// @lint-ignore-every LICENSELINT // Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/SceneComponent.h" #include "OculusXRLegacyPoseTransformComponent.generated.h" static const FQuat OculusPoseToGripRotation = FQuat(FVector(0, 1, 0), -FMath::DegreesToRadians(double(60))); static const FVector OculusPoseToGripPosition = FVector(-0.04, 0, -0.03); /** * Handles conversion of components created for the legacy Oculus controller pose into * the OpenXR Grip pose. Attach components that need to be transformed under this component. */ UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = OculusHand, DisplayName = "OculusXR Legacy Pose Transform Component") class OCULUSXRINPUT_API UOculusXRLegacyPoseTransformComponent : public USceneComponent { GENERATED_UCLASS_BODY() public: /** * Applies the transformation from legacy Oculus pose to OpenXR grip pose onto the parent component. */ virtual void BeginPlay() override; };