Head Mounted VR 2.5
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UVR_GrabComponent Class Reference

Grab Component class. More...

#include <VR_GrabComponent.h>

+ Inheritance diagram for UVR_GrabComponent:

Public Member Functions

 UVR_GrabComponent ()
 
virtual bool IsColliding_Implementation ()
 
virtual bool IsGrabbed_Implementation ()
 
virtual bool CanPullGrab_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
virtual void Grab_Implementation (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Pickup Implementation More...
 
virtual void Drop_Implementation (class UVR_HandComponent *MotionController)
 Disconect object from Hand More...
 
void Pickup_AttachTo ()
 Pickup object using AttachTo method Force attach , no physics More...
 
void Pickup_PhysicsConstraint ()
 Pickup object using PhysicsConstraint method Physics , force attach More...
 
void Pickup_PhysicsConstraintAnimated ()
 Pickup object using PhysicsConstraint method and animation.(Object snaps to taget) Physics , force attach More...
 
void Pickup_PhysicsConstraintAnimatedNearSocket ()
 
void Drop_AttachTo ()
 Drops AttachTo method More...
 
void Drop_PhysicsConstraint (FConstraintInstance *PickPhysicsConstraint)
 Drops PhysicsConstraint method More...
 
void Drop_PhysicsConstraintAnimated ()
 Drops PhysicsConstraintAnimated method. More...
 
void Drop_PhysicsConstraintAnimatedNearSocket ()
 
void ForceDrop ()
 Disconnects constraints. More...
 
virtual void PickUpScript ()
 Executes before PickUp. Function can be overridden. More...
 
virtual void DropScript ()
 Executes before Drop. Function can be overridden. More...
 
void CheckEAnimationType ()
 Checks animation type for Drop_PhysicsConstraintAnimatedNearSocket More...
 
void SetGrabMethod (EGrabMethod NewGrabMethod)
 Set Grab Method More...
 
void SetBothHands (bool BothHands)
 If true player can pick an object using two hands. More...
 
void EnablePullGrab (bool Enable)
 
void EnableBlockPullGrab (bool Enable)
 
void SetAllowPickUp (bool PickUpStatus)
 Sets bSetAllowPickUp(If true player can Grab) More...
 
void RunJustDropTimer ()
 Sets true for bJustDroped for a short time(Usefull if we need to put somthing in inventory). More...
 
FORCEINLINE EGrabMethod GetGrabMethod () const
 Get Grab Method More...
 
FORCEINLINE UAnimSequence * GetPickUpAnimation () const
 Get PickUp Animations More...
 
FORCEINLINE EAnimationType GetAnimnType () const
 
FORCEINLINE UVR_HandComponentGetHandActor () const
 
FORCEINLINE bool GetInHand () const
 Get PickUp Animations More...
 
FORCEINLINE bool GetJustDroped () const
 
FORCEINLINE bool CanPlayerStepOn () const
 
FORCEINLINE FName GetLeftHandSocketName () const
 
FORCEINLINE FName GetRightHandSocketName () const
 
FORCEINLINE uint8 GetNumOfHandsAttached () const
 
FORCEINLINE bool GetCanPutInInventory () const
 
FORCEINLINE bool GetCanNPCInteract () const
 
FORCEINLINE bool CanBothHandsGrab () const
 
FORCEINLINE int GetGrabPriority () const
 
FORCEINLINE float GetMaxInteractionDistance () const
 
FORCEINLINE bool IsDropAllowed () const
 
FORCEINLINE bool GetPullGrabEnabled () const
 
FORCEINLINE bool IsAutoHandRotation () const
 
FORCEINLINE bool IsCheckingChildCollisionAxis () const
 
FORCEINLINE bool IsChildCollisionAxisInverted () const
 
FORCEINLINE EVectorDirectionTypes GetChildCollisionDirectionAxis () const
 
bool GetChildCollisions (TArray< UShapeComponent * > &ShapeComponents)
 
bool InInteractionDistance (FVector Location, float &Distance)
 
bool IsParentSimulatesPhysics ()
 
void DrawCollisionDebug ()
 
void ActivateCanDamagePlayers ()
 
void TriggerPressed ()
 
void APressed ()
 
void BPressed ()
 
void GrabPressed ()
 
void ThumbPressed ()
 
void TriggerReleased ()
 
void AReleased ()
 
void BReleased ()
 
void GrabReleased ()
 
void TriggerChange (float Value)
 
void ThumbstickChange (float ValueX, float ValueY)
 
void UpdateHitEvents ()
 
virtual void BeginPlay () override
 
virtual void EndPlay (const EEndPlayReason::Type EndPlayReason) override
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Animation", meta=(EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides)) UAnimSequence *PickAPressAnimation
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Animation", meta=(EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides)) UAnimSequence *PickBPressAnimation
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Animation", meta=(EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides)) UAnimSequence *PickTriggerPressAnimation
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab", meta=(EditCondition="(GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides)) bool AutoHandRotation
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Child Collisions", meta=(EditCondition="(GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides)) bool CheckForChildCollisionAxis
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Child Collisions", meta=(EditCondition="CheckForChildCollisionAxis == true && (GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides)) bool InvertChildCollisionAxis
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Grab|Child Collisions", meta=(EditCondition="CheckForChildCollisionAxis == true && (GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides)) EVectorDirectionTypes ChildCollisionDirectionAxis
 
virtual void OnRegister () override
 
- 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...
 

Public Attributes

FComponentTriggerPressed OnComponentTriggerPressed
 
FComponentAPressed OnComponentAPressed
 
FComponentBPressed OnComponentBPressed
 
FComponentGrabPressed OnComponentGrabPressed
 
FComponentThumbstickPressed OnComponentThumbstickPressed
 
FComponentTriggerReleased OnComponentTriggerReleased
 
FComponentAReleased OnComponentAReleased
 
FComponentBReleased OnComponentBReleased
 
FComponentGrabReleased OnComponentGrabReleased
 
FComponentTriggerChange OnComponentTriggerChange
 
FComponentThumbstickReleased OnComponentThumbstickReleased
 
FComponentThumbstickChange OnComponentThumbstickChange
 
bool bBlockOtherTriggerEvents
 
bool bBlockOtherA_Events
 
bool bBlockOtherB_Events
 
bool bBlockOtherThumbEvents
 
bool bBlockOtherThumbChangeEvents
 
UPrimitiveComponent * ParentComponent
 
bool bBothHands
 
bool bCanPlayerStepOn
 
bool bAllowPickUp
 
bool bDebug
 
bool CanPutInInventory
 
float MaxComponentInteractionDistance
 
bool bCanPullGrab
 
bool EnablePriority
 
bool WeldWithHand
 
bool LowerAttachedStrength
 
int GrabPriority
 
EGrabMethod GrabMethod
 
EPickUpAnimations PickUpAnimationType
 
UAnimSequence * PickUpAnimation
 
bool bCanNPCInteract
 
FName LeftHandSocketName
 
FName RightHandSocketName
 
TArray< FName > SocketArray
 
TArray< UAnimSequence * > PickUpAnimationArray
 
float SocketInRadius
 
bool AllowDrop
 
bool bAllowNonVR
 
ENonVRGrabTypes NonVRGrabType
 
EAnimationType AnimnType
 
bool bIsColliding = false
 
float DefaultMass
 
class UVR_HandComponentHandComponent
 

Detailed Description

Grab Component class.

See also
UVR_HandComponent
Note
Movement was written from scratch

Constructor & Destructor Documentation

◆ UVR_GrabComponent()

UVR_GrabComponent::UVR_GrabComponent ( )

Member Function Documentation

◆ ActivateCanDamagePlayers()

void UVR_GrabComponent::ActivateCanDamagePlayers ( )

◆ APressed()

void UVR_GrabComponent::APressed ( )

◆ AReleased()

void UVR_GrabComponent::AReleased ( )

◆ BeginPlay()

void UVR_GrabComponent::BeginPlay ( )
overridevirtual

◆ BPressed()

void UVR_GrabComponent::BPressed ( )

◆ BReleased()

void UVR_GrabComponent::BReleased ( )

◆ CanBothHandsGrab()

FORCEINLINE bool UVR_GrabComponent::CanBothHandsGrab ( ) const
inline

◆ CanPlayerStepOn()

FORCEINLINE bool UVR_GrabComponent::CanPlayerStepOn ( ) const
inline

◆ CanPullGrab_Implementation()

virtual bool UVR_GrabComponent::CanPullGrab_Implementation ( )
inlinevirtual

◆ CheckEAnimationType()

void UVR_GrabComponent::CheckEAnimationType ( )

Checks animation type for Drop_PhysicsConstraintAnimatedNearSocket

◆ DrawCollisionDebug()

void UVR_GrabComponent::DrawCollisionDebug ( )

◆ Drop_AttachTo()

void UVR_GrabComponent::Drop_AttachTo ( )

Drops AttachTo method

◆ Drop_Implementation()

void UVR_GrabComponent::Drop_Implementation ( class UVR_HandComponent MotionController)
virtual

Disconect object from Hand

Note
virtual function from parent class IVR_InteractionInterface , switches by enum "EGrabMethod"

◆ Drop_PhysicsConstraint()

void UVR_GrabComponent::Drop_PhysicsConstraint ( FConstraintInstance *  PickPhysicsConstraint)

Drops PhysicsConstraint method

◆ Drop_PhysicsConstraintAnimated()

void UVR_GrabComponent::Drop_PhysicsConstraintAnimated ( )

Drops PhysicsConstraintAnimated method.

◆ Drop_PhysicsConstraintAnimatedNearSocket()

void UVR_GrabComponent::Drop_PhysicsConstraintAnimatedNearSocket ( )

◆ DropScript()

void UVR_GrabComponent::DropScript ( )
virtual

Executes before Drop. Function can be overridden.

◆ EnableBlockPullGrab()

void UVR_GrabComponent::EnableBlockPullGrab ( bool  Enable)

◆ EnablePullGrab()

void UVR_GrabComponent::EnablePullGrab ( bool  Enable)

◆ EndPlay()

void UVR_GrabComponent::EndPlay ( const EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ ForceDrop()

void UVR_GrabComponent::ForceDrop ( )

Disconnects constraints.

◆ GetAnimnType()

FORCEINLINE EAnimationType UVR_GrabComponent::GetAnimnType ( ) const
inline

◆ GetCanNPCInteract()

FORCEINLINE bool UVR_GrabComponent::GetCanNPCInteract ( ) const
inline

◆ GetCanPutInInventory()

FORCEINLINE bool UVR_GrabComponent::GetCanPutInInventory ( ) const
inline

◆ GetChildCollisionDirectionAxis()

FORCEINLINE EVectorDirectionTypes UVR_GrabComponent::GetChildCollisionDirectionAxis ( ) const
inline

◆ GetChildCollisions()

bool UVR_GrabComponent::GetChildCollisions ( TArray< UShapeComponent * > &  ShapeComponents)

◆ GetGrabMethod()

FORCEINLINE EGrabMethod UVR_GrabComponent::GetGrabMethod ( ) const
inline

Get Grab Method

Note
Blueprint Callable , Category = "Object|Grab"
Returns
Returns EGrabMethod

◆ GetGrabPriority()

FORCEINLINE int UVR_GrabComponent::GetGrabPriority ( ) const
inline

◆ GetHandActor()

FORCEINLINE UVR_HandComponent * UVR_GrabComponent::GetHandActor ( ) const
inline

◆ GetInHand()

FORCEINLINE bool UVR_GrabComponent::GetInHand ( ) const
inline

Get PickUp Animations

Note
Blueprint Callable , Category = "Object|Grab"
Returns
Returns PickUpAnimations

◆ GetJustDroped()

FORCEINLINE bool UVR_GrabComponent::GetJustDroped ( ) const
inline

◆ GetLeftHandSocketName()

FORCEINLINE FName UVR_GrabComponent::GetLeftHandSocketName ( ) const
inline

◆ GetMaxInteractionDistance()

FORCEINLINE float UVR_GrabComponent::GetMaxInteractionDistance ( ) const
inline

◆ GetNumOfHandsAttached()

FORCEINLINE uint8 UVR_GrabComponent::GetNumOfHandsAttached ( ) const
inline

◆ GetPickUpAnimation()

FORCEINLINE UAnimSequence * UVR_GrabComponent::GetPickUpAnimation ( ) const
inline

Get PickUp Animations

Note
Blueprint Callable , Category = "Object|Grab"
Returns
Returns PickUpAnimations

◆ GetPullGrabEnabled()

FORCEINLINE bool UVR_GrabComponent::GetPullGrabEnabled ( ) const
inline

◆ GetRightHandSocketName()

FORCEINLINE FName UVR_GrabComponent::GetRightHandSocketName ( ) const
inline

◆ Grab_Implementation()

void UVR_GrabComponent::Grab_Implementation ( class UVR_HandComponent MotionController,
bool &  HandleStatus,
bool  bFroceAttachHandle 
)
virtual

Pickup Implementation

Parameters
MotionControllerHand which wants to grab
Note
virtual function from parent class IVR_InteractionInterface , switches by enum "EGrabMethod"

◆ GrabPressed()

void UVR_GrabComponent::GrabPressed ( )

◆ GrabReleased()

void UVR_GrabComponent::GrabReleased ( )

◆ InInteractionDistance()

bool UVR_GrabComponent::InInteractionDistance ( FVector  Location,
float &  Distance 
)

◆ IsAutoHandRotation()

FORCEINLINE bool UVR_GrabComponent::IsAutoHandRotation ( ) const
inline

◆ IsCheckingChildCollisionAxis()

FORCEINLINE bool UVR_GrabComponent::IsCheckingChildCollisionAxis ( ) const
inline

◆ IsChildCollisionAxisInverted()

FORCEINLINE bool UVR_GrabComponent::IsChildCollisionAxisInverted ( ) const
inline

◆ IsColliding_Implementation()

bool UVR_GrabComponent::IsColliding_Implementation ( )
virtual

◆ IsDropAllowed()

FORCEINLINE bool UVR_GrabComponent::IsDropAllowed ( ) const
inline

◆ IsGrabbed_Implementation()

virtual bool UVR_GrabComponent::IsGrabbed_Implementation ( )
inlinevirtual

◆ IsParentSimulatesPhysics()

bool UVR_GrabComponent::IsParentSimulatesPhysics ( )

◆ OnHitCheckColliding()

void UVR_GrabComponent::OnHitCheckColliding ( UPrimitiveComponent *  HitComponent,
AActor *  OtherActor,
UPrimitiveComponent *  OtherComp,
FVector  normalImpulse,
const FHitResult &  Hit 
)

◆ OnRegister()

void UVR_GrabComponent::OnRegister ( )
overridevirtual

◆ Pickup_AttachTo()

void UVR_GrabComponent::Pickup_AttachTo ( )

Pickup object using AttachTo method Force attach , no physics

Note
works only if (GrabMethod == EGrabMethod::AttachTo)

◆ Pickup_PhysicsConstraint()

void UVR_GrabComponent::Pickup_PhysicsConstraint ( )

Pickup object using PhysicsConstraint method Physics , force attach

Note
works only if (GrabMethod == EGrabMethod::Physics) , use for realistic attach

◆ Pickup_PhysicsConstraintAnimated()

void UVR_GrabComponent::Pickup_PhysicsConstraintAnimated ( )

Pickup object using PhysicsConstraint method and animation.(Object snaps to taget) Physics , force attach

Note
works only if (GrabMethod == EGrabMethod::Physics) , use for realistic attach

◆ Pickup_PhysicsConstraintAnimatedNearSocket()

void UVR_GrabComponent::Pickup_PhysicsConstraintAnimatedNearSocket ( )

Note
works only if (GrabMethod == EGrabMethod::Physics) , use for realistic attach

◆ PickUpScript()

void UVR_GrabComponent::PickUpScript ( )
virtual

Executes before PickUp. Function can be overridden.

◆ RunJustDropTimer()

void UVR_GrabComponent::RunJustDropTimer ( )

Sets true for bJustDroped for a short time(Usefull if we need to put somthing in inventory).

◆ SetAllowPickUp()

void UVR_GrabComponent::SetAllowPickUp ( bool  PickUpStatus)

Sets bSetAllowPickUp(If true player can Grab)

Parameters
PhysStatus
Note
Blueprint Callable , Category = "Object|Grab"

◆ SetBothHands()

void UVR_GrabComponent::SetBothHands ( bool  BothHands)

If true player can pick an object using two hands.

Parameters
BothHands
Note
Blueprint Callable , Category = "Object|Grab"
Warning
DO NOT USE WITH SMALL OBJECTS

◆ SetGrabMethod()

void UVR_GrabComponent::SetGrabMethod ( EGrabMethod  NewGrabMethod)

Set Grab Method

Parameters
NewGrabMethod
Note
Blueprint Callable

◆ ThumbPressed()

void UVR_GrabComponent::ThumbPressed ( )

◆ ThumbstickChange()

void UVR_GrabComponent::ThumbstickChange ( float  ValueX,
float  ValueY 
)

◆ TickComponent()

void UVR_GrabComponent::TickComponent ( float  DeltaTime,
ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overridevirtual

◆ TriggerChange()

void UVR_GrabComponent::TriggerChange ( float  Value)

◆ TriggerPressed()

void UVR_GrabComponent::TriggerPressed ( )

◆ TriggerReleased()

void UVR_GrabComponent::TriggerReleased ( )

◆ UpdateHitEvents()

void UVR_GrabComponent::UpdateHitEvents ( )

◆ UPROPERTY() [1/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab",
meta  = (EditCondition="(GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides) 
)

◆ UPROPERTY() [2/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Animation",
meta  = (EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides) 
)

◆ UPROPERTY() [3/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Animation",
meta  = (EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides) 
)

◆ UPROPERTY() [4/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Animation",
meta  = (EditCondition="(GrabMethod == EGrabMethod::PhysicsAnimatedNearSocket || GrabMethod == EGrabMethod::AnimatedAndIK || GrabMethod == EGrabMethod::PhysicsAnimated) && PickUpAnimationType == EPickUpAnimations::Interactable", EditConditionHides) 
)

◆ UPROPERTY() [5/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Child Collisions",
meta  = (EditCondition="(GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides) 
)

◆ UPROPERTY() [6/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Child Collisions",
meta  = (EditCondition="CheckForChildCollisionAxis == true && (GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides) 
)

◆ UPROPERTY() [7/7]

UVR_GrabComponent::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite  ,
Category  = "Grab|Child Collisions",
meta  = (EditCondition="CheckForChildCollisionAxis == true && (GrabMethod == EGrabMethod::Physics || GrabMethod == EGrabMethod::AnimatedAndIK)", EditConditionHides) 
)

Member Data Documentation

◆ AllowDrop

bool UVR_GrabComponent::AllowDrop

◆ AnimnType

EAnimationType UVR_GrabComponent::AnimnType

◆ bAllowNonVR

bool UVR_GrabComponent::bAllowNonVR

◆ bAllowPickUp

bool UVR_GrabComponent::bAllowPickUp

◆ bBlockOtherA_Events

bool UVR_GrabComponent::bBlockOtherA_Events

◆ bBlockOtherB_Events

bool UVR_GrabComponent::bBlockOtherB_Events

◆ bBlockOtherThumbChangeEvents

bool UVR_GrabComponent::bBlockOtherThumbChangeEvents

◆ bBlockOtherThumbEvents

bool UVR_GrabComponent::bBlockOtherThumbEvents

◆ bBlockOtherTriggerEvents

bool UVR_GrabComponent::bBlockOtherTriggerEvents

◆ bBothHands

bool UVR_GrabComponent::bBothHands

◆ bCanNPCInteract

bool UVR_GrabComponent::bCanNPCInteract

◆ bCanPlayerStepOn

bool UVR_GrabComponent::bCanPlayerStepOn

◆ bCanPullGrab

bool UVR_GrabComponent::bCanPullGrab

◆ bDebug

bool UVR_GrabComponent::bDebug

◆ bIsColliding

bool UVR_GrabComponent::bIsColliding = false

◆ CanPutInInventory

bool UVR_GrabComponent::CanPutInInventory

◆ DefaultMass

float UVR_GrabComponent::DefaultMass

◆ EnablePriority

bool UVR_GrabComponent::EnablePriority

◆ GrabMethod

EGrabMethod UVR_GrabComponent::GrabMethod

◆ GrabPriority

int UVR_GrabComponent::GrabPriority

◆ HandComponent

class UVR_HandComponent* UVR_GrabComponent::HandComponent

◆ LeftHandSocketName

FName UVR_GrabComponent::LeftHandSocketName

◆ LowerAttachedStrength

bool UVR_GrabComponent::LowerAttachedStrength

◆ MaxComponentInteractionDistance

float UVR_GrabComponent::MaxComponentInteractionDistance

◆ NonVRGrabType

ENonVRGrabTypes UVR_GrabComponent::NonVRGrabType

◆ OnComponentAPressed

FComponentAPressed UVR_GrabComponent::OnComponentAPressed

◆ OnComponentAReleased

FComponentAReleased UVR_GrabComponent::OnComponentAReleased

◆ OnComponentBPressed

FComponentBPressed UVR_GrabComponent::OnComponentBPressed

◆ OnComponentBReleased

FComponentBReleased UVR_GrabComponent::OnComponentBReleased

◆ OnComponentGrabPressed

FComponentGrabPressed UVR_GrabComponent::OnComponentGrabPressed

◆ OnComponentGrabReleased

FComponentGrabReleased UVR_GrabComponent::OnComponentGrabReleased

◆ OnComponentThumbstickChange

FComponentThumbstickChange UVR_GrabComponent::OnComponentThumbstickChange

◆ OnComponentThumbstickPressed

FComponentThumbstickPressed UVR_GrabComponent::OnComponentThumbstickPressed

◆ OnComponentThumbstickReleased

FComponentThumbstickReleased UVR_GrabComponent::OnComponentThumbstickReleased

◆ OnComponentTriggerChange

FComponentTriggerChange UVR_GrabComponent::OnComponentTriggerChange

◆ OnComponentTriggerPressed

FComponentTriggerPressed UVR_GrabComponent::OnComponentTriggerPressed

◆ OnComponentTriggerReleased

FComponentTriggerReleased UVR_GrabComponent::OnComponentTriggerReleased

◆ ParentComponent

UPrimitiveComponent* UVR_GrabComponent::ParentComponent

◆ PickUpAnimation

UAnimSequence* UVR_GrabComponent::PickUpAnimation

◆ PickUpAnimationArray

TArray<UAnimSequence*> UVR_GrabComponent::PickUpAnimationArray

◆ PickUpAnimationType

EPickUpAnimations UVR_GrabComponent::PickUpAnimationType

◆ RightHandSocketName

FName UVR_GrabComponent::RightHandSocketName

◆ SocketArray

TArray<FName> UVR_GrabComponent::SocketArray

◆ SocketInRadius

float UVR_GrabComponent::SocketInRadius

◆ WeldWithHand

bool UVR_GrabComponent::WeldWithHand

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