Head Mounted VR 2.0
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AVR_PauseMenu Class Reference

Menu which is attached to the players.Spanws after holding button. More...

#include <VR_PauseMenu.h>

+ Inheritance diagram for AVR_PauseMenu:

Public Member Functions

 AVR_PauseMenu ()
 
virtual void Pickup_Implementation (AActor *VR_MotionConttroller, USceneComponent *MotionController, UPhysicsConstraintComponent *PickPhysicsConstraint, USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand)
 Pickup Implementation.
 
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
 
APawn * OwnerPawn
 

Protected Member Functions

virtual void BeginPlay () override
 

Protected Attributes

class USceneComponent * P_MotionController
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

Menu which is attached to the players.Spanws after holding button.

Constructor & Destructor Documentation

◆ AVR_PauseMenu()

AVR_PauseMenu::AVR_PauseMenu ( )

Member Function Documentation

◆ BeginPlay()

void AVR_PauseMenu::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_Actor.

◆ Pickup_Implementation()

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

Pickup Implementation.

◆ Tick()

void AVR_PauseMenu::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_Actor.

Member Data Documentation

◆ MenuMesh

class UStaticMeshComponent* AVR_PauseMenu::MenuMesh

◆ OwnerPawn

APawn* AVR_PauseMenu::OwnerPawn

◆ P_MotionController

class USceneComponent* AVR_PauseMenu::P_MotionController
protected

◆ RootScene

class USceneComponent* AVR_PauseMenu::RootScene

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