Head Mounted VR 2.0
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IVR_InteractionInterface Class Reference

Interface for interacting with objects. More...

#include <VR_InteractionInterface.h>

+ Inheritance diagram for IVR_InteractionInterface:

Public Member Functions

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.
 

Detailed Description

Interface for interacting with objects.

Member Function Documentation

◆ CanNonVRInteract()

bool IVR_InteractionInterface::CanNonVRInteract ( )

◆ CanPullGrab()

bool IVR_InteractionInterface::CanPullGrab ( )

◆ Drop()

void IVR_InteractionInterface::Drop ( class UPhysicsConstraintComponent * PickPhysicsConstraint)

◆ ForceCheckForGrabComponents()

bool IVR_InteractionInterface::ForceCheckForGrabComponents ( )

◆ Interaction()

void IVR_InteractionInterface::Interaction ( class AVR_Hands * MotionController,
bool & HandleStatus,
bool bFroceAttachHandle )

Used for interaction with objects such as door.

Note
used in AVR_StaticMesh , BlueprintNativeEvent, BlueprintCallable"

◆ IsColliding()

bool IVR_InteractionInterface::IsColliding ( )

◆ IsGrabbed()

bool IVR_InteractionInterface::IsGrabbed ( )

◆ IsHeldBy()

bool IVR_InteractionInterface::IsHeldBy ( class AVR_Hands * MotionController)

Indetify if object is held by MotionController.

Parameters
MotionControllerMotionController to check
Returns
bool variable , true if this MotionController is holding an object
Note
BlueprintNativeEvent, BlueprintCallable"

◆ IsNonVRInteractTillStop()

bool IVR_InteractionInterface::IsNonVRInteractTillStop ( )

◆ NonVRInteraction()

void IVR_InteractionInterface::NonVRInteraction ( AVR_Player * Player)

◆ Pickup()

void IVR_InteractionInterface::Pickup ( class AActor * VR_MotionConttroller,
class USceneComponent * MotionController,
class UPhysicsConstraintComponent * PickPhysicsConstraint,
class USkeletalMeshComponent * RealHandMesh,
EControllerHand CurrentHand )

◆ Shoot()

void IVR_InteractionInterface::Shoot ( )

◆ Stop_Interaction()

void IVR_InteractionInterface::Stop_Interaction ( class AVR_Hands * MotionController)

Stop object interaction.

Parameters
MotionController

◆ Stop_NonVRInteraction()

void IVR_InteractionInterface::Stop_NonVRInteraction ( AVR_Player * Player)

Stop object interaction.

Parameters
MotionController

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