Inventory class which is attached to the players hand
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#include <VR_HandInventory.h>
Inventory class which is attached to the players hand
◆ AVR_HandInventory()
AVR_HandInventory::AVR_HandInventory |
( |
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◆ ActivateInventory()
void AVR_HandInventory::ActivateInventory |
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◆ BeginPlay()
void AVR_HandInventory::BeginPlay |
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overrideprotectedvirtual |
◆ ChangeSelection()
void AVR_HandInventory::ChangeSelection |
( |
bool |
direction | ) |
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◆ DisableInventory()
void AVR_HandInventory::DisableInventory |
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◆ GetInventoryActors()
FORCEINLINE TArray< TSubclassOf< class AActor > > AVR_HandInventory::GetInventoryActors |
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const |
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inline |
◆ GetInventoryMeshes()
FORCEINLINE TArray< UStaticMesh * > AVR_HandInventory::GetInventoryMeshes |
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const |
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inline |
◆ GetItem()
bool AVR_HandInventory::GetItem |
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TSubclassOf< class AActor > & |
Class, |
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int & |
ifammo |
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) |
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◆ IsInventoryOn()
FORCEINLINE bool AVR_HandInventory::IsInventoryOn |
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const |
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inline |
◆ PutInInventory()
bool AVR_HandInventory::PutInInventory |
( |
AActor * |
Actor | ) |
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◆ SetInventory()
void AVR_HandInventory::SetInventory |
( |
TArray< TSubclassOf< class AActor > > |
NewInventoryActors, |
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TArray< UStaticMesh * > |
NewInventoryMeshes |
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) |
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◆ SetParentMC()
void AVR_HandInventory::SetParentMC |
( |
USceneComponent * |
Component | ) |
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◆ SpawnStaticMeshActor()
void AVR_HandInventory::SpawnStaticMeshActor |
( |
const FVector & |
InLocation, |
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UStaticMesh * |
NewMesh |
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) |
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◆ Tick()
void AVR_HandInventory::Tick |
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float |
DeltaTime | ) |
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overridevirtual |
◆ UpdateVisuals()
void AVR_HandInventory::UpdateVisuals |
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◆ bIsInventoryOn
bool AVR_HandInventory::bIsInventoryOn |
◆ FromCenterSlotDistance
float AVR_HandInventory::FromCenterSlotDistance |
◆ InventoryActors
TArray<TSubclassOf<class AActor> > AVR_HandInventory::InventoryActors |
◆ InventoryMeshes
TArray<UStaticMesh*> AVR_HandInventory::InventoryMeshes |
◆ InventoryMeshesActors
TArray<AStaticMeshActor*> AVR_HandInventory::InventoryMeshesActors |
◆ ItemRotationPitchValue
float AVR_HandInventory::ItemRotationPitchValue |
◆ ItemRotationRollValue
float AVR_HandInventory::ItemRotationRollValue |
◆ ItemRotationYawValue
float AVR_HandInventory::ItemRotationYawValue |
◆ ItemsScale
float AVR_HandInventory::ItemsScale |
◆ lastammo
int AVR_HandInventory::lastammo |
◆ MaxSlots
int AVR_HandInventory::MaxSlots |
◆ ParentMC
USceneComponent* AVR_HandInventory::ParentMC |
◆ SelecteSlot
int AVR_HandInventory::SelecteSlot |
◆ UsedSlots
int AVR_HandInventory::UsedSlots |
◆ WeaponIn
bool AVR_HandInventory::WeaponIn |
The documentation for this class was generated from the following files:
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Player/VR_HandInventory.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Player/VR_HandInventory.cpp