This is a static object which player can pick up using one of grab methods (enum EGrabMethod)
More...
|
| 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.
|
|
virtual void | Tick (float DeltaTime) override |
| Called every frame.
|
|
| AVR_Actor () |
|
virtual bool | IsColliding_Implementation () |
|
void | OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit) |
|
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.
|
|
This is a static object which player can pick up using one of grab methods (enum EGrabMethod)
- Note
- use Physics Constraint Method in most cases