hand

Definition at line 113 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetFingerCurlsAndSplays (EHand Hand, FSteamVRFingerCurls & FingerCurls, FSteamVRFingerSplays & FingerSplays, ESkeletalSummaryDataType SummaryDataType = ESkeletalSummaryDataType::VR_SummaryType_FromAnimation)[static]

Get the finger curl and splay for a give hand in the current frame

Parameters:
Hand - Which hand to get the finger curls and splay values for
FingerCurls - Curl values for each finger pair this frame

Definition at line 661 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetLeftHandPoseData (FVector & Position, FRotator & Orientation, FVector & AngularVelocity, FVector & Velocity)[static]

Retrieve the left hand pose information - position, orientation and velocities

Returns:

Position - Translation from the pose data matrix in UE coordinates

Orientation - Orientation derived from the pose data matrix in UE coordinates

AngularVelocity - The angular velocity of the hand this frame

Velocity - The velocity of the hand this frame

Definition at line 305 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetPoseSource (bool & bUsingSkeletonPose)[static]

Check whether we are using a skeleton pose or the raw controller pose for the orientation and position of the motion controller

Parameters:
bUseSkeletonPose - Whether or not we are using the skeleton pose instead of the controller raw pose

Definition at line 189 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetRightHandPoseData (FVector & Position, FRotator & Orientation, FVector & AngularVelocity, FVector & Velocity)[static]

Retrieve the right hand pose information - position, orientation and velocities

Returns:

Position - Translation from the pose data matrix in UE coordinates

Orientation - Orientation derived from the pose data matrix in UE coordinates

AngularVelocity - The angular velocity of the hand this frame

Velocity - The velocity of the hand this frame

Definition at line 314 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetSkeletalState (bool & LeftHandState, bool & RightHandState)[static]

Check Whether or not controllers attached to either hand have Skeletal Input support

Returns:

LeftHandState - Whether or not the controller attached to the player's left hand have skeletal input support

RightHandState - Whether or not the controller attached to the player's right hand have skeletal input support

Definition at line 123 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetSkeletalTransform (FSteamVRSkeletonTransform & LeftHand, FSteamVRSkeletonTransform & RightHand, bool bWithController = false)[static]

Retrieve the live skeletal input bone values from SteamVR

Returns:

LeftHand - Per bone transform values for the left hand skeleton

RightHand - Per bone transform values for the right hand skeleton

Parameters:
bWithController - Whether or not retrieve skeletal input values with controller
bXAxisForward - Whether or not the Skeleton has the X axis facing forward

Definition at line 207 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetSteamVR_ActionArray (TArray< FSteamVRAction > & SteamVRActions)[static]

Retrieve the input actions for this project

Returns:

SteamVRActions - Input actions defined in this project

Definition at line 323 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetSteamVR_ActionSetArray (TArray< FSteamVRActionSet > & SteamVRActionSets)[static]

Retrieve the input action sets for this project

Returns:

SteamVRActionSets - Input action sets defined in this project

Definition at line 392 of file SteamVRInputDeviceFunctionLibrary.cpp.

float USteamVRInputDeviceFunctionLibrary::GetSteamVR_GlobalPredictedSecondsFromNow ()[static]

Returns the the current value of the global PredictedSecondsFromNow use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f triggers a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow is called with this value

Returns:

float - The current Predicted Seconds From Now from the SteamVRInput device

Definition at line 580 of file SteamVRInputDeviceFunctionLibrary.cpp.

bool USteamVRInputDeviceFunctionLibrary::GetSteamVR_HandPoseRelativeToNow (FVector & Position, FRotator & Orientation, ESteamVRHand Hand = ESteamVRHand::VR_Left, float PredictedSecondsFromNow = 0.f)[static]

Returns the data for the hand transform at any point in time from current time, given a relative number of seconds

Parameters:
Hand - The hand that we're going to retrieve the transform for
Returns:

Position - The position of the hand at the point in time, given a relative number of seconds, from the current time

Orientation - The rotation of the hand at the point in time, given a relative number of seconds, from the current time

bool - Whether or not the call was succesful

Definition at line 528 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::GetSteamVR_OriginLocalizedName (FSteamVRAction SteamVRAction, TArray< ESteamVRInputStringBits > LocalizedParts, FString & OriginLocalizedName)[static]

Retrieve the localized name of the origin of a given action (e.g. "Left Hand Index Controller Trackpad")

Parameters:
SteamVRAction - The action that we will lookup the last active origin for
LocalizedParts - Bitfields to specify which origin parts to return
Returns:

OriginLocalizedName - The localized name of the origin of a given action (e.g. "Left Hand Index Controller Trackpad")

Definition at line 444 of file SteamVRInputDeviceFunctionLibrary.cpp.

bool USteamVRInputDeviceFunctionLibrary::GetSteamVR_OriginTrackedDeviceInfo (FSteamVRAction SteamVRAction, FSteamVRInputOriginInfo & InputOriginInfo)[static]

Returns information about the tracked device associated from the input source.

Parameters:
SteamVRAction - The action that's the source of the input
Returns:

InputOriginInfo - The origin info of the action

bool - whether the operation is successful or not

Definition at line 402 of file SteamVRInputDeviceFunctionLibrary.cpp.

FSteamVRInputDevice * USteamVRInputDeviceFunctionLibrary::GetSteamVRInputDevice ()[static]

Retrieve the first available SteamVR Input device currently active in a game

Definition at line 759 of file SteamVRInputDeviceFunctionLibrary.cpp.

FTransform USteamVRInputDeviceFunctionLibrary::GetUETransform (VRBoneTransform_t SteamBoneTransform)[static]

Get the SteamVR Bone Transform value in UE coordinates

Parameters:
SteamBoneTransform - The SteamVR Bone Transform value to get the UE coordinates for

Definition at line 633 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::LaunchBindingsURL ()[static]

Open the SteamVR Controller Input Dashboard in the user::s default browser

Definition at line 650 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::PlaySteamVR_HapticFeedback (ESteamVRHand Hand, float StartSecondsFromNow, float DurationSeconds = 1.f, float Frequency = 1.f, float Amplitude = 0.5f)[static]

Generate haptic feedback in the requested controller

Parameters:
Hand - Which hand to send the controller feedback to
StartSecondsFromNow - When to start the haptic feedback
DurationSeconds - How long to have the haptic feedback active
Frequency - Frequency used in the haptic feedback
Amplitude - Amplitude used in the haptic feedback

Definition at line 40 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::RegenActionManifest ()[static]

Regenerate the action manifest used by SteamVR Input System

Definition at line 80 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::RegenControllerBindings ()[static]

Regenerate Controller Bindings for supported SteamVR Controller types

Definition at line 91 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::ReloadActionManifest ()[static]

Live reload the action manifest and register it to the SteamVR Input System

Definition at line 102 of file SteamVRInputDeviceFunctionLibrary.cpp.

bool USteamVRInputDeviceFunctionLibrary::ResetSeatedPosition ()[static]

Sets the zero pose for the seated tracker coordinate system to the current position and yaw of the HMD. After this call, calls that pass TrackingUniverseSeated as the origin will be relative to this new zero pose.

NOTE: This function overrides the user's previously saved seated zero pose and should only be called as the result of a user action. Users are also able to set their seated zero pose via the SteamVR Dashboard.

Definition at line 615 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::SetCurlsAndSplaysState (bool NewLeftHandState, bool NewRightHandState)[static]

Tell SteamVR Whether or not to retrieve Curls and Splay values per frame

Parameters:
NewLeftHandState - Whether or not curls and splay values will be retrieved for the left hand
NewRightHandState - Whether or not curls and splay values will be retrieved for the right hand

Definition at line 179 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::SetPoseSource (bool bUseSkeletonPose)[static]

Set whether to use skeleton pose or the raw controller pose for the orientation and position of the motion controller

Parameters:
bUseSkeletonPose - Whether or not to use the skeleton pose instead of the controller raw pose

Definition at line 198 of file SteamVRInputDeviceFunctionLibrary.cpp.

float USteamVRInputDeviceFunctionLibrary::SetSteamVR_GlobalPredictedSecondsFromNow (float NewValue)[static]

Sets the the current value of the global PredictedSecondsFromNow to use in any Get Pose Action Data calls (i.e. Getting controller transform) A value of -9999.f will trigger a GetPoseActionDataForNextFrame, otherwise GetPoseActionRelativeToNow will be called with this value

Parameters:
NewValue - The value for PredictedSecondsFromNow that will be used by the SteamVRInput device for Get Action Pose Data calls
Returns:

float - The current Predicted Seconds From Now from the SteamVRInput device

Definition at line 594 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::ShowAllSteamVR_ActionOrigins ()[static]

Shows all current bindings for the current controller in the user's headset

Definition at line 609 of file SteamVRInputDeviceFunctionLibrary.cpp.

void USteamVRInputDeviceFunctionLibrary::ShowSteamVR_ActionOrigin (FSteamVRAction SteamVRAction, FSteamVRActionSet SteamVRActionSet)[static]

Show the current binding of a given action in the user's HMD

Parameters:
SteamVRAction - The action that we will lookup the current binding for
SteamVRActionSet - The action set that the action belongs to

Definition at line 491 of file SteamVRInputDeviceFunctionLibrary.cpp.

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