Device Pose

Introduction

You can get device poses through VIVE Wave™ plugin or Unreal Motion Controller .

VIVE Wave™ Plugin (Supports Left-Handed Mode)

VIVE Wave™ plugin provides the blueprint function library as below:

../_images/Unreal_WaveVR_Input_BlueprintFunctionLibrary.png

For example, you can use GetWaveVRInputDeviceOrientation to get the controller rotation.

In C++ code:

FRotator UWaveVRInputFunctionLibrary::GetWaveVRInputDeviceOrientation(EWVR_DeviceType device)

In blueprint:

../_images/Unreal_WaveVR_GetWaveVRInputDeviceOrientation.png

In left-handed mode, the right poses are retrieved from the left connected device and the left poses are retrieved from the right connected device.

VIVE Wave™ Plugin handles the hand-switch automatically.

Motion Controller

Please refer to Unreal Motion Controller .

Note

The Motion Controller does not support left-handed mode automatically.

Considering a situation: There is only one controller connected. The controller has the Right type in right-handed mode and Left in left-handed mode.

You will have to know about the current mode to decide which type of the Motion Controller should be used.

The API bool UWaveVRBlueprintFunctionLibrary::IsLeftHandedMode() will return true if current mode is left-handed.

Follow HMD

This option takes effect only when the device is rotation-only (3DoF).

  • True: The device moves following the head even when being put on a table.
  • False: The device does NOT follow the head.

Simulate Position

  • When No Position: Use simulation positions when the device is rotation-only (3DoF).
  • Force Simulation: Use simulation positions anyway.
  • No Simulation: Use real positions.