Head Mounted VR 2.0
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AVR_MainMenu Class Reference

Main menu which is attached to the players hand on spawn. More...

#include <VR_MainMenu.h>

+ Inheritance diagram for AVR_MainMenu:

Public Member Functions

virtual void Pickup_Implementation (AActor *VR_MotionConttroller, USceneComponent *MotionController, UPhysicsConstraintComponent *PickPhysicsConstraint, USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand)
 Pickup Implementation.
 
 AVR_MainMenu ()
 
virtual void Tick (float DeltaTime) override
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual bool IsColliding_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
- Public Member Functions inherited from IVR_InteractionInterface
void Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand)
 
void Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint)
 
bool IsGrabbed ()
 
bool CanPullGrab ()
 
void Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Used for interaction with objects such as door.
 
bool IsColliding ()
 
void Stop_Interaction (class AVR_Hands *MotionController)
 Stop object interaction.
 
void Shoot ()
 
bool IsHeldBy (class AVR_Hands *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.
 

Public Attributes

class USceneComponent * RootScene
 
class UStaticMeshComponent * MenuMesh
 

Protected Member Functions

virtual void BeginPlay () override
 

Additional Inherited Members

- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

Main menu which is attached to the players hand on spawn.

Constructor & Destructor Documentation

◆ AVR_MainMenu()

AVR_MainMenu::AVR_MainMenu ( )

Member Function Documentation

◆ BeginPlay()

void AVR_MainMenu::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_Actor.

◆ Pickup_Implementation()

void AVR_MainMenu::Pickup_Implementation ( AActor * VR_MotionConttroller,
USceneComponent * MotionController,
UPhysicsConstraintComponent * PickPhysicsConstraint,
USkeletalMeshComponent * RealHandMesh,
EControllerHand CurrentHand )
virtual

Pickup Implementation.

◆ Tick()

void AVR_MainMenu::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_Actor.

Member Data Documentation

◆ MenuMesh

class UStaticMeshComponent* AVR_MainMenu::MenuMesh

◆ RootScene

class USceneComponent* AVR_MainMenu::RootScene

The documentation for this class was generated from the following files: