Head Mounted VR 2.5
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AVR_Player Member List

This is the complete list of members for AVR_Player, including all inherited members.

A_Press_L()AVR_Player
A_Press_Multycast(bool Hand, bool Pressed)AVR_Player
A_Press_Multycast_Implementation(bool Hand, bool Pressed)AVR_Player
A_Press_Multycast_Validate(bool Hand, bool Pressed)AVR_Player
A_Press_R()AVR_Player
A_Press_Server(bool Hand, bool Pressed)AVR_Player
A_Press_Server_Implementation(bool Hand, bool Pressed)AVR_Player
A_Press_Server_Validate(bool Hand, bool Pressed)AVR_Player
A_Released_L()AVR_Player
A_Released_R()AVR_Player
AddHeight()AVR_Player
AmmoBoxAVR_Playerprotected
AVR_Player()AVR_Player
B_Press_L()AVR_Player
B_Press_Multycast(bool Hand, bool Pressed)AVR_Player
B_Press_Multycast_Implementation(bool Hand, bool Pressed)AVR_Player
B_Press_Multycast_Validate(bool Hand, bool Pressed)AVR_Player
B_Press_R()AVR_Player
B_Press_Server(bool Hand, bool Pressed)AVR_Player
B_Press_Server_Implementation(bool Hand, bool Pressed)AVR_Player
B_Press_Server_Validate(bool Hand, bool Pressed)AVR_Player
B_Released_L()AVR_Player
B_Released_R()AVR_Player
BeginPlay() overrideAVR_Playervirtual
bWeaponInInventoryAVR_Player
CallPauseMenu()AVR_Player
CameraCollisionAVR_Playerprotected
CameraFade()AVR_Player
CameraOriginAVR_Playerprotected
CanSptint() constAVR_Playerinline
ChangeFidelity(uint8 Level)AVR_Player
CheckClimbing()AVR_Player
CheckCollisionSeperation()AVR_Player
CheckForStandableOBJ()AVR_Player
CheckHandPtrExist(bool Hand)AVR_Player
CheckPutInInventory()AVR_Playervirtual
CheckStepDistance()AVR_Player
CheckUpdatePlayerPostion()AVR_Player
DefaultMappingContextAVR_Playerprotected
DoAfterTeleportAVR_Player
E_Press()AVR_Player
E_Press_Multycast(bool Released)AVR_Player
E_Press_Multycast_Implementation(bool Released)AVR_Player
E_Press_Multycast_Validate(bool Released)AVR_Player
E_Press_Server(bool Released)AVR_Player
E_Press_Server_Implementation(bool Released)AVR_Player
E_Press_Server_Validate(bool Released)AVR_Player
E_Released()AVR_Player
EnableCameraFadeOnObj(bool Enable)AVR_Player
EnableLoadingRoom(bool Enable)AVR_Player
EnableMovment(bool enable)AVR_Player
EndPlay(EEndPlayReason::Type EndPlayReason) overrideAVR_Playervirtual
Execute_E_Press(bool Released)AVR_Player
ExecuteTeleportation(class UVR_HandComponent *MotionController)AVR_Player
FloorOriginAVR_Playerprotected
Footsteps_SoundCueAVR_Playerprotected
FootstepsAudioComponentAVR_Playerprotected
GetAmmo(uint8 &Caliber)AVR_Player
GetAmmoArray() constAVR_Playerinline
GetAvatarMesh() constAVR_Playerinline
GetAvatarMode() constAVR_Playerinline
GetAvatarWorldTransform() constAVR_Playerinline
GetCameraDirection() constAVR_Playerinline
GetCameraLocation()AVR_Player
GetCameraTransform() constAVR_Playerinline
GetCollision() constAVR_Playerinline
GetComponentDirection(class USceneComponent *Component)AVR_Player
GetCurrentClimbLocation()AVR_Player
GetDistanceMoved(FVector CurrentCameraPosition)AVR_Player
GetDistanceRotation(FRotator CurrentCameraRotation)AVR_Player
GetFloorPoint() constAVR_Playerinline
GetForwardVector()AVR_Player
GetHealth() constAVR_Playerinline
GetInLoadingRoom() constAVR_Playerinline
GetLeftHand() constAVR_Playerinline
GetLeftHandTransform() constAVR_Playerinline
GetLeftMotionController() constAVR_Playerinline
GetMaxHealth() constAVR_Playerinline
GetMenuStatus() constAVR_Playerinline
GetMovementDirection(FTransform CurrentCameraWorldTransform)AVR_Player
GetPauseMenuOpened() constAVR_Playerinline
GetPlayerCurrentHeight() constAVR_Playerinline
GetPlayerDirectionValue() constAVR_Playerinline
GetPlayerMaxHeight() constAVR_Playerinline
GetPlayerSpeed() constAVR_Playerinline
GetRightHand() constAVR_Playerinline
GetRightHandTransform() constAVR_Playerinline
GetRightMotionController() constAVR_Playerinline
GetRotationFromInput(float UpAxis, float RightAxis, class UVR_HandComponent *MotionController)AVR_Player
GetStamina() constAVR_Playerinline
GetTargetMS(float DisplayHRZ)AVR_Player
GetVRHelmetName() constAVR_Playerinline
GrabActor_Left()AVR_Player
GrabActor_Multycast(bool Hand)AVR_Player
GrabActor_Multycast_Implementation(bool Hand)AVR_Player
GrabActor_Multycast_Validate(bool Hand)AVR_Player
GrabActor_Right()AVR_Player
GrabActor_Server(bool Hand)AVR_Player
GrabActor_Server_Implementation(bool Hand)AVR_Player
GrabActor_Server_Validate(bool Hand)AVR_Player
HasStamina() constAVR_Playerinline
Heal(int HealthToAdd)AVR_Player
IA_APressLeftAVR_Playerprotected
IA_APressRightAVR_Playerprotected
IA_BPressLeftAVR_Playerprotected
IA_BPressRightAVR_Playerprotected
IA_Dev_Debug_MinusHeightAVR_Playerprotected
IA_Dev_Debug_PlusHeightAVR_Playerprotected
IA_Dev_Debug_WidgetInteractionAVR_Playerprotected
IA_EPressAVR_Playerprotected
IA_GrabLeftAVR_Playerprotected
IA_GrabRightAVR_Playerprotected
IA_Hand_ThumbStickPress_LeftAVR_Playerprotected
IA_Hand_ThumbStickPress_RightAVR_Playerprotected
IA_IndexCurl_LeftAVR_Playerprotected
IA_IndexCurl_RightAVR_Playerprotected
IA_MoveAVR_Playerprotected
IA_ThumbsticRightXAxisAVR_Playerprotected
IA_ThumbsticRightYAxisAVR_Playerprotected
Index_Press_Left()AVR_Player
Index_Press_Multycast(bool Hand, bool Pressed)AVR_Player
Index_Press_Multycast_Implementation(bool Hand, bool Pressed)AVR_Player
Index_Press_Multycast_Validate(bool Hand, bool Pressed)AVR_Player
Index_Press_Right()AVR_Player
Index_Press_Server(bool Hand, bool Pressed)AVR_Player
Index_Press_Server_Implementation(bool Hand, bool Pressed)AVR_Player
Index_Press_Server_Validate(bool Hand, bool Pressed)AVR_Player
Index_Touch_Left()AVR_Player
Index_Touch_Right()AVR_Player
IsInLoadingRoom() constAVR_Playerinline
IsSprinting() constAVR_Playerinline
LastCameraPositionAVR_Player
LeftGripAxis(const FInputActionValue &Value)AVR_Player
LeftMotionControllerAVR_Playerprotected
LeftTriggerAxis(const FInputActionValue &Value)AVR_Player
MoveForward(float Value)AVR_Player
MoveRight(float Value)AVR_Player
NonVRPhysicsHandleComponentAVR_Playerprotected
OnAmmoBoxOverlap(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)AVR_Playervirtual
OnAmmoBoxOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)AVR_Playervirtual
OnCameraCollisionOverlapBegin(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)AVR_Player
OnCameraCollisionOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)AVR_Player
OnCollisionOverlapBegin(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)AVR_Player
OnCollisionOverlapEnd(class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)AVR_Player
OnConstruction(const FTransform &Transform) overrideAVR_Playervirtual
OnResetVR()AVR_Player
PlayerMeshAVR_Playerprotected
PlayerMeshTick(float DeltaTime)AVR_Player
PlayFootstepsSound(bool bHasFallen)AVR_Player
PlayVoiceLine(USoundWave *SoundWave)AVR_Player
PostInitializeComponents()AVR_Playervirtual
R_Trackpad_Touch()AVR_Player
R_Trackpad_UnTouch()AVR_Player
RealignCollison()AVR_Player
ReciveDamage(int Damage)AVR_Player
ReleaseActor_Left()AVR_Player
ReleaseActor_Multycast(bool Hand)AVR_Player
ReleaseActor_Multycast_Implementation(bool Hand)AVR_Player
ReleaseActor_Multycast_Validate(bool Hand)AVR_Player
ReleaseActor_Right()AVR_Player
ReleaseActor_Server(bool Hand)AVR_Player
ReleaseActor_Server_Implementation(bool Hand)AVR_Player
ReleaseActor_Server_Validate(bool Hand)AVR_Player
ReleaseIndex_Press_Left()AVR_Player
ReleaseIndex_Press_Right()AVR_Player
ReleaseIndex_Touch_Left()AVR_Player
ReleaseIndex_Touch_Right()AVR_Player
ReleaseThumb_Press_Left()AVR_Player
ReleaseThumb_Press_Right()AVR_Player
RemoveHeight()AVR_Player
RightGripAxis(const FInputActionValue &Value)AVR_Player
RightMotionControllerAVR_Playerprotected
RightTriggerAxis(const FInputActionValue &Value)AVR_Player
RootSceneAVR_Playerprotected
SendUserMode_Multicast(APawn *Player, bool VRMode)AVR_Player
SendUserMode_Multicast_Implementation(APawn *Player, bool VRMode)AVR_Player
SendUserMode_Multicast_Validate(APawn *Player, bool VRMode)AVR_Player
SendUserMode_Server(APawn *Player, bool VRMode)AVR_Player
SendUserMode_Server_Implementation(APawn *Player, bool VRMode)AVR_Player
SendUserMode_Server_Validate(APawn *Player, bool VRMode)AVR_Player
SetInventory(TArray< TSubclassOf< class AActor > > InventoryActors, TArray< UStaticMesh * > InventoryMeshes, TArray< int > NewAmmo)AVR_Player
SetMaxSeperationDist(float NewDist)AVR_Player
SetTrackingOrigin(TEnumAsByte< EHMDTrackingOrigin::Type > NewTrackingOrigin)AVR_Player
SetupPlayerInputComponent(class UInputComponent *PlayerInputComponent) overrideAVR_Playervirtual
SetUserMode(bool VRMode)AVR_Player
TeleportActor(class UVR_HandComponent *MotionController)AVR_Player
TeleportPlayerPawn(FVector DestLocation, FRotator DestRotation)AVR_Player
TeleportPressed_Left()AVR_Player
TeleportReleased_Left()AVR_Player
Thumb_Press_Left()AVR_Player
Thumb_Press_Multycast(bool Hand, bool Pressed)AVR_Player
Thumb_Press_Multycast_Implementation(bool Hand, bool Pressed)AVR_Player
Thumb_Press_Multycast_Validate(bool Hand, bool Pressed)AVR_Player
Thumb_Press_Right()AVR_Player
Thumb_Press_Server(bool Hand, bool Pressed)AVR_Player
Thumb_Press_Server_Implementation(bool Hand, bool Pressed)AVR_Player
Thumb_Press_Server_Validate(bool Hand, bool Pressed)AVR_Player
ThumbsticLeftXAxis(float Value)AVR_Player
ThumbsticLeftYAxis(float Value)AVR_Player
ThumbsticRightXAxis(const FInputActionValue &Value)AVR_Player
ThumbsticRightYAxis(const FInputActionValue &Value)AVR_Player
ThumbTrackpadAxis(float Value)AVR_Player
Tick(float DeltaTime) overrideAVR_Playervirtual
TurnWidgetDev()AVR_Player
UpdateClimbingStatus()AVR_Player
UpdateCollisionHeight(FVector DevicePosition)AVR_Player
UpdateFidelityLevel()AVR_Player
UpdateMovment(const FInputActionValue &Value)AVR_Player
UpdatePlayerPostion(FVector CurrentCameraPosition, FRotator DeviceRotation)AVR_Player
UpdateRoomScalePosition()AVR_Player
UpdateVariables()AVR_Player
Voice_SoundCueAVR_Playerprotected
VoiceAudioComponentAVR_Playerprotected
VRCameraAVR_Playerprotected
WeaponInInventoryAVR_Player