Head Mounted VR 2.0
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AVR_SkeletalMesh Class Reference

This is a skeletal object which player can pick up using one of grab methods (enum EGrabMethod) More...

#include <VR_SkeletalMesh.h>

+ Inheritance diagram for AVR_SkeletalMesh:

Public Member Functions

 AVR_SkeletalMesh ()
 
void UpdateModel (class USkeletalMesh *NewMesh)
 Updates the Pickup mesh model.
 
void UpdateMaterial (class UMaterialInterface *NewMaterial)
 Updates the Pickup mesh material.
 
FORCEINLINE class USkeletalMeshComponent * GetPickupMesh () const
 Get Pickup Mesh.
 
virtual void Tick (float DeltaTime) override
 Called every frame.
 
- 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 UVR_GrabComponentGrabComponent
 

Protected Member Functions

virtual void BeginPlay () override
 Called when the game starts or when spawned.
 

Protected Attributes

class USceneComponent * RootScene
 Default scene root.
 
class USkeletalMeshComponent * PickupMesh
 Mesh for picking up.
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

This is a skeletal object which player can pick up using one of grab methods (enum EGrabMethod)

Note
use Physics Constraint Method in most cases

Constructor & Destructor Documentation

◆ AVR_SkeletalMesh()

AVR_SkeletalMesh::AVR_SkeletalMesh ( )

Member Function Documentation

◆ BeginPlay()

void AVR_SkeletalMesh::BeginPlay ( )
overrideprotectedvirtual

Called when the game starts or when spawned.

Reimplemented from AVR_Actor.

Reimplemented in AVR_EquipmentSkeletal.

◆ GetPickupMesh()

FORCEINLINE class USkeletalMeshComponent * AVR_SkeletalMesh::GetPickupMesh ( ) const
inline

Get Pickup Mesh.

Note
Blueprint Callable , Category = "Object|Grab"
Returns
Returns StaticMeshComponent

◆ Tick()

void AVR_SkeletalMesh::Tick ( float DeltaTime)
overridevirtual

Called every frame.

Reimplemented from AVR_Actor.

Reimplemented in AVR_EquipmentSkeletal.

◆ UpdateMaterial()

void AVR_SkeletalMesh::UpdateMaterial ( class UMaterialInterface * NewMaterial)

Updates the Pickup mesh material.

Parameters
NewMaterial
See also
UpdateModel(class UStaticMesh* NewMesh)
Note
Blueprint Callable , Category = "Object|Grab"
Warning
DO NOT FORGET TO CHANGE THE MODEL

◆ UpdateModel()

void AVR_SkeletalMesh::UpdateModel ( class USkeletalMesh * NewMesh)

Updates the Pickup mesh model.

Parameters
NewMesh
See also
UpdateMaterial(class UMaterialInterface* NewMaterial)
Note
Blueprint Callable , Category = "Object|Grab"
Warning
DO NOT FORGET TO CHANGE THE MATERIAL

Member Data Documentation

◆ GrabComponent

class UVR_GrabComponent* AVR_SkeletalMesh::GrabComponent

◆ PickupMesh

class USkeletalMeshComponent* AVR_SkeletalMesh::PickupMesh
protected

Mesh for picking up.

◆ RootScene

class USceneComponent* AVR_SkeletalMesh::RootScene
protected

Default scene root.


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