Head Mounted VR 2.7
Loading...
Searching...
No Matches
AVR_Valve Class Reference

This is a simple physic valve class which can interact with players hands. More...

#include <VR_Valve.h>

+ Inheritance diagram for AVR_Valve:

Additional Inherited Members

- Public Member Functions inherited from AVR_LeverRotatable
 AVR_LeverRotatable ()
 
virtual void Tick (float DeltaTime) override
 
- Public Member Functions inherited from AVR_LeverBase
 AVR_LeverBase ()
 
virtual void Tick (float DeltaTime) override
 
virtual void SetParent (AStaticMeshActor *ParentActor)
 Sets door Parent(Door Frame or smth like that) More...
 
FORCEINLINE class UStaticMeshComponent * GetMesh () const
 Get Pickup Mesh More...
 
void UpdateReturnForce (float Force, float Velocity, float Max_Force)
 This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position. More...
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual void Tick (float DeltaTime) override
 
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 More...
 
bool IsColliding ()
 
void Drop (class UVR_HandComponent *MotionController)
 Stop object interaction More...
 
void Shoot ()
 
bool IsHeldBy (class UVR_HandComponent *MotionController)
 Indetify if object is held by MotionController More...
 
bool CanNonVRInteract ()
 
bool ForceCheckForGrabComponents ()
 
void NonVRInteraction (AVR_Player *Player)
 
bool IsNonVRInteractTillStop ()
 
void Stop_NonVRInteraction (AVR_Player *Player)
 Stop object interaction More...
 
- Protected Member Functions inherited from AVR_LeverRotatable
virtual void BeginPlay () override
 
FORCEINLINE bool IsTurnedOn () const
 Returnes true if reached maximum of RotationLimit. More...
 
FORCEINLINE float GetCurrentAngle () const
 Returnes current rotation angle of lever. More...
 
virtual void BeginPlay () override
 
virtual void BeginPlay () override
 
- Protected Attributes inherited from AVR_LeverRotatable
float RotationLimit
 
EAxies RotationAxies
 
bool bInverse
 
float OnLimit
 
float OffLimit
 
- Protected Attributes inherited from AVR_LeverBase
class USceneComponent * RootScene
 
class UStaticMeshComponent * Body_Mesh
 
class UVR_GrabComponentGrabComponent
 
class UPhysicsConstraintComponent * Body_PhysicsConstraint
 
class AStaticMeshActor * Parent_Actor
 
float ReturnForce
 
float VelocityStrength
 
float MaxForce
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

This is a simple physic valve class which can interact with players hands.

Note
Works only with the hand physics constraint component. Does not support attach to method.

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