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Head Mounted VR 3.0
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Player class. More...
#include <VR_Player.h>
Inheritance diagram for AVR_Player: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 | SetVRPlayerRotation (FRotator Rotation, bool UpdateMCTransform=false) |
| void | OnResetVR () |
| Resets HMD orientation and position in VR. | |
| void | GrabActor_Left () |
| Grip button pressed (Left Motion controller) | |
| void | ReleaseActor_Left () |
| Grip button released (Left Motion controller) | |
| void | GrabActor_Right () |
| Grip button pressed (Right Motion controller) | |
| void | ReleaseActor_Right () |
| Grip button released (Right Motion controller) | |
| 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) | |
| void | ReleaseIndex_Press_Left () |
| Trigger button released (Left Motion controller) | |
| 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) | |
| void | ReleaseIndex_Touch_Left () |
| Trigger button untouched , used for Oculus (Left Motion controller) | |
| void | Index_Touch_Right () |
| Trigger button touched , used for Oculus (Right Motion controller) | |
| void | ReleaseIndex_Touch_Right () |
| Trigger button untouched , used for Oculus (Right Motion controller) | |
| void | Index_Press_Right () |
| Trigger button pressed (Right Motion controller) | |
| void | ReleaseIndex_Press_Right () |
| Trigger button released (Right Motion controller) | |
| void | Thumb_Press_Left () |
| Trigger button pressed (Right Motion controller) | |
| void | ReleaseThumb_Press_Left () |
| Trigger button pressed (Right Motion controller) | |
| void | Thumb_Press_Right () |
| Used for Oculus HMD Indetify when player toches upper buttons. | |
| void | ReleaseThumb_Press_Right () |
| Used for Oculus HMD Indetify when player untoches upper buttons. | |
| 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) | |
| void | TeleportReleased_Left () |
| Trigger button released (Left Motion controller) | |
| void | TeleportPressed_Right () |
| Trigger button pressed (Right Motion controller) | |
| void | TeleportReleased_Right () |
| Trigger button released (Right Motion controller) | |
| 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. | |
| void | A_Released_R () |
| Rightg A Button beeing released. | |
| void | A_Press_L () |
| Left A Button beeing pressed. | |
| void | A_Released_L () |
| Left A Button beeing released. | |
| 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. | |
| void | B_Released_R () |
| Rightg b Button beeing released. | |
| void | B_Press_L () |
| Left b Button beeing pressed. | |
| void | B_Released_L () |
| Left b Button beeing released. | |
| void | R_Trackpad_Touch () |
| Rightg Trackpad beeing Touch. | |
| void | R_Trackpad_UnTouch () |
| Rightg Trackpad beeing Untouch. | |
| void | ThumbsticRightXAxis (const FInputActionValue &Value) |
| Player rotation on right thubmstick. | |
| void | ThumbsticRightYAxis (const FInputActionValue &Value) |
| Updates camera pitch in Developer Mode and crouch in VR. | |
| void | ThumbsticLeftXAxis (float Value) |
| Player rotation on right thubmstick. | |
| void | ThumbsticLeftYAxis (float Value) |
| Updates camera pitch in Developer Mode and crouch in VR. | |
| void | UpdateMovement (const FInputActionValue &Value) |
| Moves player in direction. | |
| 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) | |
| void | E_Press () |
| E Button press(Works only in Non-VR) | |
| void | E_Released () |
| E Button released(Works only in Non-VR) | |
| 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. | |
| FRotator | GetRotationFromInput (float UpAxis, float RightAxis, class UVR_HandComponent *MotionController) |
| Returns rotation for the teleport. | |
| void | ExecuteTeleportation (class UVR_HandComponent *MotionController) |
| Handle Teleportation. | |
| void | ExecuteShiftTeleportation (UVR_HandComponent *MotionController) |
| void | ShiftTeleportTo (FVector Location, FRotator Rotation) |
| void | BeginShiftTeleport () |
| void | UpdateShiftTeleport () |
| void | EndShiftTeleport () |
| void | FadeOutCamera () |
| FVector | AdjustHandPositionToAvoidObstacles (FVector DesiredLocation, USkeletalMeshComponent *HandMeshComponent) |
| void | TeleportActor (class UVR_HandComponent *MotionController) |
| Teleport Player. | |
| 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. | |
| void | OnCameraCollisionOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| On camera GetCapsuleComponent() Overlap end. | |
| virtual void | OnAmmoBoxOverlap (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
| On Ammo Box Overlap begin. | |
| virtual void | OnAmmoBoxOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| On Ammo Box Overlap Overlap end. | |
| void | OnCollisionOverlapBegin (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
| On GetCapsuleComponent() Box Overlap begin. | |
| void | OnCollisionOverlapEnd (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex) |
| On GetCapsuleComponent() Box Overlap Overlap end. | |
| int | GetAmmo (uint8 &Caliber) |
| Returns ammo of choosen caliber. | |
| virtual void | CheckPutInInventory () |
| Check if object is in the inventory box. | |
| void | CheckStepDistance () |
| Check when to play step sound. | |
| void | UpdateClimbingStatus () |
| void | PlayFootstepsSound (bool bHasFallen) |
| Plays footsteps sound. | |
| 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. | |
| void | EnableCameraFadeOnObj (bool Enable) |
| void | EnableLoadingRoom (bool Enable) |
| void | TeleportPlayerPawn (FVector DestLocation, FRotator DestRotation=FRotator::ZeroRotator) |
| void | PrepareHandsForTeleportation (FVector &RelativeRightHandLocation, FVector &RelativeLeftHandLocation, FVector &RightRelativeGrabbedComponentLocation, FVector &LeftRelativeGrabbedComponentLocation) |
| void | HandsFinishTeleporting (FVector RelativeRightHandLocation, FVector RelativeLeftHandLocation, FVector RightRelativeGrabbedComponentLocation, FVector LeftRelativeGrabbedComponentLocation) |
| 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 () |
| bool | IsSequencerActor () |
Public Attributes | |
| TObjectPtr< UVR_MovementComponent > | VRMovementComponent |
| FVector | LastCameraPosition |
| bool | bWeaponInInventory |
| TSubclassOf< class AActor > | WeaponInInventory |
| FDoAfterTeleport | DoAfterTeleport |
| FDoCustomHandsCreation | DoCustomHandsCreation |
| FOnShouldPlayFootstep | OnShouldPlayFootstep |
Protected Attributes | |
| USceneComponent * | RootScene |
| Default scene root. | |
| USceneComponent * | FloorOrigin |
| Players camera scene root. | |
| USceneComponent * | CameraOrigin |
| UVR_CameraComponent * | VRCamera |
| Players camera. | |
| class USkeletalMeshComponent * | PlayerMesh |
| Players GetCapsuleComponent() | |
| USphereComponent * | CameraCollision |
| Players camera Collision. | |
| UBoxComponent * | AmmoBox |
| Ammo box in which player can put ammo. | |
| 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 ) |
| 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 ) |
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 | ) |
| void AVR_Player::HandsFinishTeleporting | ( | FVector | RelativeRightHandLocation, |
| FVector | RelativeLeftHandLocation, | ||
| FVector | RightRelativeGrabbedComponentLocation, | ||
| FVector | LeftRelativeGrabbedComponentLocation ) |
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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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overridevirtual |
| 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::PrepareHandsForTeleportation | ( | FVector & | RelativeRightHandLocation, |
| FVector & | RelativeLeftHandLocation, | ||
| FVector & | RightRelativeGrabbedComponentLocation, | ||
| FVector & | LeftRelativeGrabbedComponentLocation ) |
| 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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overridevirtual |
| void AVR_Player::SetUserMode | ( | bool | VRMode | ) |
| void AVR_Player::SetVRPlayerRotation | ( | FRotator | Rotation, |
| bool | UpdateMCTransform = false ) |
| void AVR_Player::ShiftTeleportTo | ( | FVector | Location, |
| FRotator | Rotation ) |
| 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 = FRotator::ZeroRotator ) |
| 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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overridevirtual |
| 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 |
| FDoCustomHandsCreation AVR_Player::DoCustomHandsCreation |
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Players camera scene root.
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| FVector AVR_Player::LastCameraPosition |
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| FOnShouldPlayFootstep AVR_Player::OnShouldPlayFootstep |
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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 |