This is a skeletal object which player can pick up using one of grab methods (enum EGrabMethod)
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#include <VR_SkeletalMesh.h>
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| AVR_SkeletalMesh () |
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void | UpdateModel (class USkeletalMesh *NewMesh) |
| Updates the Pickup mesh model.
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void | UpdateMaterial (class UMaterialInterface *NewMaterial) |
| Updates the Pickup mesh material.
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FORCEINLINE class USkeletalMeshComponent * | GetPickupMesh () const |
| Get Pickup Mesh.
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virtual void | Tick (float DeltaTime) override |
| Called every frame.
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| AVR_Actor () |
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virtual bool | IsColliding_Implementation () |
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void | OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
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void | Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand) |
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void | Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint) |
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bool | IsGrabbed () |
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bool | CanPullGrab () |
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void | Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle) |
| Used for interaction with objects such as door.
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bool | IsColliding () |
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void | Stop_Interaction (class AVR_Hands *MotionController) |
| Stop object interaction.
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void | Shoot () |
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bool | IsHeldBy (class AVR_Hands *MotionController) |
| Indetify if object is held by MotionController.
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bool | CanNonVRInteract () |
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bool | ForceCheckForGrabComponents () |
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void | NonVRInteraction (AVR_Player *Player) |
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bool | IsNonVRInteractTillStop () |
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void | Stop_NonVRInteraction (AVR_Player *Player) |
| Stop object interaction.
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virtual void | BeginPlay () override |
| Called when the game starts or when spawned.
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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
◆ AVR_SkeletalMesh()
AVR_SkeletalMesh::AVR_SkeletalMesh |
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◆ BeginPlay()
void AVR_SkeletalMesh::BeginPlay |
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overrideprotectedvirtual |
◆ GetPickupMesh()
FORCEINLINE class USkeletalMeshComponent * AVR_SkeletalMesh::GetPickupMesh |
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const |
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inline |
Get Pickup Mesh.
- Note
- Blueprint Callable , Category = "Object|Grab"
- Returns
- Returns StaticMeshComponent
◆ Tick()
void AVR_SkeletalMesh::Tick |
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float | DeltaTime | ) |
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overridevirtual |
◆ UpdateMaterial()
void AVR_SkeletalMesh::UpdateMaterial |
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class UMaterialInterface * | NewMaterial | ) |
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Updates the Pickup mesh material.
- Parameters
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- 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 |
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class USkeletalMesh * | NewMesh | ) |
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◆ GrabComponent
◆ PickupMesh
class USkeletalMeshComponent* AVR_SkeletalMesh::PickupMesh |
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protected |
◆ RootScene
class USceneComponent* AVR_SkeletalMesh::RootScene |
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protected |
The documentation for this class was generated from the following files:
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Public/VR/VR_Actors/VR_SkeletalMesh.h
- D:/Projects/LUEZ/LUEZ/Plugins/HeadMountedVR/Source/HeadMountedVR/Private/VR/VR_Actors/VR_SkeletalMesh.cpp