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| AVR_LeverSlide () |
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virtual void | Tick (float DeltaTime) override |
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| AVR_LeverBase () |
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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 lever slide class with which player can interact.
- Note
- Works only with the hand physics constraint component. Does not support attach to method.