Head Mounted VR 2.7
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Player class. More...
#include <VR_Player.h>
Public Member Functions | |
AVR_Player (const FObjectInitializer &ObjectInitializer) | |
virtual void | OnConstruction (const FTransform &Transform) override |
virtual void | BeginPlay () override |
virtual void | EndPlay (EEndPlayReason::Type EndPlayReason) override |
virtual void | PostInitializeComponents () |
virtual void | Tick (float DeltaTime) override |
virtual void | SetupPlayerInputComponent (class UInputComponent *PlayerInputComponent) override |
void | PlayerMeshTick (float DeltaTime) |
bool | CheckHandPtrExist (bool Hand) |
virtual void | AddControllerYawInput (float Val) override |
void | OnResetVR () |
Resets HMD orientation and position in VR. More... | |
void | GrabActor_Left () |
Grip button pressed (Left Motion controller) More... | |
void | ReleaseActor_Left () |
Grip button released (Left Motion controller) More... | |
void | GrabActor_Right () |
Grip button pressed (Right Motion controller) More... | |
void | ReleaseActor_Right () |
Grip button released (Right Motion controller) More... | |
void | GrabActor_Server (bool Hand) |
bool | GrabActor_Server_Validate (bool Hand) |
void | GrabActor_Server_Implementation (bool Hand) |
void | GrabActor_Multycast (bool Hand) |
bool | GrabActor_Multycast_Validate (bool Hand) |
void | GrabActor_Multycast_Implementation (bool Hand) |
void | ReleaseActor_Server (bool Hand) |
bool | ReleaseActor_Server_Validate (bool Hand) |
void | ReleaseActor_Server_Implementation (bool Hand) |
void | ReleaseActor_Multycast (bool Hand) |
bool | ReleaseActor_Multycast_Validate (bool Hand) |
void | ReleaseActor_Multycast_Implementation (bool Hand) |
void | Index_Press_Left () |
Trigger button pressed (Left Motion controller) More... | |
void | ReleaseIndex_Press_Left () |
Trigger button released (Left Motion controller) More... | |
void | Index_Press_Server (bool Hand, bool Pressed) |
bool | Index_Press_Server_Validate (bool Hand, bool Pressed) |
void | Index_Press_Server_Implementation (bool Hand, bool Pressed) |
void | Index_Press_Multycast (bool Hand, bool Pressed) |
bool | Index_Press_Multycast_Validate (bool Hand, bool Pressed) |
void | Index_Press_Multycast_Implementation (bool Hand, bool Pressed) |
void | Index_Touch_Left () |
Trigger button touched , used for Oculus (Left Motion controller) More... | |
void | ReleaseIndex_Touch_Left () |
Trigger button untouched , used for Oculus (Left Motion controller) More... | |
void | Index_Touch_Right () |
Trigger button touched , used for Oculus (Right Motion controller) More... | |
void | ReleaseIndex_Touch_Right () |
Trigger button untouched , used for Oculus (Right Motion controller) More... | |
void | Index_Press_Right () |
Trigger button pressed (Right Motion controller) More... | |
void | ReleaseIndex_Press_Right () |
Trigger button released (Right Motion controller) More... | |
void | Thumb_Press_Left () |
Trigger button pressed (Right Motion controller) More... | |
void | ReleaseThumb_Press_Left () |
Trigger button pressed (Right Motion controller) More... | |
void | Thumb_Press_Right () |
Used for Oculus HMD Indetify when player toches upper buttons More... | |
void | ReleaseThumb_Press_Right () |
Used for Oculus HMD Indetify when player untoches upper buttons More... | |
void | Thumb_Press_Server (bool Hand, bool Pressed) |
bool | Thumb_Press_Server_Validate (bool Hand, bool Pressed) |
void | Thumb_Press_Server_Implementation (bool Hand, bool Pressed) |
void | Thumb_Press_Multycast (bool Hand, bool Pressed) |
bool | Thumb_Press_Multycast_Validate (bool Hand, bool Pressed) |
void | Thumb_Press_Multycast_Implementation (bool Hand, bool Pressed) |
void | TeleportPressed_Left () |
Trigger button pressed (Left Motion controller) More... | |
void | TeleportReleased_Left () |
Trigger button released (Left Motion controller) More... | |
void | TeleportPressed_Right () |
Trigger button pressed (Right Motion controller) More... | |
void | TeleportReleased_Right () |
Trigger button released (Right Motion controller) More... | |
void | A_Press_Server (bool Hand, bool Pressed) |
bool | A_Press_Server_Validate (bool Hand, bool Pressed) |
void | A_Press_Server_Implementation (bool Hand, bool Pressed) |
void | A_Press_Multycast (bool Hand, bool Pressed) |
bool | A_Press_Multycast_Validate (bool Hand, bool Pressed) |
void | A_Press_Multycast_Implementation (bool Hand, bool Pressed) |
void | A_Press_R () |
Rightg A Button beeing pressed More... | |
void | A_Released_R () |
Rightg A Button beeing released More... | |
void | A_Press_L () |
Left A Button beeing pressed More... | |
void | A_Released_L () |
Left A Button beeing released More... | |
void | B_Press_Server (bool Hand, bool Pressed) |
bool | B_Press_Server_Validate (bool Hand, bool Pressed) |
void | B_Press_Server_Implementation (bool Hand, bool Pressed) |
void | B_Press_Multycast (bool Hand, bool Pressed) |
bool | B_Press_Multycast_Validate (bool Hand, bool Pressed) |
void | B_Press_Multycast_Implementation (bool Hand, bool Pressed) |
void | B_Press_R () |
Rightg b Button beeing pressed More... | |
void | B_Released_R () |
Rightg b Button beeing released More... | |
void | B_Press_L () |
Left b Button beeing pressed More... | |
void | B_Released_L () |
Left b Button beeing released More... | |
void | R_Trackpad_Touch () |
Rightg Trackpad beeing Touch More... | |
void | R_Trackpad_UnTouch () |
Rightg Trackpad beeing Untouch More... | |
void | ThumbsticRightXAxis (const FInputActionValue &Value) |
Player rotation on right thubmstick More... | |
void | ThumbsticRightYAxis (const FInputActionValue &Value) |
Updates camera pitch in Developer Mode and crouch in VR More... | |
void | ThumbsticLeftXAxis (float Value) |
Player rotation on right thubmstick More... | |
void | ThumbsticLeftYAxis (float Value) |
Updates camera pitch in Developer Mode and crouch in VR More... | |
void | UpdateMovement (const FInputActionValue &Value) |
Moves player in direction More... | |
void | MovementStopped (const FInputActionValue &Value) |
void | RightTriggerAxis (const FInputActionValue &Value) |
void | LeftTriggerAxis (const FInputActionValue &Value) |
void | RightGripAxis (const FInputActionValue &Value) |
void | LeftGripAxis (const FInputActionValue &Value) |
void | ThumbTrackpadAxis (float Value) |
Used for Weapons hammer(Pistols) More... | |
void | E_Press () |
E Button press(Works only in Non-VR) More... | |
void | E_Released () |
E Button released(Works only in Non-VR) More... | |
void | E_Press_Server (bool Released) |
bool | E_Press_Server_Validate (bool Released) |
void | E_Press_Server_Implementation (bool Released) |
void | E_Press_Multycast (bool Released) |
bool | E_Press_Multycast_Validate (bool Released) |
void | E_Press_Multycast_Implementation (bool Released) |
void | Execute_E_Press (bool Released) |
void | TurnWidgetDev () |
void | AddHeight () |
void | RemoveHeight () |
void | CheckClimbing () |
FVector | GetCurrentClimbLocation () |
void | CameraFade () |
Fades camera if overlaps objects More... | |
FRotator | GetRotationFromInput (float UpAxis, float RightAxis, class UVR_HandComponent *MotionController) |
Returns rotation for the teleport More... | |
void | ExecuteTeleportation (class UVR_HandComponent *MotionController) |
Handle Teleportation More... | |
void | ExecuteShiftTeleportation (UVR_HandComponent *MotionController) |
void | BeginShiftTeleport () |
void | UpdateShiftTeleport () |
void | EndShiftTeleport () |
void | FadeOutCamera () |
FVector | AdjustHandPositionToAvoidObstacles (FVector DesiredLocation, USkeletalMeshComponent *HandMeshComponent) |
void | TeleportActor (class UVR_HandComponent *MotionController) |
Teleport Player More... | |
FORCEINLINE UCapsuleComponent * | GetCollision () const |
FORCEINLINE float | GetPlayerMaxHeight () const |
FORCEINLINE float | GetPlayerCurrentHeight () const |
FORCEINLINE bool | CanCrouchOnButton () const |
FORCEINLINE bool | IsClimbing () const |
FORCEINLINE ENonVRTypes | GetNonVRType () const |
FORCEINLINE UVR_MovementComponent * | GetVRMovementComponent () const |
void | SetPlayerHeight (float Height) |
FVector | GetCameraLocation () |
FVector | GetForwardVector () |
FVector | GetComponentDirection (class USceneComponent *Component) |
FORCEINLINE class UMotionControllerComponent * | GetLeftMotionController () const |
FORCEINLINE class UMotionControllerComponent * | GetRightMotionController () const |
void | OnCameraCollisionOverlapBegin (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
On camera GetCapsuleComponent() Overlap begin. More... | |
void | OnCameraCollisionOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
On camera GetCapsuleComponent() Overlap end. More... | |
virtual void | OnAmmoBoxOverlap (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
On Ammo Box Overlap begin. More... | |
virtual void | OnAmmoBoxOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
On Ammo Box Overlap Overlap end. More... | |
void | OnCollisionOverlapBegin (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
On GetCapsuleComponent() Box Overlap begin. More... | |
void | OnCollisionOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
On GetCapsuleComponent() Box Overlap Overlap end. More... | |
int | GetAmmo (uint8 &Caliber) |
Returns ammo of choosen caliber. More... | |
virtual void | CheckPutInInventory () |
Check if object is in the inventory box. More... | |
void | CheckStepDistance () |
Check when to play step sound. More... | |
void | UpdateClimbingStatus () |
void | PlayFootstepsSound (bool bHasFallen) |
Plays footsteps sound More... | |
void | EnableMovment (bool enable) |
void | CallPauseMenu () |
FORCEINLINE bool | GetPauseMenuOpened () const |
FORCEINLINE bool | GetMenuStatus () const |
FORCEINLINE UVR_HandComponent * | GetRightHand () const |
FORCEINLINE UVR_HandComponent * | GetLeftHand () const |
FORCEINLINE int | GetHealth () const |
FORCEINLINE int | GetMaxHealth () const |
FORCEINLINE bool | GetInLoadingRoom () const |
FORCEINLINE TArray< int > | GetAmmoArray () const |
FORCEINLINE bool | IsInLoadingRoom () const |
FORCEINLINE FTransform | GetLeftHandTransform () const |
FORCEINLINE FTransform | GetRightHandTransform () const |
FORCEINLINE FTransform | GetAvatarWorldTransform () const |
FORCEINLINE USkeletalMeshComponent * | GetAvatarMesh () const |
FORCEINLINE FTransform | GetCameraTransform () const |
FORCEINLINE UVR_CameraComponent * | GetVRCamera () const |
FORCEINLINE USceneComponent * | GetVROrigin () const |
FORCEINLINE USceneComponent * | GetCamerOrigin () const |
FORCEINLINE bool | GetLockSeatedHeight () const |
FORCEINLINE FVector | GetCameraDirection () const |
FORCEINLINE float | GetPlayerSpeed () const |
FORCEINLINE float | GetPlayerDirectionValue () const |
FORCEINLINE float | GetSeatedPlayerHeight () const |
FORCEINLINE float | GetSeatedMinPlayerHeight () const |
FORCEINLINE EVRAvatarMode | GetAvatarMode () const |
FORCEINLINE FName | GetVRHelmetName () const |
FORCEINLINE bool | IsSprinting () const |
FORCEINLINE bool | CanSptint () const |
FORCEINLINE bool | HasStamina () const |
FORCEINLINE float | GetStamina () const |
FORCEINLINE bool | IsNonVRAllowed () const |
FORCEINLINE TEnumAsByte< EHMDTrackingOrigin::Type > | GetTrackingOrigin () const |
bool | IsUsingNavMeshForTeleport () const |
FVector | GetNavMeshDetectExtend () const |
float | GetDistanceMoved (FVector CurrentCameraPosition) |
float | GetDistanceRotation (FRotator CurrentCameraRotation) |
FORCEINLINE FVector | GetFloorPoint () const |
float | GetMovementDirection (FTransform CurrentCameraWorldTransform) |
float | PlayVoiceLine (USoundWave *SoundWave) |
Play voice line. More... | |
void | EnableCameraFadeOnObj (bool Enable) |
void | EnableLoadingRoom (bool Enable) |
void | TeleportPlayerPawn (FVector DestLocation, FRotator DestRotation) |
void | ReciveDamage (int Damage) |
void | Heal (int HealthToAdd) |
void | SetInventory (TArray< TSubclassOf< class AActor > > InventoryActors, TArray< UStaticMesh * > InventoryMeshes, TArray< int > NewAmmo) |
void | SetUserMode (bool VRMode) |
void | SendUserMode_Server (APawn *Player, bool VRMode) |
bool | SendUserMode_Server_Validate (APawn *Player, bool VRMode) |
void | SendUserMode_Server_Implementation (APawn *Player, bool VRMode) |
void | SendUserMode_Multicast (APawn *Player, bool VRMode) |
bool | SendUserMode_Multicast_Validate (APawn *Player, bool VRMode) |
void | SendUserMode_Multicast_Implementation (APawn *Player, bool VRMode) |
void | SetTrackingOrigin (TEnumAsByte< EHMDTrackingOrigin::Type > NewTrackingOrigin) |
void | LoadLocomotionSettings () |
Public Attributes | |
TObjectPtr< UVR_MovementComponent > | VRMovementComponent |
FVector | LastCameraPosition |
bool | bWeaponInInventory |
TSubclassOf< class AActor > | WeaponInInventory |
FDoAfterTeleport | DoAfterTeleport |
Protected Attributes | |
USceneComponent * | RootScene |
Default scene root More... | |
USceneComponent * | FloorOrigin |
Players camera scene root More... | |
USceneComponent * | CameraOrigin |
UVR_CameraComponent * | VRCamera |
Players camera More... | |
class USkeletalMeshComponent * | PlayerMesh |
Players GetCapsuleComponent() More... | |
USphereComponent * | CameraCollision |
Players camera Collision More... | |
UBoxComponent * | AmmoBox |
Ammo box in which player can put ammo More... | |
UAudioComponent * | FootstepsAudioComponent |
UAudioComponent * | VoiceAudioComponent |
UVR_HandComponent * | LeftMotionController |
UVR_HandComponent * | RightMotionController |
UPhysicsHandleComponent * | NonVRPhysicsHandleComponent |
USoundCue * | Footsteps_SoundCue |
USoundCue * | Voice_SoundCue |
class UInputMappingContext * | DefaultMappingContext |
class UInputAction * | IA_ThumbsticRightXAxis |
class UInputAction * | IA_ThumbsticRightYAxis |
class UInputAction * | IA_Move |
class UInputAction * | IA_IndexCurl_Right |
class UInputAction * | IA_IndexCurl_Left |
class UInputAction * | IA_GrabRight |
class UInputAction * | IA_GrabLeft |
class UInputAction * | IA_BPressRight |
class UInputAction * | IA_BPressLeft |
class UInputAction * | IA_APressRight |
class UInputAction * | IA_APressLeft |
class UInputAction * | IA_Hand_ThumbStickPress_Right |
class UInputAction * | IA_Hand_ThumbStickPress_Left |
class UInputAction * | IA_EPress |
class UInputAction * | IA_Dev_Debug_MinusHeight |
class UInputAction * | IA_Dev_Debug_PlusHeight |
class UInputAction * | IA_Dev_Debug_WidgetInteraction |
AVR_Player::AVR_Player | ( | const FObjectInitializer & | ObjectInitializer | ) |
void AVR_Player::A_Press_L | ( | ) |
Left A Button beeing pressed
void AVR_Player::A_Press_Multycast | ( | bool | Hand, |
bool | Pressed | ||
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void AVR_Player::A_Press_Multycast_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::A_Press_Multycast_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::A_Press_R | ( | ) |
Rightg A Button beeing pressed
void AVR_Player::A_Press_Server | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::A_Press_Server_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::A_Press_Server_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::A_Released_L | ( | ) |
Left A Button beeing released
void AVR_Player::A_Released_R | ( | ) |
Rightg A Button beeing released
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void AVR_Player::AddHeight | ( | ) |
FVector AVR_Player::AdjustHandPositionToAvoidObstacles | ( | FVector | DesiredLocation, |
USkeletalMeshComponent * | HandMeshComponent | ||
) |
void AVR_Player::B_Press_L | ( | ) |
Left b Button beeing pressed
void AVR_Player::B_Press_Multycast | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::B_Press_Multycast_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::B_Press_Multycast_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::B_Press_R | ( | ) |
Rightg b Button beeing pressed
void AVR_Player::B_Press_Server | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::B_Press_Server_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::B_Press_Server_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::B_Released_L | ( | ) |
Left b Button beeing released
void AVR_Player::B_Released_R | ( | ) |
Rightg b Button beeing released
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void AVR_Player::BeginShiftTeleport | ( | ) |
void AVR_Player::CallPauseMenu | ( | ) |
void AVR_Player::CameraFade | ( | ) |
Fades camera if overlaps objects
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void AVR_Player::CheckClimbing | ( | ) |
bool AVR_Player::CheckHandPtrExist | ( | bool | Hand | ) |
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Check if object is in the inventory box.
void AVR_Player::CheckStepDistance | ( | ) |
Check when to play step sound.
void AVR_Player::E_Press | ( | ) |
E Button press(Works only in Non-VR)
void AVR_Player::E_Press_Multycast | ( | bool | Released | ) |
void AVR_Player::E_Press_Multycast_Implementation | ( | bool | Released | ) |
bool AVR_Player::E_Press_Multycast_Validate | ( | bool | Released | ) |
void AVR_Player::E_Press_Server | ( | bool | Released | ) |
void AVR_Player::E_Press_Server_Implementation | ( | bool | Released | ) |
bool AVR_Player::E_Press_Server_Validate | ( | bool | Released | ) |
void AVR_Player::E_Released | ( | ) |
E Button released(Works only in Non-VR)
void AVR_Player::EnableCameraFadeOnObj | ( | bool | Enable | ) |
void AVR_Player::EnableLoadingRoom | ( | bool | Enable | ) |
void AVR_Player::EnableMovment | ( | bool | enable | ) |
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void AVR_Player::EndShiftTeleport | ( | ) |
void AVR_Player::Execute_E_Press | ( | bool | Released | ) |
void AVR_Player::ExecuteShiftTeleportation | ( | UVR_HandComponent * | MotionController | ) |
void AVR_Player::ExecuteTeleportation | ( | class UVR_HandComponent * | MotionController | ) |
Handle Teleportation
MotionController | Current MotionController , where teleport button was pressed |
void AVR_Player::FadeOutCamera | ( | ) |
int AVR_Player::GetAmmo | ( | uint8 & | Caliber | ) |
Returns ammo of choosen caliber.
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FVector AVR_Player::GetCameraLocation | ( | ) |
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FVector AVR_Player::GetComponentDirection | ( | class USceneComponent * | Component | ) |
FVector AVR_Player::GetCurrentClimbLocation | ( | ) |
float AVR_Player::GetDistanceMoved | ( | FVector | CurrentCameraPosition | ) |
float AVR_Player::GetDistanceRotation | ( | FRotator | CurrentCameraRotation | ) |
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FVector AVR_Player::GetForwardVector | ( | ) |
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float AVR_Player::GetMovementDirection | ( | FTransform | CurrentCameraWorldTransform | ) |
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FRotator AVR_Player::GetRotationFromInput | ( | float | UpAxis, |
float | RightAxis, | ||
class UVR_HandComponent * | MotionController | ||
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Returns rotation for the teleport
UpAxis | |
RightAxis | |
MotionController | current MotionController |
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void AVR_Player::GrabActor_Left | ( | ) |
Grip button pressed (Left Motion controller)
void AVR_Player::GrabActor_Multycast | ( | bool | Hand | ) |
void AVR_Player::GrabActor_Multycast_Implementation | ( | bool | Hand | ) |
bool AVR_Player::GrabActor_Multycast_Validate | ( | bool | Hand | ) |
void AVR_Player::GrabActor_Right | ( | ) |
Grip button pressed (Right Motion controller)
void AVR_Player::GrabActor_Server | ( | bool | Hand | ) |
void AVR_Player::GrabActor_Server_Implementation | ( | bool | Hand | ) |
bool AVR_Player::GrabActor_Server_Validate | ( | bool | Hand | ) |
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void AVR_Player::Heal | ( | int | HealthToAdd | ) |
void AVR_Player::Index_Press_Left | ( | ) |
Trigger button pressed (Left Motion controller)
void AVR_Player::Index_Press_Multycast | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Index_Press_Multycast_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::Index_Press_Multycast_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Index_Press_Right | ( | ) |
Trigger button pressed (Right Motion controller)
void AVR_Player::Index_Press_Server | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Index_Press_Server_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::Index_Press_Server_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Index_Touch_Left | ( | ) |
Trigger button touched , used for Oculus (Left Motion controller)
void AVR_Player::Index_Touch_Right | ( | ) |
Trigger button touched , used for Oculus (Right Motion controller)
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void AVR_Player::LeftGripAxis | ( | const FInputActionValue & | Value | ) |
void AVR_Player::LeftTriggerAxis | ( | const FInputActionValue & | Value | ) |
Value |
void AVR_Player::LoadLocomotionSettings | ( | ) |
void AVR_Player::MovementStopped | ( | const FInputActionValue & | Value | ) |
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On Ammo Box Overlap begin.
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On Ammo Box Overlap Overlap end.
void AVR_Player::OnCameraCollisionOverlapBegin | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult | ||
) |
On camera GetCapsuleComponent() Overlap begin.
void AVR_Player::OnCameraCollisionOverlapEnd | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex | ||
) |
On camera GetCapsuleComponent() Overlap end.
void AVR_Player::OnCollisionOverlapBegin | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult | ||
) |
On GetCapsuleComponent() Box Overlap begin.
void AVR_Player::OnCollisionOverlapEnd | ( | class UPrimitiveComponent * | OverlappedComp, |
class AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex | ||
) |
On GetCapsuleComponent() Box Overlap Overlap end.
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void AVR_Player::OnResetVR | ( | ) |
Resets HMD orientation and position in VR.
void AVR_Player::PlayerMeshTick | ( | float | DeltaTime | ) |
void AVR_Player::PlayFootstepsSound | ( | bool | bHasFallen | ) |
Plays footsteps sound
bHasFallen | True if player has fallen, false if player is walking |
float AVR_Player::PlayVoiceLine | ( | USoundWave * | SoundWave | ) |
Play voice line.
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void AVR_Player::R_Trackpad_Touch | ( | ) |
Rightg Trackpad beeing Touch
void AVR_Player::R_Trackpad_UnTouch | ( | ) |
Rightg Trackpad beeing Untouch
void AVR_Player::ReciveDamage | ( | int | Damage | ) |
void AVR_Player::ReleaseActor_Left | ( | ) |
Grip button released (Left Motion controller)
void AVR_Player::ReleaseActor_Multycast | ( | bool | Hand | ) |
void AVR_Player::ReleaseActor_Multycast_Implementation | ( | bool | Hand | ) |
bool AVR_Player::ReleaseActor_Multycast_Validate | ( | bool | Hand | ) |
void AVR_Player::ReleaseActor_Right | ( | ) |
Grip button released (Right Motion controller)
void AVR_Player::ReleaseActor_Server | ( | bool | Hand | ) |
void AVR_Player::ReleaseActor_Server_Implementation | ( | bool | Hand | ) |
bool AVR_Player::ReleaseActor_Server_Validate | ( | bool | Hand | ) |
void AVR_Player::ReleaseIndex_Press_Left | ( | ) |
Trigger button released (Left Motion controller)
void AVR_Player::ReleaseIndex_Press_Right | ( | ) |
Trigger button released (Right Motion controller)
void AVR_Player::ReleaseIndex_Touch_Left | ( | ) |
Trigger button untouched , used for Oculus (Left Motion controller)
void AVR_Player::ReleaseIndex_Touch_Right | ( | ) |
Trigger button untouched , used for Oculus (Right Motion controller)
void AVR_Player::ReleaseThumb_Press_Left | ( | ) |
Trigger button pressed (Right Motion controller)
void AVR_Player::ReleaseThumb_Press_Right | ( | ) |
Used for Oculus HMD Indetify when player untoches upper buttons
void AVR_Player::RemoveHeight | ( | ) |
void AVR_Player::RightGripAxis | ( | const FInputActionValue & | Value | ) |
void AVR_Player::RightTriggerAxis | ( | const FInputActionValue & | Value | ) |
Value |
void AVR_Player::SendUserMode_Multicast | ( | APawn * | Player, |
bool | VRMode | ||
) |
void AVR_Player::SendUserMode_Multicast_Implementation | ( | APawn * | Player, |
bool | VRMode | ||
) |
bool AVR_Player::SendUserMode_Multicast_Validate | ( | APawn * | Player, |
bool | VRMode | ||
) |
void AVR_Player::SendUserMode_Server | ( | APawn * | Player, |
bool | VRMode | ||
) |
void AVR_Player::SendUserMode_Server_Implementation | ( | APawn * | Player, |
bool | VRMode | ||
) |
bool AVR_Player::SendUserMode_Server_Validate | ( | APawn * | Player, |
bool | VRMode | ||
) |
void AVR_Player::SetInventory | ( | TArray< TSubclassOf< class AActor > > | InventoryActors, |
TArray< UStaticMesh * > | InventoryMeshes, | ||
TArray< int > | NewAmmo | ||
) |
void AVR_Player::SetPlayerHeight | ( | float | Height | ) |
void AVR_Player::SetTrackingOrigin | ( | TEnumAsByte< EHMDTrackingOrigin::Type > | NewTrackingOrigin | ) |
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void AVR_Player::SetUserMode | ( | bool | VRMode | ) |
void AVR_Player::TeleportActor | ( | class UVR_HandComponent * | MotionController | ) |
Teleport Player
MotionController | MotionController used for telortaion , gets rotation params from it |
void AVR_Player::TeleportPlayerPawn | ( | FVector | DestLocation, |
FRotator | DestRotation | ||
) |
void AVR_Player::TeleportPressed_Left | ( | ) |
Trigger button pressed (Left Motion controller)
void AVR_Player::TeleportPressed_Right | ( | ) |
Trigger button pressed (Right Motion controller)
void AVR_Player::TeleportReleased_Left | ( | ) |
Trigger button released (Left Motion controller)
void AVR_Player::TeleportReleased_Right | ( | ) |
Trigger button released (Right Motion controller)
void AVR_Player::Thumb_Press_Left | ( | ) |
Trigger button pressed (Right Motion controller)
void AVR_Player::Thumb_Press_Multycast | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Thumb_Press_Multycast_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::Thumb_Press_Multycast_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Thumb_Press_Right | ( | ) |
Used for Oculus HMD Indetify when player toches upper buttons
void AVR_Player::Thumb_Press_Server | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::Thumb_Press_Server_Implementation | ( | bool | Hand, |
bool | Pressed | ||
) |
bool AVR_Player::Thumb_Press_Server_Validate | ( | bool | Hand, |
bool | Pressed | ||
) |
void AVR_Player::ThumbsticLeftXAxis | ( | float | Value | ) |
Player rotation on right thubmstick
Rate | Rotation rate |
void AVR_Player::ThumbsticLeftYAxis | ( | float | Value | ) |
Updates camera pitch in Developer Mode and crouch in VR
Rate |
void AVR_Player::ThumbsticRightXAxis | ( | const FInputActionValue & | Value | ) |
Player rotation on right thubmstick
Rate | Rotation rate |
void AVR_Player::ThumbsticRightYAxis | ( | const FInputActionValue & | Value | ) |
Updates camera pitch in Developer Mode and crouch in VR
Rate |
void AVR_Player::ThumbTrackpadAxis | ( | float | Value | ) |
Used for Weapons hammer(Pistols)
Value |
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void AVR_Player::TurnWidgetDev | ( | ) |
Developer Mode , Widget Interaction on/off by pressing "Z" button
void AVR_Player::UpdateClimbingStatus | ( | ) |
void AVR_Player::UpdateMovement | ( | const FInputActionValue & | Value | ) |
Moves player in direction
Value_Y | Thumbstick Y value |
Value_X | Thumbstick x value |
DevicePosition | Current HMD position |
DeviceRotation | Current HMD rotation |
void AVR_Player::UpdateShiftTeleport | ( | ) |
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Ammo box in which player can put ammo
bool AVR_Player::bWeaponInInventory |
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Players camera Collision
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MappingContext
FDoAfterTeleport AVR_Player::DoAfterTeleport |
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Players camera scene root
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FVector AVR_Player::LastCameraPosition |
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Players GetCapsuleComponent()
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Default scene root
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Players camera
TObjectPtr<UVR_MovementComponent> AVR_Player::VRMovementComponent |
TSubclassOf<class AActor> AVR_Player::WeaponInInventory |