|  | Head Mounted VR 3.0
    | 
This class can be used for knifes, swords etc. More...
#include <VR_StabWeapon.h>
 Inheritance diagram for AVR_StabWeapon:
 Inheritance diagram for AVR_StabWeapon:| Public Member Functions | |
| AVR_StabWeapon () | |
| virtual void | Tick (float DeltaTime) override | 
| Called every frame. | |
| void | DoOnStabing (float Damage, uint8 CurrentDamageStep, AActor *HitActor, UPrimitiveComponent *HitComponent, FName HitBoneName) | 
|  Public Member Functions inherited from AVR_StaticMesh | |
| AVR_StaticMesh () | |
| void | UpdateModel (class UStaticMesh *NewMesh) | 
| Updates the Pickup mesh model. | |
| void | UpdateMaterial (class UMaterialInterface *NewMaterial) | 
| Updates the Pickup mesh material. | |
| void | UpdateMass (float NewMass) | 
| Updates the mass on the object. | |
| FORCEINLINE class UStaticMeshComponent * | GetPickupMesh () const | 
| Get Pickup Mesh. | |
|  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 | |
| bool | IsGrabbed () | 
| bool | CanPullGrab () | 
| void | Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle) | 
| Used for interaction with objects such as door. | |
| bool | IsColliding () | 
| void | Drop (class UVR_HandComponent *MotionController) | 
| Stop object interaction. | |
| void | Shoot () | 
| bool | IsHeldBy (class UVR_HandComponent *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. | |
| Protected Member Functions | |
| virtual void | BeginPlay () override | 
| Called when the game starts or when spawned. | |
|  Protected Member Functions inherited from AVR_StaticMesh | |
|  Protected Member Functions inherited from AVR_Actor | |
| Protected Attributes | |
| bool | Stabed | 
| uint8 | DamageSteps | 
| uint8 | CurrentDamageSteps | 
| float | DamageForOneStep | 
| FVector | RelativeComponentHitLocation | 
| float | MaxDamage | 
| float | StabLimit | 
| float | StabStepLength | 
| FName | StabTag | 
| bool | bCanStuck | 
| FName | StabedBoneName | 
| float | Friction | 
| bool | CheckStabImpulse | 
| float | ImpactForce | 
| FVector | StabDirection | 
| FVector | StabCenter | 
| AActor * | StabedActor | 
| UPrimitiveComponent * | StabedComponent | 
|  Protected Attributes inherited from AVR_StaticMesh | |
| class USceneComponent * | RootScene | 
| Default scene root. | |
| class UStaticMeshComponent * | PickupMesh | 
| Mesh for picking up. | |
|  Protected Attributes inherited from AVR_Actor | |
| bool | bIsColliding = false | 
| Additional Inherited Members | |
|  Public Attributes inherited from AVR_StaticMesh | |
| class UVR_GrabComponent * | GrabComponent | 
This class can be used for knifes, swords etc.
| AVR_StabWeapon::AVR_StabWeapon | ( | ) | 
| 
 | overrideprotectedvirtual | 
Called when the game starts or when spawned.
Reimplemented from AVR_StaticMesh.
| void AVR_StabWeapon::DoOnStabing | ( | float | Damage, | 
| uint8 | CurrentDamageStep, | ||
| AActor * | HitActor, | ||
| UPrimitiveComponent * | HitComponent, | ||
| FName | HitBoneName ) | 
| 
 | overridevirtual | 
Called every frame.
Reimplemented from AVR_StaticMesh.
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