Determine Shared World Data

Determine Shared World Data

Windows
MacOS
Linux

Determine which pins should be used for shared world aligment of all clients.

The result can be set to AMagicLeapSharedWorldGameMode::SharedWorldData. Calling SendSharedWorldDataToClients() will replicate these local pins to all clients. Calling SelectChosenOne() can select a certain client to be pseudo-authoritative i.e. all other clients will align to its coordinate space. This function is a BlueprintNativeEvent, override to implement a custom behavior. Default implementation -> simple selection of pins common in all connected non-spectator clients, with their confidence value thresholded by PinSelectionConfidenceThreshold

Target is Magic Leap Shared World Game Mode

Determine Shared World Data
Target
New Shared World Data

Inputs

In
Exec
Target
Magic Leap Shared World Game Mode Object Reference

Outputs

Out
Exec
New Shared World Data
Magic Leap Shared World Shared Data Structure

Output param containing the list of common pins.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback