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Overview

This guide covers accessing the LCK subsystem and service, tablet actor lifecycle, widget component setup, and async callback patterns.

Accessing LCK Service

Via World Subsystem

The recommended way to access LCK functionality:

From Any Actor

Blueprint Access


Tablet Lifecycle

Spawning

Destruction

Lifecycle Events


Enabling Grabbing

The UI doesn’t handle grabbing mechanics. Grabbing is game-specific and it’s up to developers to integrate. Here’s an example using the GrabComponent from Unreal’s VR Template. Make sure you call GrabStarted and GrabEnded methods on LCKTablet. You can set them up in C++ or Blueprint. GrabComponent setup

Widget Component Setup

ULCKWidgetComponent

The tablet uses a widget component for its 3D UI:

Collision Setup


Weak Pointer Patterns

For safe async callbacks, always use weak pointers:

TWeakObjectPtr Pattern

TWeakPtr for Shared Pointers


Event Subscription

Safe Delegate Binding


Initialization Order


Troubleshooting Integration

Cause: World not valid or subsystem not registered.Solution:
Cause: Object destroyed before callback or delegate unbound.Solution: Use weak pointers and verify binding:
Cause: Widget component not properly configured.Solution:

See Also

Core SDK API Reference

ULCKService API reference

Spawning

Best practices for tablet spawning