|
| | AVR_LeverSlide () |
| |
| virtual void | Tick (float DeltaTime) override |
| |
| | AVR_LeverBase () |
| |
| virtual void | SetParent (AStaticMeshActor *ParentActor) |
| | Sets door Parent(Door Frame or smth like that)
|
| |
| FORCEINLINE class UStaticMeshComponent * | GetMesh () const |
| | Get Pickup Mesh.
|
| |
| 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.
|
| |
| | AVR_Actor () |
| |
| virtual bool | IsColliding_Implementation () |
| |
| void | OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
| |
| bool | IsGrabbed () |
| |
| bool | CanPullGrab () |
| |
| void | Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| | Used for interaction with objects such as door.
|
| |
| bool | IsColliding () |
| |
| void | Drop (class UVR_HandComponent *MotionController) |
| | Stop object interaction.
|
| |
| void | Shoot () |
| |
| bool | IsHeldBy (class UVR_HandComponent *MotionController) |
| | Indetify if object is held by MotionController.
|
| |
| bool | CanNonVRInteract () |
| |
| bool | ForceCheckForGrabComponents () |
| |
| void | NonVRInteraction (AVR_Player *Player) |
| |
| bool | IsNonVRInteractTillStop () |
| |
| void | Stop_NonVRInteraction (AVR_Player *Player) |
| | Stop object interaction.
|
| |
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.