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MRUtilityKit.h File

Enumeration Types

Enumeration EMRUKSceneModel

V1
No description available
V2
No description available
V2FallbackV1
No description available

Enumeration EMRUKInitStatus

None
Not Initialized.
Busy
Is busy Initializing.
Complete
Has finished Initializing.
Failed
Failed to initialize.

Enumeration EMRUKCoordModeU

Metric
The texture coordinates start at 0 and increase by 1 unit every meter.
MetricSeamless
The texture coordinates start at 0 and increase by 1 unit every meter but are adjusted to end on a whole number to avoid seams.
MaintainAspectRatio
The texture coordinates are adjusted to the other dimensions to ensure the aspect ratio is maintained.
MaintainAspectRatioSeamless
The texture coordinates are adjusted to the other dimensions to ensure the aspect ratio is maintained but are adjusted to end on a whole number to avoid seams.
Stretch
The texture coordinates range from 0 to 1.

Enumeration EMRUKCoordModeV

Metric
The texture coordinates start at 0 and increase by 1 unit every meter.
MaintainAspectRatio
The texture coordinates are adjusted to the other dimensions to ensure the aspect ratio is maintained.
Stretch
The texture coordinates range from 0 to 1.

Enumeration EMRUKSpawnerSelectionMode

Random
Pick one at random.
ClosestSize
Pick the closest size.
Custom
Used in the AMRUKAnchorActorSpawner to allow for a custom selection mode.

Enumeration EMRUKSpawnerScalingMode

Stretch
Stretch each axis to exactly match the size of the Plane/Volume.
UniformScaling
Scale each axis by the same amount to maintain the correct aspect ratio.
UniformXYScale
Scale the X and Y axes uniformly but the Z scale can be different.
NoScaling
Don't perform any scaling.
Custom
Used in the AMRUKAnchorActorSpawner to allow for a custom scaling.

Enumeration EMRUKAlignMode

None
Do not perform any alignment.
Default
Align the bottom of the bounding boxes and center the rest.
CenterOnCenter
Center the bounding box in the anchor bounding box.
BottomOnBottom
Align the bottom of the bounding boxes and center the rest.
TopOnTop
Align the top of the bounding boxes and center the rest.
LeftOnLeft
Align the left of the bounding boxes and center the rest.
RightOnRight
Align the right of the bounding boxes and center the rest.
FrontOnFront
Align the front of the bounding boxes and center the rest.
BackOnBack
Align the back of the bounding boxes and center the rest.
BottomOnTop
Align the top to the bottom of the anchor bounding box and center the rest.
TopOnBottom
Align the bottom to the top of the anchor bounding box and center the rest.
LeftOnRight
Align the left to the right of the anchor bounding box and center the rest.
RightOnLeft
Align the right to the left of the anchor bounding box and center the rest.
FrontOnBack
Align the front to the back of the anchor bounding box and center the rest.
BackOnFront
Align the back to the front of the anchor bounding box and center the rest.
Custom
Use custom alignment mode.

Enumeration EMRUKComponentType

This enum is used to specify the component type, scene anchors can either have plane or volume components associated with them or both.
None
No component type.
Plane
Plane component type.
Volume
Volume component type.
Mesh
Mesh component type.
All
All component types.

Enumeration EMRUKFallbackToProceduralOverwrite

This enum is used to specify the fallback behaviour when spawning a scene actor. Specify whether to fallback to a procedural mesh or not.
Default
Don't override the fallback to procedural standard behaviour.
Fallback
Fallback to a procedural mesh.
NoFallback
Don't fallback to a procedural mesh.

Enumeration EMRUKSpawnMode

This spawnmode controls how the MR Utility Kit handles spawning actors in the scene, either for all rooms, only for the current room or not at all.
None
Do not spawn anything on loading a scene or rooms.
CurrentRoomOnly
Will only take the current room into account. This enables legacy single room behaviour. Keep in mind that if your experience loads multiple rooms and you use that mode the behaviour might be undefined.
AllRooms
Spawn in every room and keep on spawning whenever a new room was discovered.

Enumeration EMRUKEnvironmentRaycastHitStatus

This enum is used to specify the environment raycast hit status. It indicates whether a raycast hit an object, missed, or encountered other conditions such as occlusion or being outside the field of view.
Hit
Indicates that the raycast hit the depth.
NoHit
Indicates that the raycast did not hit the depth.
HitPointOccluded
Indicates that the hit point is occluded.
HitPointOutsideFov
Indicates that the hit point is outside the field of view.
RayOccluded
Indicates that the ray itself is occluded by depth.
Failure
Indicates a failure in the raycasting process. This status indicates a failure in the raycasting process, which can occur if the raycaster fails to initialize or encounters an unexpected error.

Enumeration EMRUKEnvironmentRaycasterStatus

This enum is used to specify the status of the environment raycaster. It indicates whether the raycaster is stopped, in the process of being created, or ready for use.
Stopped
Indicates that the raycaster is stopped.
Creating
Indicates that the raycaster is in the process of being created.
Ready
Indicates that the raycaster is ready for use.

Functions

DECLARE_LOG_CATEGORY_EXTERN
( LogMRUK ,
Log ,
All )
ENUM_CLASS_FLAGS
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