Player can interact with this class after grab. (Pressing the following buttons: trigger button, A button and B button)
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#include <VR_Equipment.h>
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| AVR_Equipment () |
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virtual void | Tick (float DeltaTime) override |
| Called every frame.
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virtual void | A_Press () |
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void | DoOnAPressed () |
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virtual void | B_Press () |
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void | DoOnBPressed () |
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virtual void | Trigger_Press () |
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void | DoOnTriggerPressed () |
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FORCEINLINE float | GetTurned () const |
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| AVR_StaticMesh () |
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void | UpdateModel (class UStaticMesh *NewMesh) |
| Updates the Pickup mesh model.
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void | UpdateMaterial (class UMaterialInterface *NewMaterial) |
| Updates the Pickup mesh material.
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void | UpdateMass (float NewMass) |
| Updates the mass on the object.
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FORCEINLINE class UStaticMeshComponent * | GetPickupMesh () const |
| Get Pickup Mesh.
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| AVR_Actor () |
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virtual bool | IsColliding_Implementation () |
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void | OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
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void | Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand) |
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void | Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint) |
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bool | IsGrabbed () |
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bool | CanPullGrab () |
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void | Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| Used for interaction with objects such as door.
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bool | IsColliding () |
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void | Stop_Interaction (class AVR_Hands *MotionController) |
| Stop object interaction.
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void | Shoot () |
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bool | IsHeldBy (class AVR_Hands *MotionController) |
| Indetify if object is held by MotionController.
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bool | CanNonVRInteract () |
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bool | ForceCheckForGrabComponents () |
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void | NonVRInteraction (AVR_Player *Player) |
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bool | IsNonVRInteractTillStop () |
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void | Stop_NonVRInteraction (AVR_Player *Player) |
| Stop object interaction.
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virtual void | BeginPlay () override |
| Called when the game starts or when spawned.
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Player can interact with this class after grab. (Pressing the following buttons: trigger button, A button and B button)
- Note
- Use for static mesh. For skeletal mesh use: AVR_Equipment
- See also
- AVR_EquipmentSkeletal
◆ AVR_Equipment()
AVR_Equipment::AVR_Equipment |
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◆ A_Press()
void AVR_Equipment::A_Press |
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◆ B_Press()
void AVR_Equipment::B_Press |
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◆ BeginPlay()
void AVR_Equipment::BeginPlay |
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overrideprotectedvirtual |
Called when the game starts or when spawned.
Reimplemented from AVR_StaticMesh.
◆ DoOnAPressed()
void AVR_Equipment::DoOnAPressed |
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◆ DoOnBPressed()
void AVR_Equipment::DoOnBPressed |
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◆ DoOnTriggerPressed()
void AVR_Equipment::DoOnTriggerPressed |
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◆ GetTurned()
FORCEINLINE float AVR_Equipment::GetTurned |
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const |
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◆ Tick()
void AVR_Equipment::Tick |
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float | DeltaTime | ) |
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overridevirtual |
◆ Trigger_Press()
void AVR_Equipment::Trigger_Press |
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◆ bturned
bool AVR_Equipment::bturned |
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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_Player/Equipment/VR_Equipment.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Player/Equipment/VR_Equipment.cpp