UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IEyeTracker Class Referenceabstract

#include <IEyeTracker.h>

Public Member Functions

virtual void SetEyeTrackedPlayer (APlayerController *PlayerController)=0
 
virtual bool GetEyeTrackerGazeData (FEyeTrackerGazeData &OutGazeData) const =0
 
virtual bool GetEyeTrackerStereoGazeData (FEyeTrackerStereoGazeData &OutGazeData) const =0
 
virtual EEyeTrackerStatus GetEyeTrackerStatus () const =0
 
virtual bool IsStereoGazeDataAvailable () const =0
 

Member Function Documentation

◆ GetEyeTrackerGazeData()

virtual bool IEyeTracker::GetEyeTrackerGazeData ( FEyeTrackerGazeData OutGazeData) const
pure virtual

Returns gaze data for the given player controller.

Returns
true if returning valid data, false if gaze data was unavailable

◆ GetEyeTrackerStatus()

virtual EEyeTrackerStatus IEyeTracker::GetEyeTrackerStatus ( ) const
pure virtual

Returns information about the status of the current device.

◆ GetEyeTrackerStereoGazeData()

virtual bool IEyeTracker::GetEyeTrackerStereoGazeData ( FEyeTrackerStereoGazeData OutGazeData) const
pure virtual

Returns stereo gaze data for the given player controller (contains data for each eye individually).

Returns
true if returning valid data, false if stereo gaze data was unavailable

◆ IsStereoGazeDataAvailable()

virtual bool IEyeTracker::IsStereoGazeDataAvailable ( ) const
pure virtual

Returns true if the current device can provide per-eye gaze data, false otherwise.

◆ SetEyeTrackedPlayer()

virtual void IEyeTracker::SetEyeTrackedPlayer ( APlayerController PlayerController)
pure virtual

Specifies player being eye-tracked. This is not necessary for all devices, but is necessary for some to determine viewport properties, etc.. Implementing class should cache this locally as it doesn't need to be called every tick.


The documentation for this class was generated from the following file: