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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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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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 |
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const |
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inline |
Get Pickup Mesh.
- Note
- Blueprint Callable , Category = "Object|Grab"
- Returns
- Returns StaticMeshComponent
◆ SetParent()
void AVR_LeverBase::SetParent |
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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 |
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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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◆ Body_PhysicsConstraint
class UPhysicsConstraintComponent* AVR_LeverBase::Body_PhysicsConstraint |
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◆ GrabComponent
◆ MaxForce
float AVR_LeverBase::MaxForce |
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◆ Parent_Actor
class AStaticMeshActor* AVR_LeverBase::Parent_Actor |
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◆ ReturnForce
float AVR_LeverBase::ReturnForce |
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◆ RootScene
class USceneComponent* AVR_LeverBase::RootScene |
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◆ VelocityStrength
float AVR_LeverBase::VelocityStrength |
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The documentation for this class was generated from the following files:
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Actors/VR_LeverBase.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Actors/VR_LeverBase.cpp