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Head Mounted VR 2.0
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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_HandInventory * | GetInventory () 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_HandAnimationInstance * | RealHandAnimation |
| Hand Anim Instance. | |
| class UVR_HandAnimationInstance * | FakeHandAnimation |
| 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_MotionControllerComponent * | ParentMotionController |
| 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 |
| UMenuLoadingWidget * | MenuLoadingWidget |
| float | fMenuOpenProgress |
| bool | bInverveHandsPreority |
| AActor * | VR_PauseMenu |
| float | LastThumCurls |
| float | LastIndexCurls |
| float | LastMiddleCurls |
| float | LastRingCurls |
| float | LastPinkyCurls |
| float | AngularConstrained |
| bool | bLoadingRoom |
| bool | bCheckGrabbedHitEvents |
| AVR_HandInventory * | Inventory |
| UPhysicsConstraintComponent * | EnabledConstraint |
| UPhysicsConstraintComponent * | DisabledConstraint |
| FFingerCurls | FingerCurls |
| bool | bIsAimingToGrab |
| bool | bIsClimbing |
| USceneComponent * | CurrentGrabComponent |
| bool | bInventoryAccess |
| UVR_InventoryBox * | CurrentInventoryBox |
Hand class.
| AVR_Hands::AVR_Hands | ( | ) |
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A Pressed.
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A Released.
| void AVR_Hands::ActivateTeleporter | ( | ) |
| void AVR_Hands::ApplyIKToABP | ( | FVector | EffectorLocation, |
| float | Ratio, | ||
| EFinger | Finger, | ||
| bool | hit ) |
Apply Rotation to Animation blueprint.
| Ration | |
| Finger |
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B Pressed.
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B Released.
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| void AVR_Hands::CalculateIKLocations | ( | FVector | WorldImpact, |
| FVector & | EffectorLocation ) |
| float AVR_Hands::CalculateRatio | ( | float | TraceLength, |
| int | ArrowNumber ) |
Calculates Rotation.
| TraceLength | |
| ArrowNumber |
| void AVR_Hands::CheckAimToGrab | ( | ) |
| void AVR_Hands::CheckControllerAndPickDist | ( | ) |
Checks distance between Controller and Picked object .
| void AVR_Hands::CheckFingerCollisionOverlap | ( | TArray< FName > & | FingerSocketsNames, |
| TArray< FName > & | FingerBonesNames ) |
| void AVR_Hands::CheckGrabPoss | ( | ) |
Check if the grab is possible.
| void AVR_Hands::CheckHandsAndControllerDist | ( | ) |
Checks distance between Hands and Controller.
| AActor * AVR_Hands::CheckInventory | ( | ) |
| void AVR_Hands::CheckMenuButtonPress | ( | ) |
| void AVR_Hands::CheckMenuProgressBar | ( | ) |
| void AVR_Hands::CheckMenuStatus | ( | ) |
| void AVR_Hands::CheckPhysBlend | ( | bool | force = false | ) |
| void AVR_Hands::CheckTeleportIsActive | ( | ) |
Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).
| void AVR_Hands::ClearArc | ( | ) |
Clears Arc.
| void AVR_Hands::DestroyMenu | ( | ) |
| void AVR_Hands::DisableTeleporter | ( | ) |
| bool AVR_Hands::DoTryGrabbing | ( | FHitResult & | Hit, |
| bool | ForceInteraction ) |
| void AVR_Hands::EnableFingerCollision | ( | bool | Enable | ) |
| void AVR_Hands::EnableLoadingRoom | ( | bool | Enable | ) |
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| void AVR_Hands::GetEnabledBaseConstraint | ( | ) |
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| bool AVR_Hands::GetMainMenuStatus | ( | ) |
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| void AVR_Hands::GetTeleportDestination | ( | FVector & | MyLocation, |
| FRotator & | MyRotation ) |
Gets teleport Destination.
| MyLocation | Teleport Location |
| MyRotation | Teleport Rotation |
| void AVR_Hands::GrabActor | ( | ) |
If grab button is pressed.
| void AVR_Hands::GrabbingObjectInWorld | ( | ) |
| void AVR_Hands::HandPhysicsTick | ( | ) |
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Trigger Pressed.
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Trigger Released.
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Trigger Touch.
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Trigger UnTouch.
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| void AVR_Hands::LineTraceAlongArrow | ( | class UArrowComponent * | ArrowToTrace, |
| bool & | Hit, | ||
| float & | TraceLength, | ||
| FHitResult & | OutHits ) |
Trace line allong the arrow component.
| ArrowToTrace | |
| Hit | whether is hit or not |
| TraceLength |
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| 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.
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| void AVR_Hands::OnHit | ( | AActor * | SelfActor, |
| AActor * | OtherActor, | ||
| FVector | NormalImpulse, | ||
| const FHitResult & | Hit ) |
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Grip Pressed.
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Grip Released.
| void AVR_Hands::ReleaseActor | ( | ) |
Release attached Actor.
| void AVR_Hands::RumbleController | ( | float | Intensity, |
| UHapticFeedbackEffect_Base * | HapticEffect ) |
Vibrate the Controller using the Habtics.
| Intensity |
| void AVR_Hands::SetAllFingerIK | ( | ) |
Sets all Fingers IK.
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| void AVR_Hands::SetCurrentWidgetHand | ( | bool | ThisHand | ) |
Sets widget on current hand.
| ThisHand |
| void AVR_Hands::SetDontLostConnection | ( | bool | DontAllow | ) |
| DontAllow |
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| void AVR_Hands::SetHandIsColliding | ( | bool | IsColliding | ) |
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| void AVR_Hands::SetInventoryAccess | ( | bool | Access | ) |
| void AVR_Hands::SetInventoryBox | ( | UVR_InventoryBox * | InventoryBox | ) |
| void AVR_Hands::SetLessPhysHands | ( | bool | newstatus | ) |
Sets bLessPhysHands.
| newstatus |
| void AVR_Hands::SetMainMenuStatus | ( | bool | MainMenuStatus | ) |
Turns on\off widget component.
| MainMenuStatus |
| void AVR_Hands::SetOwnerPawn | ( | AActor * | ActorToSet | ) |
Sets owner of the MotionController(Player)
| MainMenuStatus |
| void AVR_Hands::SetParentMotionController | ( | UVR_MotionControllerComponent * | MotionController | ) |
| void AVR_Hands::SetSingleFingerIK | ( | UArrowComponent * | FingerTrace1, |
| UArrowComponent * | FingerTrace2, | ||
| UArrowComponent * | FingerTrace3, | ||
| UArrowComponent * | FingerTrace4, | ||
| EFinger | Finger ) |
Sets Ik for SingleFinger.
| FingerTrace1 | Arrow 1 |
| FingerTrace2 | Arrow 2 |
| FingerTrace3 | Arrow 3 |
| Finger | EFinger enum located in Variables.h |
| void AVR_Hands::SetTeleportRotation | ( | FRotator & | NewTeleportRotation | ) |
Set Teleport Rotation , used in Player_Pawn.
| NewTeleportRotation |
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| void AVR_Hands::SetupConstraintDrives | ( | ) |
| void AVR_Hands::SetupRoomScaleOutline | ( | ) |
Setup Room Scale Outline.
| bool AVR_Hands::ShouldUseMainConstraints | ( | ) |
| void AVR_Hands::ShowTeleportDestenation | ( | bool | IsValidTeleportDestination, |
| FVector | TraceLocation, | ||
| FRotator | TraceRotation ) |
| void AVR_Hands::SpawnMenu | ( | ) |
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Thumb Pressed.
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Thumb Released.
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Sets true if Trackpad being Touched.
| Status |
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| bool AVR_Hands::TraceTeleportDestination | ( | TArray< FVector > & | TracePoints, |
| FVector & | NavMeshLocation, | ||
| FVector & | TraceLocation, | ||
| FRotator & | TraceRotation ) |
Traces Teleport Destination , checks if teleport is possible.
| TracePoints | |
| NavMeshLocation | |
| TraceLocation |
| bool AVR_Hands::TryAimToGrab | ( | FHitResult & | Hit, |
| bool | ForceInteraction ) |
| bool AVR_Hands::TryGrabbing | ( | FHitResult & | Hit, |
| bool | ForceInteraction ) |
| void AVR_Hands::UpdateAllFingersCollision | ( | ) |
| void AVR_Hands::UpdateAPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
| void AVR_Hands::UpdateArcEndPoint | ( | bool | ValidLocationFound, |
| FVector | NewLocation ) |
Updates Arc End Point.
| void AVR_Hands::UpdateArcSpline | ( | bool | FoundValidLocation, |
| TArray< FVector > | SplinePoints ) |
Updates Arc Spline.
| void AVR_Hands::UpdateFingerCollision | ( | UCapsuleComponent * | Collision, |
| USceneComponent * | Start, | ||
| USceneComponent * | Tip ) |
| void AVR_Hands::UpdateGrabAnimation | ( | UAnimSequence * | NewAnimation | ) |
| void AVR_Hands::UpdateHandAnimation | ( | ) |
| void AVR_Hands::UpdatePhysBlendForFinger | ( | EFinger | Finger, |
| FFingerCurls | CurrentFingerCurls, | ||
| bool | force = false ) |
| void AVR_Hands::UpdateRoomScaleOutline | ( | ) |
Update Room Scale Outline.
| void AVR_Hands::UpdateTriggerPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
| void AVR_Hands::UpdateWidgetCursor | ( | ) |
Updates Widget Cursor.
| void AVR_Hands::WakePhysics | ( | ) |
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Teleport Arc Direction.
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Teleport Arc End Point.
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Teleport Arc ArcSpline.
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Teleport arrow which shows the direction of rotation.
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| bool AVR_Hands::bAllowTurnOffMenu |
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| bool AVR_Hands::bDontLostConnection |
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| bool AVR_Hands::bHitHand = false |
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| bool AVR_Hands::bIsIndex_Pressed |
| bool AVR_Hands::bIsIndex_Touch |
| bool AVR_Hands::bIsOthers_Pressed |
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| bool AVR_Hands::bIsThumb_Pressed |
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Box Component which helps to identify when to make connection of the constraint stronger.
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| bool AVR_Hands::DontAllowDrop |
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Mesh which is attached to MotionController.
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Default scene root for line traces Line traces are used for finger IK.
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????
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????
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Sound to play each time we fire Empty Gun
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| EControllerHand AVR_Hands::Hand |
| bool AVR_Hands::HandIsColliding = false |
| float AVR_Hands::HandOrientationZ |
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Hands scene root.
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| float AVR_Hands::MaxPhysBlend |
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| float AVR_Hands::MinPhysBlend |
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| float AVR_Hands::PickPhysBlend |
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Physics Constraint Component - used for one of the grabing methods in AVR_StaticMesh.
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Hand Anim Instance.
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Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component.
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Teleport Ring mesh.
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Room Scale Mesh mesh.
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Default scene root.
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Teleport Cylinder mesh.
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| FVector AVR_Hands::WantsToGripLocation |
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Widget Interaction Component used for pause menu.
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