This is a physic base lever class which can interact with players hands. Look at lever rotatable or slide class. Use only if you want to develop new lever type.
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#include <VR_LeverBase.h>
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| | AVR_LeverBase () |
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| virtual void | Tick (float DeltaTime) override |
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| virtual void | SetParent (AStaticMeshActor *ParentActor) |
| | Sets door Parent(Door Frame or smth like that)
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| FORCEINLINE class UStaticMeshComponent * | GetMesh () const |
| | Get Pickup Mesh.
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| void | UpdateReturnForce (float Force, float Velocity, float Max_Force) |
| | This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position.
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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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| bool | IsGrabbed () |
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| bool | CanPullGrab () |
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| void | Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| | Used for interaction with objects such as door.
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| bool | IsColliding () |
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| void | Drop (class UVR_HandComponent *MotionController) |
| | Stop object interaction.
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| void | Shoot () |
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| bool | IsHeldBy (class UVR_HandComponent *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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This is a physic base lever class which can interact with players hands. Look at lever rotatable or slide class. Use only if you want to develop new lever type.
- Note
- Works only with the hand physics constraint component. Does not support attach to method.
◆ AVR_LeverBase()
| AVR_LeverBase::AVR_LeverBase |
( |
| ) |
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◆ BeginPlay()
| void AVR_LeverBase::BeginPlay |
( |
| ) |
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overrideprotectedvirtual |
◆ GetMesh()
| FORCEINLINE class UStaticMeshComponent * AVR_LeverBase::GetMesh |
( |
| ) |
const |
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inline |
Get Pickup Mesh.
- Note
- Blueprint Callable , Category = "Object|Grab"
- Returns
- Returns StaticMeshComponent
◆ SetParent()
| void AVR_LeverBase::SetParent |
( |
AStaticMeshActor * | ParentActor | ) |
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virtual |
Sets door Parent(Door Frame or smth like that)
- Parameters
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◆ Tick()
| void AVR_LeverBase::Tick |
( |
float | DeltaTime | ) |
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overridevirtual |
◆ UpdateReturnForce()
| void AVR_LeverBase::UpdateReturnForce |
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float | Force, |
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float | Velocity, |
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float | Max_Force ) |
This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position.
◆ Body_Mesh
| class UStaticMeshComponent* AVR_LeverBase::Body_Mesh |
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protected |
◆ Body_PhysicsConstraint
| class UPhysicsConstraintComponent* AVR_LeverBase::Body_PhysicsConstraint |
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protected |
◆ GrabComponent
◆ MaxForce
| float AVR_LeverBase::MaxForce |
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protected |
◆ Parent_Actor
| class AStaticMeshActor* AVR_LeverBase::Parent_Actor |
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protected |
◆ ReturnForce
| float AVR_LeverBase::ReturnForce |
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protected |
◆ RootScene
| class USceneComponent* AVR_LeverBase::RootScene |
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protected |
◆ VelocityStrength
| float AVR_LeverBase::VelocityStrength |
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protected |
The documentation for this class was generated from the following files:
- J:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Actors/VR_LeverBase.h
- J:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Actors/VR_LeverBase.cpp