Head Mounted VR 2.5
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AVR_Door Member List

This is the complete list of members for AVR_Door, including all inherited members.

AddActorToIgnore(AStaticMeshActor *ActorToIgnore)AVR_Door
AVR_Actor()AVR_Actor
AVR_Door()AVR_Door
BeginPlay() overrideAVR_Doorprotectedvirtual
bIsCollidingAVR_Actorprotected
Body_PhysicsConstraintAVR_Door
BodyLock_PhysicsConstraintAVR_Door
CanNonVRInteract()IVR_InteractionInterface
CanPullGrab()IVR_InteractionInterface
ClearActorsToIgnore()AVR_Door
Close(bool fast)AVR_Door
Door_BodyAVR_Door
Door_GrabComponentAVR_Door
DoorAudioComponentAVR_Door
Drop(class UVR_HandComponent *MotionController)IVR_InteractionInterface
ForceCheckForGrabComponents()IVR_InteractionInterface
GetAngleLimit() constAVR_Doorinline
GetHashandle() constAVR_Doorinline
GetIsLocked() constAVR_Doorinline
GetIsOpened() constAVR_Doorinline
Grab(class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle)IVR_InteractionInterface
HandleAVR_Door
Handle_GrabComponentAVR_Door
Handle_OriginAVR_Door
Handle_PhysicsConstraintAVR_Door
HandleAudioComponentAVR_Door
IsColliding()IVR_InteractionInterface
IsColliding_Implementation()AVR_Actorinlinevirtual
IsGrabbed()IVR_InteractionInterface
IsHeldBy(class UVR_HandComponent *MotionController)IVR_InteractionInterface
IsNonVRInteractTillStop()IVR_InteractionInterface
LockAVR_Door
NonVRInteraction(AVR_Player *Player)IVR_InteractionInterface
OnDoorBeginOverlap(class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)AVR_Door
OnDoorEndOverlap(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)AVR_Door
OnHitCheckColliding(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)AVR_Actor
RootSceneAVR_Door
SetAngleLimit(float angle)AVR_Door
SetAutoclose(bool auto_close, float Force=50.f, float Velocity=1.f, float Max_Force=0.f)AVR_Door
SetIsLocked(bool NewStatus)AVR_Door
SetOneSide(bool one_side, bool flip_side)AVR_Door
SetParent(AStaticMeshActor *ParentActor)AVR_Door
Shoot()IVR_InteractionInterface
Stop_NonVRInteraction(AVR_Player *Player)IVR_InteractionInterface
Tick(float DeltaTime) overrideAVR_Doorvirtual