Head Mounted VR 2.0
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AVR_Hands Class Reference

Hand class. More...

#include <VR_Hands.h>

+ Inheritance diagram for AVR_Hands:

Public Member Functions

 AVR_Hands ()
 
virtual void OnConstruction (const FTransform &Transform) override
 
virtual void BeginPlay () override
 
virtual void Tick (float DeltaTime) override
 
virtual void EndPlay (EEndPlayReason::Type EndPlayReason) override
 
void SetParentMotionController (UVR_MotionControllerComponent *MotionController)
 
void SetupConstraintDrives ()
 
void HandPhysicsTick ()
 
void GetEnabledBaseConstraint ()
 
bool ShouldUseMainConstraints ()
 
void GrabActor ()
 If grab button is pressed.
 
void ReleaseActor ()
 Release attached Actor.
 
void ActivateTeleporter ()
 
void DisableTeleporter ()
 
bool TraceTeleportDestination (TArray< FVector > &TracePoints, FVector &NavMeshLocation, FVector &TraceLocation, FRotator &TraceRotation)
 Traces Teleport Destination , checks if teleport is possible.
 
void ClearArc ()
 Clears Arc.
 
void UpdateArcSpline (bool FoundValidLocation, TArray< FVector > SplinePoints)
 Updates Arc Spline.
 
void UpdateArcEndPoint (bool ValidLocationFound, FVector NewLocation)
 Updates Arc End Point.
 
void GetTeleportDestination (FVector &MyLocation, FRotator &MyRotation)
 Gets teleport Destination.
 
void SetAllFingerIK ()
 Sets all Fingers IK.
 
void ShowTeleportDestenation (bool IsValidTeleportDestination, FVector TraceLocation, FRotator TraceRotation)
 
void SetSingleFingerIK (UArrowComponent *FingerTrace1, UArrowComponent *FingerTrace2, UArrowComponent *FingerTrace3, UArrowComponent *FingerTrace4, EFinger Finger)
 Sets Ik for SingleFinger.
 
void LineTraceAlongArrow (class UArrowComponent *ArrowToTrace, bool &Hit, float &TraceLength, FHitResult &OutHits)
 Trace line allong the arrow component.
 
float CalculateRatio (float TraceLength, int ArrowNumber)
 Calculates Rotation.
 
void CalculateIKLocations (FVector WorldImpact, FVector &EffectorLocation)
 
void ApplyIKToABP (FVector EffectorLocation, float Ratio, EFinger Finger, bool hit)
 Apply Rotation to Animation blueprint.
 
void SetupRoomScaleOutline ()
 Setup Room Scale Outline.
 
void UpdateRoomScaleOutline ()
 Update Room Scale Outline.
 
void RumbleController (float Intensity, UHapticFeedbackEffect_Base *HapticEffect)
 Vibrate the Controller using the Habtics.
 
void OnComponentBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
 For Rumble Controller when overlapping valid StaticMesh.
 
void UpdateHandAnimation ()
 
void SetTeleportRotation (FRotator &NewTeleportRotation)
 Set Teleport Rotation , used in Player_Pawn.
 
void CheckControllerAndPickDist ()
 Checks distance between Controller and Picked object .
 
void CheckHandsAndControllerDist ()
 Checks distance between Hands and Controller.
 
void CheckAimToGrab ()
 
bool TryAimToGrab (FHitResult &Hit, bool ForceInteraction)
 
void CheckTeleportIsActive ()
 Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).
 
virtual void Index_Pressed ()
 Trigger Pressed.
 
virtual void Index_Touch ()
 Trigger Touch.
 
virtual void Others_Pressed ()
 Grip Pressed.
 
virtual void Thumb_Pressed ()
 Thumb Pressed.
 
virtual void Index_Released ()
 Trigger Released.
 
virtual void Index_UnTouch ()
 Trigger UnTouch.
 
virtual void Others_Released ()
 Grip Released.
 
virtual void Thumb_Released ()
 Thumb Released.
 
virtual void A_Pressed ()
 A Pressed.
 
virtual void A_Released ()
 A Released.
 
virtual void B_Pressed ()
 B Pressed.
 
virtual void B_Released ()
 B Released.
 
virtual void ThumTrackpadUnTouched ()
 Sets true if Trackpad being Touched.
 
virtual void ThumTrackpadTouched ()
 
virtual void SetIndexPushInst (float inst)
 
virtual void SetGripPushInst (float inst)
 
virtual void SetTrackpad_Y (float inst)
 
virtual void SetAllowAmmo (bool Allow)
 
virtual void HandsPickObjHandle (bool Attach)
 
AActor * CheckInventory ()
 
void SetDontLostConnection (bool DontAllow)
 
void SetMainMenuStatus (bool MainMenuStatus)
 Turns on\off widget component.
 
void SetOwnerPawn (AActor *ActorToSet)
 Sets owner of the MotionController(Player)
 
void UpdateAllFingersCollision ()
 
void UpdateFingerCollision (UCapsuleComponent *Collision, USceneComponent *Start, USceneComponent *Tip)
 
void WakePhysics ()
 
void EnableFingerCollision (bool Enable)
 
bool GetMainMenuStatus ()
 
void CheckMenuStatus ()
 
void CheckMenuButtonPress ()
 
void SetCurrentWidgetHand (bool ThisHand)
 Sets widget on current hand.
 
void UpdateWidgetCursor ()
 Updates Widget Cursor.
 
void CheckGrabPoss ()
 Check if the grab is possible.
 
void CheckPhysBlend (bool force=false)
 
void UpdatePhysBlendForFinger (EFinger Finger, FFingerCurls CurrentFingerCurls, bool force=false)
 
void SetLessPhysHands (bool newstatus)
 Sets bLessPhysHands.
 
void CheckMenuProgressBar ()
 
void SpawnMenu ()
 
void DestroyMenu ()
 
void GrabbingObjectInWorld ()
 
bool DoTryGrabbing (FHitResult &Hit, bool ForceInteraction)
 
bool TryGrabbing (FHitResult &Hit, bool ForceInteraction)
 
void CheckFingerCollisionOverlap (TArray< FName > &FingerSocketsNames, TArray< FName > &FingerBonesNames)
 
void UpdateGrabAnimation (UAnimSequence *NewAnimation)
 
void UpdateTriggerPressedAnimation (UAnimSequence *NewAnimation)
 
void UpdateAPressedAnimation (UAnimSequence *NewAnimation)
 
FORCEINLINE bool GetIsGrabbed () const
 
FORCEINLINE bool GetHasWeapon () const
 
FORCEINLINE uint8 GetCaliber () const
 
FORCEINLINE USkeletalMeshComponent * GetHandMesh () const
 
FORCEINLINE USkeletalMeshComponent * GetFakeHandMesh () const
 
FORCEINLINE FVector GetHandLocation () const
 
FORCEINLINE FVector GetControllerLocation () const
 
FORCEINLINE EControllerHand GetHand () const
 
FORCEINLINE UPhysicsConstraintComponent * GetPhysicsConstraint () const
 
FORCEINLINE USceneComponent * GetMCSceneComponent () const
 
FORCEINLINE AActor * GetAttachedActor () const
 
FORCEINLINE AActor * GetLastAttachedActor () const
 
FORCEINLINE AActor * GetOwnerPawn () const
 
FORCEINLINE bool GetAllowAmmo () const
 
FORCEINLINE AVR_HandInventoryGetInventory () const
 
FORCEINLINE bool IsClimbing () const
 
FORCEINLINE USphereComponent * GetPhysicsHandSocket () const
 
FORCEINLINE UStaticMeshComponent * GetHandCollision () const
 
void EnableLoadingRoom (bool Enable)
 
void SetHandIsColliding (bool IsColliding)
 
FORCEINLINE bool IsHandClosed () const
 
FORCEINLINE bool GetIsUsingSteamVRSkeleton () const
 
FORCEINLINE FVector GetPhysicsClimbVector () const
 
FORCEINLINE FFingerCurls GetFingerCurls () const
 
void OnHit (AActor *SelfActor, AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit)
 
void SetInventoryAccess (bool Access)
 
void SetInventoryBox (UVR_InventoryBox *InventoryBox)
 
FORCEINLINE FRotator GetInitialControllerRotation () const
 
FORCEINLINE bool GetIsValidTeleportDestination () const
 
FORCEINLINE bool GetIsTeleporterActive () const
 
FORCEINLINE bool HasInventoryAccess () const
 

Public Attributes

bool bIsIndex_Pressed
 
bool bIsIndex_Touch
 
bool bIsThumb_Pressed
 
bool bIsOthers_Pressed
 
bool bHitHand = false
 
bool HandIsColliding = false
 
bool DontAllowDrop
 
bool bDontLostConnection
 
bool bAllowTurnOffMenu
 
float MaxPhysBlend
 
float PickPhysBlend
 
float MinPhysBlend
 
float HandOrientationZ
 
FVector WantsToGripLocation
 
EControllerHand Hand
 

Protected Member Functions

void IsHandColliding ()
 
void MakeUpdateWidgetLookAtCamera ()
 
USceneComponent * GetNearestGrabComponent (AActor *Actor, FVector TestLocation, bool ForceCheckPriority)
 

Protected Attributes

class USceneComponent * RootScene
 Default scene root.
 
class USceneComponent * Hands
 Hands scene root.
 
class USphereComponent * HandSocket
 
class USphereComponent * PhysicsHandSocket
 
class USceneComponent * PullVisualizer
 
class USkeletalMeshComponent * FakeHandMesh
 Mesh which is attached to MotionController.
 
class USkeletalMeshComponent * RealHandMesh
 Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component.
 
class UStaticMeshComponent * RealHandCollision
 
UCapsuleComponent * ThumbFingerCollision
 
UCapsuleComponent * IndexFingerCollision
 
UCapsuleComponent * MiddleFingerCollision
 
UCapsuleComponent * RingFingerCollision
 
UCapsuleComponent * PinkyFingerCollision
 
USceneComponent * ThumbFingerStart
 
USceneComponent * IndexFingerStart
 
USceneComponent * MiddleFingerStart
 
USceneComponent * RingFingerStart
 
USceneComponent * PinkyFingerStart
 
USceneComponent * ThumbFingerTip
 
USceneComponent * IndexFingerTip
 
USceneComponent * MiddleFingerTip
 
USceneComponent * RingFingerTip
 
USceneComponent * PinkyFingerTip
 
class UArrowComponent * ArcDirection
 Teleport Arc Direction.
 
class UArrowComponent * PullDirection
 
class UNiagaraComponent * ArcNiagara
 Teleport Arc ArcSpline.
 
class USceneComponent * GrabRoot
 
class UBoxComponent * GrabBox
 
class UArrowComponent * GrabDirection
 
class UStaticMeshComponent * ArcEndPoint
 Teleport Arc End Point.
 
class UStaticMeshComponent * MenuCusrsor
 
class UStaticMeshComponent * TeleportCylinder
 Teleport Cylinder mesh.
 
class UStaticMeshComponent * RoomScaleMesh
 Room Scale Mesh mesh.
 
class UStaticMeshComponent * Arrow
 Teleport arrow which shows the direction of rotation.
 
class UStaticMeshComponent * Ring
 Teleport Ring mesh.
 
class UPhysicsConstraintComponent * HandPhysicsConstraint
 
class UPhysicsConstraintComponent * HandPhysicsConstraintPD
 
class UPhysicsConstraintComponent * PickPhysicsConstraint
 Physics Constraint Component - used for one of the grabing methods in AVR_StaticMesh.
 
class UBoxComponent * BoxHands
 Box Component which helps to identify when to make connection of the constraint stronger.
 
class UVR_HandAnimationInstanceRealHandAnimation
 Hand Anim Instance.
 
class UVR_HandAnimationInstanceFakeHandAnimation
 
class UWidgetInteractionComponent * WidgetInteractionComponent
 Widget Interaction Component used for pause menu.
 
class UStaticMeshComponent * WidgetSphereMesh
 
UChildActorComponent * CA_Inventory
 
class USceneComponent * FLineTraces
 Default scene root for line traces Line traces are used for finger IK.
 
class USceneComponent * FThumb
 
class UArrowComponent * FThumbTrace1
 
class UArrowComponent * FThumbTrace2
 
class UArrowComponent * FThumbTrace3
 
class UArrowComponent * FThumbTrace4
 
class USceneComponent * FIndex
 
class UArrowComponent * FIndexTrace1
 
class UArrowComponent * FIndexTrace2
 
class UArrowComponent * FIndexTrace3
 
class UArrowComponent * FIndexTrace4
 
class USceneComponent * FMiddle
 
class UArrowComponent * FMiddleTrace1
 
class UArrowComponent * FMiddleTrace2
 
class UArrowComponent * FMiddleTrace3
 
class UArrowComponent * FMiddleTrace4
 
class USceneComponent * FRing
 
class UArrowComponent * FRingTrace1
 
class UArrowComponent * FRingTrace2
 
class UArrowComponent * FRingTrace3
 
class UArrowComponent * FRingTrace4
 
class USceneComponent * FPinky
 
class UArrowComponent * FPinkyTrace1
 
class UArrowComponent * FPinkyTrace2
 
class UArrowComponent * FPinkyTrace3
 
class UArrowComponent * FPinkyTrace4
 
class UWidgetComponent * MenuWristLoader
 
UVR_MotionControllerComponentParentMotionController
 
AActor * OwnerPawn
 
TSubclassOf< class AActor > MainMenuClass
 
TSubclassOf< class AActor > PauseMenuClass
 
TArray< TSubclassOf< class AActor > > AmmoClips
 
bool bMainMenuStatus
 
UAnimSequence * MenuGrabAnimation
 
bool bIsTeleporting
 
uint8 Caliber
 
EGrip_Code CurrentGripState
 
EGrabMethod LastPickMethod
 
bool bCurrentWidgetHand
 
TArray< AActor * > ActorsToIgnoreMC
 
AActor * AttachedActor
 
AActor * MenuActor
 
UPrimitiveComponent * GrabbedComponent
 
FName GrabbedBoneName
 
AActor * LastAttachedActor
 
class UMaterialParameterCollection * TeleportMaterailParameterCollection
 
bool bIsTeleporterActive
 
bool bIsGrabbed
 
bool bA_Pressed
 
bool bB_Pressed
 
FVector FVecThum
 ????
 
FVector FVecIndex
 
FVector FVecMiddle
 
FVector FVecRing
 
FVector FVecPinky
 
FVector FTargetThum
 ????
 
FVector FTargetIndex
 
FVector FTargetMiddle
 
FVector FTargetRing
 
FVector FTargetPinky
 
bool bLessPhysHands
 
bool bLastFrameValidDestination
 
bool bIsRoomScale
 
FVector TeleportDestination
 
bool bIsValidTeleportDestination
 
bool bWantsToGrip
 
bool bTurnOnIK
 
bool bHasWeapon
 
FRotator TeleportRotation
 
FRotator MotionRotation
 
float TeleportLaunchVelocity
 
float GripTarget
 
float GripSpeed
 
float CurrentLinearPositionStrength
 
float CurrentLinearVelocityStrength
 
float LinearForceLimit
 
float AngularPositionStrength
 
float AngularVelocityStrength
 
float AngularForceLimit
 
float LinearPositionStrengthMinDrag
 
float LinearPositionStrength
 
float LinearPositionInterpSpeed
 
float LinearVelocityStrengthMinDrag
 
float LinearVelocityStrength
 
float LinearVelocityInterpSpeed
 
bool bReflectLeftHand
 
bool bUsingSteamVRSkeleton
 
FName Thumb0BoneName
 
FName Thumb1BoneName
 
FName Thumb2BoneName
 
FName Index0BoneName
 
FName Index1BoneName
 
FName Index2BoneName
 
FName Middle0BoneName
 
FName Middle1BoneName
 
FName Middle2BoneName
 
FName Ring0BoneName
 
FName Ring1BoneName
 
FName Ring2BoneName
 
FName Pinky0BoneName
 
FName Pinky1BoneName
 
FName Pinky2BoneName
 
class USoundBase * Grab_Cue
 
FDateTime LastNearGrabTime
 
UCurveFloat * DragCurve
 
float TempDragValue
 
float IndexPushInst
 
float GripPushInst
 
float Trackpad_Y
 
float HammerTouched
 
bool TrackpadTouched
 
bool bAllowAmmoGet
 
float PickDistance
 
FRotator InitialControllerRotation
 
class UHapticFeedbackEffect_Base * GrabHapticEffect
 
class UHapticFeedbackEffect_Base * HitSurfaceHapticEffect
 
class UStaticMesh * BeamMesh
 
class UMaterial * BeamMaterial
 
bool bGetHitHandle
 
UMenuLoadingWidgetMenuLoadingWidget
 
float fMenuOpenProgress
 
bool bInverveHandsPreority
 
AActor * VR_PauseMenu
 
float LastThumCurls
 
float LastIndexCurls
 
float LastMiddleCurls
 
float LastRingCurls
 
float LastPinkyCurls
 
float AngularConstrained
 
bool bLoadingRoom
 
bool bCheckGrabbedHitEvents
 
AVR_HandInventoryInventory
 
UPhysicsConstraintComponent * EnabledConstraint
 
UPhysicsConstraintComponent * DisabledConstraint
 
FFingerCurls FingerCurls
 
bool bIsAimingToGrab
 
bool bIsClimbing
 
USceneComponent * CurrentGrabComponent
 
bool bInventoryAccess
 
UVR_InventoryBoxCurrentInventoryBox
 

Detailed Description

Hand class.

Constructor & Destructor Documentation

◆ AVR_Hands()

AVR_Hands::AVR_Hands ( )

Member Function Documentation

◆ A_Pressed()

void AVR_Hands::A_Pressed ( )
virtual

A Pressed.

◆ A_Released()

void AVR_Hands::A_Released ( )
virtual

A Released.

◆ ActivateTeleporter()

void AVR_Hands::ActivateTeleporter ( )
Note
Blueprint Callable , Category = "Teleportation"

◆ ApplyIKToABP()

void AVR_Hands::ApplyIKToABP ( FVector EffectorLocation,
float Ratio,
EFinger Finger,
bool hit )

Apply Rotation to Animation blueprint.

Parameters
Ration
Finger
Note
Category = "IK"

◆ B_Pressed()

void AVR_Hands::B_Pressed ( )
virtual

B Pressed.

◆ B_Released()

void AVR_Hands::B_Released ( )
virtual

B Released.

◆ BeginPlay()

void AVR_Hands::BeginPlay ( )
overridevirtual

◆ CalculateIKLocations()

void AVR_Hands::CalculateIKLocations ( FVector WorldImpact,
FVector & EffectorLocation )

◆ CalculateRatio()

float AVR_Hands::CalculateRatio ( float TraceLength,
int ArrowNumber )

Calculates Rotation.

Parameters
TraceLength
ArrowNumber
Note
Category = "IK"
Returns
float rotation

◆ CheckAimToGrab()

void AVR_Hands::CheckAimToGrab ( )

◆ CheckControllerAndPickDist()

void AVR_Hands::CheckControllerAndPickDist ( )

Checks distance between Controller and Picked object .

Note
Category = "VR"

◆ CheckFingerCollisionOverlap()

void AVR_Hands::CheckFingerCollisionOverlap ( TArray< FName > & FingerSocketsNames,
TArray< FName > & FingerBonesNames )

◆ CheckGrabPoss()

void AVR_Hands::CheckGrabPoss ( )

Check if the grab is possible.

Note
Category = "VR"

◆ CheckHandsAndControllerDist()

void AVR_Hands::CheckHandsAndControllerDist ( )

Checks distance between Hands and Controller.

Note
Category = "VR"

◆ CheckInventory()

AActor * AVR_Hands::CheckInventory ( )

◆ CheckMenuButtonPress()

void AVR_Hands::CheckMenuButtonPress ( )

◆ CheckMenuProgressBar()

void AVR_Hands::CheckMenuProgressBar ( )

◆ CheckMenuStatus()

void AVR_Hands::CheckMenuStatus ( )
Note
BlueprintCallable, Category = "VR"

◆ CheckPhysBlend()

void AVR_Hands::CheckPhysBlend ( bool force = false)

◆ CheckTeleportIsActive()

void AVR_Hands::CheckTeleportIsActive ( )

Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).

Note
Category = "VR"

◆ ClearArc()

void AVR_Hands::ClearArc ( )

Clears Arc.

Note
Blueprint Callable , Category = "Teleportation"

◆ DestroyMenu()

void AVR_Hands::DestroyMenu ( )

◆ DisableTeleporter()

void AVR_Hands::DisableTeleporter ( )
Note
Blueprint Callable , Category = "Teleportation"

◆ DoTryGrabbing()

bool AVR_Hands::DoTryGrabbing ( FHitResult & Hit,
bool ForceInteraction )

◆ EnableFingerCollision()

void AVR_Hands::EnableFingerCollision ( bool Enable)

◆ EnableLoadingRoom()

void AVR_Hands::EnableLoadingRoom ( bool Enable)

◆ EndPlay()

void AVR_Hands::EndPlay ( EEndPlayReason::Type EndPlayReason)
overridevirtual

◆ GetAllowAmmo()

FORCEINLINE bool AVR_Hands::GetAllowAmmo ( ) const
inline

◆ GetAttachedActor()

FORCEINLINE AActor * AVR_Hands::GetAttachedActor ( ) const
inline

◆ GetCaliber()

FORCEINLINE uint8 AVR_Hands::GetCaliber ( ) const
inline

◆ GetControllerLocation()

FORCEINLINE FVector AVR_Hands::GetControllerLocation ( ) const
inline

◆ GetEnabledBaseConstraint()

void AVR_Hands::GetEnabledBaseConstraint ( )

◆ GetFakeHandMesh()

FORCEINLINE USkeletalMeshComponent * AVR_Hands::GetFakeHandMesh ( ) const
inline

◆ GetFingerCurls()

FORCEINLINE FFingerCurls AVR_Hands::GetFingerCurls ( ) const
inline

◆ GetHand()

FORCEINLINE EControllerHand AVR_Hands::GetHand ( ) const
inline

◆ GetHandCollision()

FORCEINLINE UStaticMeshComponent * AVR_Hands::GetHandCollision ( ) const
inline

◆ GetHandLocation()

FORCEINLINE FVector AVR_Hands::GetHandLocation ( ) const
inline

◆ GetHandMesh()

FORCEINLINE USkeletalMeshComponent * AVR_Hands::GetHandMesh ( ) const
inline

◆ GetHasWeapon()

FORCEINLINE bool AVR_Hands::GetHasWeapon ( ) const
inline

◆ GetInitialControllerRotation()

FORCEINLINE FRotator AVR_Hands::GetInitialControllerRotation ( ) const
inline

◆ GetInventory()

FORCEINLINE AVR_HandInventory * AVR_Hands::GetInventory ( ) const
inline

◆ GetIsGrabbed()

FORCEINLINE bool AVR_Hands::GetIsGrabbed ( ) const
inline

◆ GetIsTeleporterActive()

FORCEINLINE bool AVR_Hands::GetIsTeleporterActive ( ) const
inline

◆ GetIsUsingSteamVRSkeleton()

FORCEINLINE bool AVR_Hands::GetIsUsingSteamVRSkeleton ( ) const
inline

◆ GetIsValidTeleportDestination()

FORCEINLINE bool AVR_Hands::GetIsValidTeleportDestination ( ) const
inline

◆ GetLastAttachedActor()

FORCEINLINE AActor * AVR_Hands::GetLastAttachedActor ( ) const
inline

◆ GetMainMenuStatus()

bool AVR_Hands::GetMainMenuStatus ( )
Returns
bool bMainMenuStatus
Note
BlueprintCallable, Category = "Menu"

◆ GetMCSceneComponent()

FORCEINLINE USceneComponent * AVR_Hands::GetMCSceneComponent ( ) const
inline

◆ GetNearestGrabComponent()

USceneComponent * AVR_Hands::GetNearestGrabComponent ( AActor * Actor,
FVector TestLocation,
bool ForceCheckPriority )
protected

◆ GetOwnerPawn()

FORCEINLINE AActor * AVR_Hands::GetOwnerPawn ( ) const
inline

◆ GetPhysicsClimbVector()

FORCEINLINE FVector AVR_Hands::GetPhysicsClimbVector ( ) const
inline

◆ GetPhysicsConstraint()

FORCEINLINE UPhysicsConstraintComponent * AVR_Hands::GetPhysicsConstraint ( ) const
inline

◆ GetPhysicsHandSocket()

FORCEINLINE USphereComponent * AVR_Hands::GetPhysicsHandSocket ( ) const
inline

◆ GetTeleportDestination()

void AVR_Hands::GetTeleportDestination ( FVector & MyLocation,
FRotator & MyRotation )

Gets teleport Destination.

Parameters
MyLocationTeleport Location
MyRotationTeleport Rotation
Note
Blueprint Callable , Category = "Teleportation"

◆ GrabActor()

void AVR_Hands::GrabActor ( )

If grab button is pressed.

Note
Blueprint Callable , Category = "Grabbing"

◆ GrabbingObjectInWorld()

void AVR_Hands::GrabbingObjectInWorld ( )

◆ HandPhysicsTick()

void AVR_Hands::HandPhysicsTick ( )

◆ HandsPickObjHandle()

void AVR_Hands::HandsPickObjHandle ( bool Attach)
virtual

◆ HasInventoryAccess()

FORCEINLINE bool AVR_Hands::HasInventoryAccess ( ) const
inline

◆ Index_Pressed()

void AVR_Hands::Index_Pressed ( )
virtual

Trigger Pressed.

◆ Index_Released()

void AVR_Hands::Index_Released ( )
virtual

Trigger Released.

◆ Index_Touch()

void AVR_Hands::Index_Touch ( )
virtual

Trigger Touch.

◆ Index_UnTouch()

void AVR_Hands::Index_UnTouch ( )
virtual

Trigger UnTouch.

◆ IsClimbing()

FORCEINLINE bool AVR_Hands::IsClimbing ( ) const
inline

◆ IsHandClosed()

FORCEINLINE bool AVR_Hands::IsHandClosed ( ) const
inline

◆ IsHandColliding()

void AVR_Hands::IsHandColliding ( )
protected

◆ LineTraceAlongArrow()

void AVR_Hands::LineTraceAlongArrow ( class UArrowComponent * ArrowToTrace,
bool & Hit,
float & TraceLength,
FHitResult & OutHits )

Trace line allong the arrow component.

Parameters
ArrowToTrace
Hitwhether is hit or not
TraceLength
Note
Category = "IK"

◆ MakeUpdateWidgetLookAtCamera()

void AVR_Hands::MakeUpdateWidgetLookAtCamera ( )
protected

◆ OnComponentBeginOverlap()

void AVR_Hands::OnComponentBeginOverlap ( class UPrimitiveComponent * OverlappedComp,
AActor * OtherActor,
class UPrimitiveComponent * OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult & SweepResult )

For Rumble Controller when overlapping valid StaticMesh.

◆ OnConstruction()

void AVR_Hands::OnConstruction ( const FTransform & Transform)
overridevirtual

◆ OnHit()

void AVR_Hands::OnHit ( AActor * SelfActor,
AActor * OtherActor,
FVector NormalImpulse,
const FHitResult & Hit )

◆ Others_Pressed()

void AVR_Hands::Others_Pressed ( )
virtual

Grip Pressed.

◆ Others_Released()

void AVR_Hands::Others_Released ( )
virtual

Grip Released.

◆ ReleaseActor()

void AVR_Hands::ReleaseActor ( )

Release attached Actor.

Note
Blueprint Callable , Category = "Grabbing"

◆ RumbleController()

void AVR_Hands::RumbleController ( float Intensity,
UHapticFeedbackEffect_Base * HapticEffect )

Vibrate the Controller using the Habtics.

Parameters
Intensity
Note
Blueprint Callable , Category = "VR"

◆ SetAllFingerIK()

void AVR_Hands::SetAllFingerIK ( )

Sets all Fingers IK.

See also
SetSingleFingerIK(class UArrowComponent* FingerTrace1, class UArrowComponent* FingerTrace2, class UArrowComponent* FingerTrace3, EFinger Finger)
Note
Blueprint Callable , Category = "IK"

◆ SetAllowAmmo()

void AVR_Hands::SetAllowAmmo ( bool Allow)
virtual

◆ SetCurrentWidgetHand()

void AVR_Hands::SetCurrentWidgetHand ( bool ThisHand)

Sets widget on current hand.

Parameters
ThisHand
Note
Category = "VR"

◆ SetDontLostConnection()

void AVR_Hands::SetDontLostConnection ( bool DontAllow)
Parameters
DontAllow

◆ SetGripPushInst()

void AVR_Hands::SetGripPushInst ( float inst)
virtual

◆ SetHandIsColliding()

void AVR_Hands::SetHandIsColliding ( bool IsColliding)

◆ SetIndexPushInst()

void AVR_Hands::SetIndexPushInst ( float inst)
virtual

◆ SetInventoryAccess()

void AVR_Hands::SetInventoryAccess ( bool Access)

◆ SetInventoryBox()

void AVR_Hands::SetInventoryBox ( UVR_InventoryBox * InventoryBox)

◆ SetLessPhysHands()

void AVR_Hands::SetLessPhysHands ( bool newstatus)

Sets bLessPhysHands.

Parameters
newstatus
Note
Category = "VR"

◆ SetMainMenuStatus()

void AVR_Hands::SetMainMenuStatus ( bool MainMenuStatus)

Turns on\off widget component.

Parameters
MainMenuStatus
Note
BlueprintCallable, Category = "Menu"

◆ SetOwnerPawn()

void AVR_Hands::SetOwnerPawn ( AActor * ActorToSet)

Sets owner of the MotionController(Player)

Parameters
MainMenuStatus

◆ SetParentMotionController()

void AVR_Hands::SetParentMotionController ( UVR_MotionControllerComponent * MotionController)

◆ SetSingleFingerIK()

void AVR_Hands::SetSingleFingerIK ( UArrowComponent * FingerTrace1,
UArrowComponent * FingerTrace2,
UArrowComponent * FingerTrace3,
UArrowComponent * FingerTrace4,
EFinger Finger )

Sets Ik for SingleFinger.

Parameters
FingerTrace1Arrow 1
FingerTrace2Arrow 2
FingerTrace3Arrow 3
FingerEFinger enum located in Variables.h
See also
LineTraceAlongArrow(class UArrowComponent* ArrowToTrace , bool& Hit ,float& TraceLength) , CalculateRatio(float TraceLength, int ArrowNumber) , void ApplyRatioToABP(float Ration ,EFinger Finger)
Note
Blueprint Callable , Category = "IK"

◆ SetTeleportRotation()

void AVR_Hands::SetTeleportRotation ( FRotator & NewTeleportRotation)

Set Teleport Rotation , used in Player_Pawn.

Parameters
NewTeleportRotation
See also
AVR_Player::Tick(float DeltaTime)
Note
Category = "VR"

◆ SetTrackpad_Y()

void AVR_Hands::SetTrackpad_Y ( float inst)
virtual

◆ SetupConstraintDrives()

void AVR_Hands::SetupConstraintDrives ( )

◆ SetupRoomScaleOutline()

void AVR_Hands::SetupRoomScaleOutline ( )

Setup Room Scale Outline.

Note
Blueprint Callable , Category = "RoomScale"

◆ ShouldUseMainConstraints()

bool AVR_Hands::ShouldUseMainConstraints ( )

◆ ShowTeleportDestenation()

void AVR_Hands::ShowTeleportDestenation ( bool IsValidTeleportDestination,
FVector TraceLocation,
FRotator TraceRotation )

◆ SpawnMenu()

void AVR_Hands::SpawnMenu ( )

◆ Thumb_Pressed()

void AVR_Hands::Thumb_Pressed ( )
virtual

Thumb Pressed.

◆ Thumb_Released()

void AVR_Hands::Thumb_Released ( )
virtual

Thumb Released.

◆ ThumTrackpadTouched()

void AVR_Hands::ThumTrackpadTouched ( )
virtual

◆ ThumTrackpadUnTouched()

void AVR_Hands::ThumTrackpadUnTouched ( )
virtual

Sets true if Trackpad being Touched.

Parameters
Status

◆ Tick()

void AVR_Hands::Tick ( float DeltaTime)
overridevirtual

◆ TraceTeleportDestination()

bool AVR_Hands::TraceTeleportDestination ( TArray< FVector > & TracePoints,
FVector & NavMeshLocation,
FVector & TraceLocation,
FRotator & TraceRotation )

Traces Teleport Destination , checks if teleport is possible.

Parameters
TracePoints
NavMeshLocation
TraceLocation
Note
Blueprint Callable , Category = "Teleportation"
Returns

◆ TryAimToGrab()

bool AVR_Hands::TryAimToGrab ( FHitResult & Hit,
bool ForceInteraction )

◆ TryGrabbing()

bool AVR_Hands::TryGrabbing ( FHitResult & Hit,
bool ForceInteraction )

◆ UpdateAllFingersCollision()

void AVR_Hands::UpdateAllFingersCollision ( )

◆ UpdateAPressedAnimation()

void AVR_Hands::UpdateAPressedAnimation ( UAnimSequence * NewAnimation)

◆ UpdateArcEndPoint()

void AVR_Hands::UpdateArcEndPoint ( bool ValidLocationFound,
FVector NewLocation )

Updates Arc End Point.

Note
Blueprint Callable , Category = "Teleportation"

◆ UpdateArcSpline()

void AVR_Hands::UpdateArcSpline ( bool FoundValidLocation,
TArray< FVector > SplinePoints )

Updates Arc Spline.

See also
UpdateArcEndPoint(bool ValidLocationFound, FVector NewLocation)
Note
Blueprint Callable , Category = "Teleportation"

◆ UpdateFingerCollision()

void AVR_Hands::UpdateFingerCollision ( UCapsuleComponent * Collision,
USceneComponent * Start,
USceneComponent * Tip )

◆ UpdateGrabAnimation()

void AVR_Hands::UpdateGrabAnimation ( UAnimSequence * NewAnimation)

◆ UpdateHandAnimation()

void AVR_Hands::UpdateHandAnimation ( )
Note
Category = "VR"

◆ UpdatePhysBlendForFinger()

void AVR_Hands::UpdatePhysBlendForFinger ( EFinger Finger,
FFingerCurls CurrentFingerCurls,
bool force = false )

◆ UpdateRoomScaleOutline()

void AVR_Hands::UpdateRoomScaleOutline ( )

Update Room Scale Outline.

Note
Blueprint Callable , Category = "RoomScale"

◆ UpdateTriggerPressedAnimation()

void AVR_Hands::UpdateTriggerPressedAnimation ( UAnimSequence * NewAnimation)

◆ UpdateWidgetCursor()

void AVR_Hands::UpdateWidgetCursor ( )

Updates Widget Cursor.

Note
Category = "VR"

◆ WakePhysics()

void AVR_Hands::WakePhysics ( )

Member Data Documentation

◆ ActorsToIgnoreMC

TArray<AActor*> AVR_Hands::ActorsToIgnoreMC
protected

◆ AmmoClips

TArray<TSubclassOf<class AActor> > AVR_Hands::AmmoClips
protected

◆ AngularConstrained

float AVR_Hands::AngularConstrained
protected

◆ AngularForceLimit

float AVR_Hands::AngularForceLimit
protected

◆ AngularPositionStrength

float AVR_Hands::AngularPositionStrength
protected

◆ AngularVelocityStrength

float AVR_Hands::AngularVelocityStrength
protected

◆ ArcDirection

class UArrowComponent* AVR_Hands::ArcDirection
protected

Teleport Arc Direction.

◆ ArcEndPoint

class UStaticMeshComponent* AVR_Hands::ArcEndPoint
protected

Teleport Arc End Point.

◆ ArcNiagara

class UNiagaraComponent* AVR_Hands::ArcNiagara
protected

Teleport Arc ArcSpline.

◆ Arrow

class UStaticMeshComponent* AVR_Hands::Arrow
protected

Teleport arrow which shows the direction of rotation.

◆ AttachedActor

AActor* AVR_Hands::AttachedActor
protected

◆ bA_Pressed

bool AVR_Hands::bA_Pressed
protected

◆ bAllowAmmoGet

bool AVR_Hands::bAllowAmmoGet
protected

◆ bAllowTurnOffMenu

bool AVR_Hands::bAllowTurnOffMenu

◆ bB_Pressed

bool AVR_Hands::bB_Pressed
protected

◆ bCheckGrabbedHitEvents

bool AVR_Hands::bCheckGrabbedHitEvents
protected

◆ bCurrentWidgetHand

bool AVR_Hands::bCurrentWidgetHand
protected

◆ bDontLostConnection

bool AVR_Hands::bDontLostConnection

◆ BeamMaterial

class UMaterial* AVR_Hands::BeamMaterial
protected

◆ BeamMesh

class UStaticMesh* AVR_Hands::BeamMesh
protected

◆ bGetHitHandle

bool AVR_Hands::bGetHitHandle
protected

◆ bHasWeapon

bool AVR_Hands::bHasWeapon
protected

◆ bHitHand

bool AVR_Hands::bHitHand = false

◆ bInventoryAccess

bool AVR_Hands::bInventoryAccess
protected

◆ bInverveHandsPreority

bool AVR_Hands::bInverveHandsPreority
protected

◆ bIsAimingToGrab

bool AVR_Hands::bIsAimingToGrab
protected

◆ bIsClimbing

bool AVR_Hands::bIsClimbing
protected

◆ bIsGrabbed

bool AVR_Hands::bIsGrabbed
protected

◆ bIsIndex_Pressed

bool AVR_Hands::bIsIndex_Pressed

◆ bIsIndex_Touch

bool AVR_Hands::bIsIndex_Touch

◆ bIsOthers_Pressed

bool AVR_Hands::bIsOthers_Pressed

◆ bIsRoomScale

bool AVR_Hands::bIsRoomScale
protected

◆ bIsTeleporterActive

bool AVR_Hands::bIsTeleporterActive
protected

◆ bIsTeleporting

bool AVR_Hands::bIsTeleporting
protected

◆ bIsThumb_Pressed

bool AVR_Hands::bIsThumb_Pressed

◆ bIsValidTeleportDestination

bool AVR_Hands::bIsValidTeleportDestination
protected

◆ bLastFrameValidDestination

bool AVR_Hands::bLastFrameValidDestination
protected

◆ bLessPhysHands

bool AVR_Hands::bLessPhysHands
protected

◆ bLoadingRoom

bool AVR_Hands::bLoadingRoom
protected

◆ bMainMenuStatus

bool AVR_Hands::bMainMenuStatus
protected

◆ BoxHands

class UBoxComponent* AVR_Hands::BoxHands
protected

Box Component which helps to identify when to make connection of the constraint stronger.

◆ bReflectLeftHand

bool AVR_Hands::bReflectLeftHand
protected

◆ bTurnOnIK

bool AVR_Hands::bTurnOnIK
protected

◆ bUsingSteamVRSkeleton

bool AVR_Hands::bUsingSteamVRSkeleton
protected

◆ bWantsToGrip

bool AVR_Hands::bWantsToGrip
protected

◆ CA_Inventory

UChildActorComponent* AVR_Hands::CA_Inventory
protected

◆ Caliber

uint8 AVR_Hands::Caliber
protected

◆ CurrentGrabComponent

USceneComponent* AVR_Hands::CurrentGrabComponent
protected

◆ CurrentGripState

EGrip_Code AVR_Hands::CurrentGripState
protected

◆ CurrentInventoryBox

UVR_InventoryBox* AVR_Hands::CurrentInventoryBox
protected

◆ CurrentLinearPositionStrength

float AVR_Hands::CurrentLinearPositionStrength
protected

◆ CurrentLinearVelocityStrength

float AVR_Hands::CurrentLinearVelocityStrength
protected

◆ DisabledConstraint

UPhysicsConstraintComponent* AVR_Hands::DisabledConstraint
protected

◆ DontAllowDrop

bool AVR_Hands::DontAllowDrop

◆ DragCurve

UCurveFloat* AVR_Hands::DragCurve
protected

◆ EnabledConstraint

UPhysicsConstraintComponent* AVR_Hands::EnabledConstraint
protected

◆ FakeHandAnimation

class UVR_HandAnimationInstance* AVR_Hands::FakeHandAnimation
protected

◆ FakeHandMesh

class USkeletalMeshComponent* AVR_Hands::FakeHandMesh
protected

Mesh which is attached to MotionController.

Note
no physics , used for connection with physics mesh(RealHandMesh) by using Physics Constraint Component , used in pause menu

◆ FIndex

class USceneComponent* AVR_Hands::FIndex
protected

◆ FIndexTrace1

class UArrowComponent* AVR_Hands::FIndexTrace1
protected

◆ FIndexTrace2

class UArrowComponent* AVR_Hands::FIndexTrace2
protected

◆ FIndexTrace3

class UArrowComponent* AVR_Hands::FIndexTrace3
protected

◆ FIndexTrace4

class UArrowComponent* AVR_Hands::FIndexTrace4
protected

◆ FingerCurls

FFingerCurls AVR_Hands::FingerCurls
protected

◆ FLineTraces

class USceneComponent* AVR_Hands::FLineTraces
protected

Default scene root for line traces Line traces are used for finger IK.

◆ fMenuOpenProgress

float AVR_Hands::fMenuOpenProgress
protected

◆ FMiddle

class USceneComponent* AVR_Hands::FMiddle
protected

◆ FMiddleTrace1

class UArrowComponent* AVR_Hands::FMiddleTrace1
protected

◆ FMiddleTrace2

class UArrowComponent* AVR_Hands::FMiddleTrace2
protected

◆ FMiddleTrace3

class UArrowComponent* AVR_Hands::FMiddleTrace3
protected

◆ FMiddleTrace4

class UArrowComponent* AVR_Hands::FMiddleTrace4
protected

◆ FPinky

class USceneComponent* AVR_Hands::FPinky
protected

◆ FPinkyTrace1

class UArrowComponent* AVR_Hands::FPinkyTrace1
protected

◆ FPinkyTrace2

class UArrowComponent* AVR_Hands::FPinkyTrace2
protected

◆ FPinkyTrace3

class UArrowComponent* AVR_Hands::FPinkyTrace3
protected

◆ FPinkyTrace4

class UArrowComponent* AVR_Hands::FPinkyTrace4
protected

◆ FRing

class USceneComponent* AVR_Hands::FRing
protected

◆ FRingTrace1

class UArrowComponent* AVR_Hands::FRingTrace1
protected

◆ FRingTrace2

class UArrowComponent* AVR_Hands::FRingTrace2
protected

◆ FRingTrace3

class UArrowComponent* AVR_Hands::FRingTrace3
protected

◆ FRingTrace4

class UArrowComponent* AVR_Hands::FRingTrace4
protected

◆ FTargetIndex

FVector AVR_Hands::FTargetIndex
protected

◆ FTargetMiddle

FVector AVR_Hands::FTargetMiddle
protected

◆ FTargetPinky

FVector AVR_Hands::FTargetPinky
protected

◆ FTargetRing

FVector AVR_Hands::FTargetRing
protected

◆ FTargetThum

FVector AVR_Hands::FTargetThum
protected

????

◆ FThumb

class USceneComponent* AVR_Hands::FThumb
protected

◆ FThumbTrace1

class UArrowComponent* AVR_Hands::FThumbTrace1
protected

◆ FThumbTrace2

class UArrowComponent* AVR_Hands::FThumbTrace2
protected

◆ FThumbTrace3

class UArrowComponent* AVR_Hands::FThumbTrace3
protected

◆ FThumbTrace4

class UArrowComponent* AVR_Hands::FThumbTrace4
protected

◆ FVecIndex

FVector AVR_Hands::FVecIndex
protected

◆ FVecMiddle

FVector AVR_Hands::FVecMiddle
protected

◆ FVecPinky

FVector AVR_Hands::FVecPinky
protected

◆ FVecRing

FVector AVR_Hands::FVecRing
protected

◆ FVecThum

FVector AVR_Hands::FVecThum
protected

????

◆ Grab_Cue

class USoundBase* AVR_Hands::Grab_Cue
protected

Sound to play each time we fire Empty Gun

◆ GrabbedBoneName

FName AVR_Hands::GrabbedBoneName
protected

◆ GrabbedComponent

UPrimitiveComponent* AVR_Hands::GrabbedComponent
protected

◆ GrabBox

class UBoxComponent* AVR_Hands::GrabBox
protected

◆ GrabDirection

class UArrowComponent* AVR_Hands::GrabDirection
protected

◆ GrabHapticEffect

class UHapticFeedbackEffect_Base* AVR_Hands::GrabHapticEffect
protected

◆ GrabRoot

class USceneComponent* AVR_Hands::GrabRoot
protected

◆ GripPushInst

float AVR_Hands::GripPushInst
protected

◆ GripSpeed

float AVR_Hands::GripSpeed
protected

◆ GripTarget

float AVR_Hands::GripTarget
protected

◆ HammerTouched

float AVR_Hands::HammerTouched
protected

◆ Hand

EControllerHand AVR_Hands::Hand

◆ HandIsColliding

bool AVR_Hands::HandIsColliding = false

◆ HandOrientationZ

float AVR_Hands::HandOrientationZ

◆ HandPhysicsConstraint

class UPhysicsConstraintComponent* AVR_Hands::HandPhysicsConstraint
protected

◆ HandPhysicsConstraintPD

class UPhysicsConstraintComponent* AVR_Hands::HandPhysicsConstraintPD
protected

◆ Hands

class USceneComponent* AVR_Hands::Hands
protected

Hands scene root.

◆ HandSocket

class USphereComponent* AVR_Hands::HandSocket
protected

◆ HitSurfaceHapticEffect

class UHapticFeedbackEffect_Base* AVR_Hands::HitSurfaceHapticEffect
protected

◆ Index0BoneName

FName AVR_Hands::Index0BoneName
protected

◆ Index1BoneName

FName AVR_Hands::Index1BoneName
protected

◆ Index2BoneName

FName AVR_Hands::Index2BoneName
protected

◆ IndexFingerCollision

UCapsuleComponent* AVR_Hands::IndexFingerCollision
protected

◆ IndexFingerStart

USceneComponent* AVR_Hands::IndexFingerStart
protected

◆ IndexFingerTip

USceneComponent* AVR_Hands::IndexFingerTip
protected

◆ IndexPushInst

float AVR_Hands::IndexPushInst
protected

◆ InitialControllerRotation

FRotator AVR_Hands::InitialControllerRotation
protected

◆ Inventory

AVR_HandInventory* AVR_Hands::Inventory
protected

◆ LastAttachedActor

AActor* AVR_Hands::LastAttachedActor
protected

◆ LastIndexCurls

float AVR_Hands::LastIndexCurls
protected

◆ LastMiddleCurls

float AVR_Hands::LastMiddleCurls
protected

◆ LastNearGrabTime

FDateTime AVR_Hands::LastNearGrabTime
protected

◆ LastPickMethod

EGrabMethod AVR_Hands::LastPickMethod
protected

◆ LastPinkyCurls

float AVR_Hands::LastPinkyCurls
protected

◆ LastRingCurls

float AVR_Hands::LastRingCurls
protected

◆ LastThumCurls

float AVR_Hands::LastThumCurls
protected

◆ LinearForceLimit

float AVR_Hands::LinearForceLimit
protected

◆ LinearPositionInterpSpeed

float AVR_Hands::LinearPositionInterpSpeed
protected

◆ LinearPositionStrength

float AVR_Hands::LinearPositionStrength
protected

◆ LinearPositionStrengthMinDrag

float AVR_Hands::LinearPositionStrengthMinDrag
protected

◆ LinearVelocityInterpSpeed

float AVR_Hands::LinearVelocityInterpSpeed
protected

◆ LinearVelocityStrength

float AVR_Hands::LinearVelocityStrength
protected

◆ LinearVelocityStrengthMinDrag

float AVR_Hands::LinearVelocityStrengthMinDrag
protected

◆ MainMenuClass

TSubclassOf<class AActor> AVR_Hands::MainMenuClass
protected

◆ MaxPhysBlend

float AVR_Hands::MaxPhysBlend

◆ MenuActor

AActor* AVR_Hands::MenuActor
protected

◆ MenuCusrsor

class UStaticMeshComponent* AVR_Hands::MenuCusrsor
protected

◆ MenuGrabAnimation

UAnimSequence* AVR_Hands::MenuGrabAnimation
protected

◆ MenuLoadingWidget

UMenuLoadingWidget* AVR_Hands::MenuLoadingWidget
protected

◆ MenuWristLoader

class UWidgetComponent* AVR_Hands::MenuWristLoader
protected

◆ Middle0BoneName

FName AVR_Hands::Middle0BoneName
protected

◆ Middle1BoneName

FName AVR_Hands::Middle1BoneName
protected

◆ Middle2BoneName

FName AVR_Hands::Middle2BoneName
protected

◆ MiddleFingerCollision

UCapsuleComponent* AVR_Hands::MiddleFingerCollision
protected

◆ MiddleFingerStart

USceneComponent* AVR_Hands::MiddleFingerStart
protected

◆ MiddleFingerTip

USceneComponent* AVR_Hands::MiddleFingerTip
protected

◆ MinPhysBlend

float AVR_Hands::MinPhysBlend

◆ MotionRotation

FRotator AVR_Hands::MotionRotation
protected

◆ OwnerPawn

AActor* AVR_Hands::OwnerPawn
protected

◆ ParentMotionController

UVR_MotionControllerComponent* AVR_Hands::ParentMotionController
protected

◆ PauseMenuClass

TSubclassOf<class AActor> AVR_Hands::PauseMenuClass
protected

◆ PhysicsHandSocket

class USphereComponent* AVR_Hands::PhysicsHandSocket
protected

◆ PickDistance

float AVR_Hands::PickDistance
protected

◆ PickPhysBlend

float AVR_Hands::PickPhysBlend

◆ PickPhysicsConstraint

class UPhysicsConstraintComponent* AVR_Hands::PickPhysicsConstraint
protected

Physics Constraint Component - used for one of the grabing methods in AVR_StaticMesh.

See also
AVR_StaticMesh::Pickup_PhysicsConstraint()

◆ Pinky0BoneName

FName AVR_Hands::Pinky0BoneName
protected

◆ Pinky1BoneName

FName AVR_Hands::Pinky1BoneName
protected

◆ Pinky2BoneName

FName AVR_Hands::Pinky2BoneName
protected

◆ PinkyFingerCollision

UCapsuleComponent* AVR_Hands::PinkyFingerCollision
protected

◆ PinkyFingerStart

USceneComponent* AVR_Hands::PinkyFingerStart
protected

◆ PinkyFingerTip

USceneComponent* AVR_Hands::PinkyFingerTip
protected

◆ PullDirection

class UArrowComponent* AVR_Hands::PullDirection
protected

◆ PullVisualizer

class USceneComponent* AVR_Hands::PullVisualizer
protected

◆ RealHandAnimation

class UVR_HandAnimationInstance* AVR_Hands::RealHandAnimation
protected

◆ RealHandCollision

class UStaticMeshComponent* AVR_Hands::RealHandCollision
protected

◆ RealHandMesh

class USkeletalMeshComponent* AVR_Hands::RealHandMesh
protected

Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component.

◆ Ring

class UStaticMeshComponent* AVR_Hands::Ring
protected

Teleport Ring mesh.

◆ Ring0BoneName

FName AVR_Hands::Ring0BoneName
protected

◆ Ring1BoneName

FName AVR_Hands::Ring1BoneName
protected

◆ Ring2BoneName

FName AVR_Hands::Ring2BoneName
protected

◆ RingFingerCollision

UCapsuleComponent* AVR_Hands::RingFingerCollision
protected

◆ RingFingerStart

USceneComponent* AVR_Hands::RingFingerStart
protected

◆ RingFingerTip

USceneComponent* AVR_Hands::RingFingerTip
protected

◆ RoomScaleMesh

class UStaticMeshComponent* AVR_Hands::RoomScaleMesh
protected

Room Scale Mesh mesh.

◆ RootScene

class USceneComponent* AVR_Hands::RootScene
protected

Default scene root.

◆ TeleportCylinder

class UStaticMeshComponent* AVR_Hands::TeleportCylinder
protected

Teleport Cylinder mesh.

◆ TeleportDestination

FVector AVR_Hands::TeleportDestination
protected

◆ TeleportLaunchVelocity

float AVR_Hands::TeleportLaunchVelocity
protected

◆ TeleportMaterailParameterCollection

class UMaterialParameterCollection* AVR_Hands::TeleportMaterailParameterCollection
protected

◆ TeleportRotation

FRotator AVR_Hands::TeleportRotation
protected

◆ TempDragValue

float AVR_Hands::TempDragValue
protected

◆ Thumb0BoneName

FName AVR_Hands::Thumb0BoneName
protected

◆ Thumb1BoneName

FName AVR_Hands::Thumb1BoneName
protected

◆ Thumb2BoneName

FName AVR_Hands::Thumb2BoneName
protected

◆ ThumbFingerCollision

UCapsuleComponent* AVR_Hands::ThumbFingerCollision
protected

◆ ThumbFingerStart

USceneComponent* AVR_Hands::ThumbFingerStart
protected

◆ ThumbFingerTip

USceneComponent* AVR_Hands::ThumbFingerTip
protected

◆ Trackpad_Y

float AVR_Hands::Trackpad_Y
protected

◆ TrackpadTouched

bool AVR_Hands::TrackpadTouched
protected

◆ VR_PauseMenu

AActor* AVR_Hands::VR_PauseMenu
protected

◆ WantsToGripLocation

FVector AVR_Hands::WantsToGripLocation

◆ WidgetInteractionComponent

class UWidgetInteractionComponent* AVR_Hands::WidgetInteractionComponent
protected

Widget Interaction Component used for pause menu.

◆ WidgetSphereMesh

class UStaticMeshComponent* AVR_Hands::WidgetSphereMesh
protected

The documentation for this class was generated from the following files: