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-Previous code said that the first PIE world was allowed to track the HMD. However sometimes the first PIE world is a dedicated server. Now the first non-dedicated-server PIE world gets HMD tracking. -This fix is a bit ugly to fit with hotfix rules. I think it would be better to cache this value somewhere, but didn't see anywhere that was not a public header. #jira UE-147360 [REVIEW] #rb Arciel.Rekman #preflight none #ROBOMERGE-AUTHOR: jeff.fisher #ROBOMERGE-SOURCE: CL 19929072 in //UE5/Release-5.0/... via CL 19930613 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) [CL 19932812 by jeff fisher in ue5-main branch]
57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "IXRTrackingSystem.h"
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#include "IHeadMountedDisplay.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "Kismet/GameplayStatics.h"
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void IXRTrackingSystem::GetHMDData(UObject* WorldContext, FXRHMDData& HMDData)
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{
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HMDData.bValid = true;
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HMDData.DeviceName = GetHMDDevice() ? GetHMDDevice()->GetHMDName() : GetSystemName();
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HMDData.ApplicationInstanceID = FApp::GetInstanceId();
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bool bIsTracking = IsTracking(IXRTrackingSystem::HMDDeviceId);
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HMDData.TrackingStatus = bIsTracking ? ETrackingStatus::Tracked : ETrackingStatus::NotTracked;
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APlayerCameraManager* CameraManager = UGameplayStatics::GetPlayerCameraManager(WorldContext, 0);
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if (CameraManager)
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{
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HMDData.Rotation = CameraManager->GetCameraRotation().Quaternion();
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HMDData.Position = CameraManager->GetCameraLocation();
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}
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//GetCurrentPose(0, HMDVisualizationData.Rotation, HMDVisualizationData.Position);
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}
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bool IXRTrackingSystem::IsHeadTrackingAllowedForWorld(UWorld& World) const
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{
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#if WITH_EDITOR
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// For VR PIE only the first instance uses the headset
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// This implementation is constrained by hotfix rules. It would be better to cache this somewhere.
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if (!IsHeadTrackingAllowed())
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{
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return false;
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}
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if (World.WorldType != EWorldType::PIE)
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{
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return true;
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}
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// If we are a pie instance then the first pie world that is not a dedicated server uses head tracking
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const int32 MyPIEInstanceID = World.GetOutermost()->GetPIEInstanceID();
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for (const FWorldContext& WorldContext : GEngine->GetWorldContexts())
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{
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if (WorldContext.WorldType == EWorldType::PIE && WorldContext.RunAsDedicated == false && WorldContext.World())
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{
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return WorldContext.World()->GetOutermost()->GetPIEInstanceID() == MyPIEInstanceID;
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}
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}
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return false;
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#else
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return IsHeadTrackingAllowed();
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#endif
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}
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