VR Actor
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#include <VR_Actor.h>
◆ AVR_Actor()
◆ BeginPlay()
void AVR_Actor::BeginPlay |
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overrideprotectedvirtual |
Reimplemented in AVR_Climbable, AVR_Door, AVR_Drawer, AVR_LeverBase, AVR_LeverRotatable, AVR_LeverSlide, AVR_MainMenu, AVR_PauseMenu, AVR_SkeletalMesh, AVR_StaticMesh, AVR_Equipment, AVR_EquipmentSkeletal, AVR_AmmoClip, AVR_AmmoRound, AVR_StabWeapon, and AVR_Weapon.
◆ IsColliding_Implementation()
virtual bool AVR_Actor::IsColliding_Implementation |
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inlinevirtual |
◆ OnHitCheckColliding()
void AVR_Actor::OnHitCheckColliding |
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UPrimitiveComponent * |
HitComponent, |
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AActor * |
OtherActor, |
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UPrimitiveComponent * |
OtherComp, |
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FVector |
normalImpulse, |
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const FHitResult & |
Hit |
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) |
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◆ Tick()
void AVR_Actor::Tick |
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float |
DeltaTime | ) |
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overridevirtual |
Reimplemented in AVR_Climbable, AVR_Door, AVR_Drawer, AVR_LeverBase, AVR_LeverRotatable, AVR_LeverSlide, AVR_MainMenu, AVR_PauseMenu, AVR_SkeletalMesh, AVR_StaticMesh, AVR_Equipment, AVR_EquipmentSkeletal, AVR_AmmoClip, AVR_StabWeapon, and AVR_Weapon.
◆ bIsColliding
bool AVR_Actor::bIsColliding = false |
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protected |
The documentation for this class was generated from the following files:
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Actors/VR_Actor.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Actors/VR_Actor.cpp