Head Mounted VR 2.0
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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 Interaction_Implementation (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Pickup Implementation.
 
virtual void Stop_Interaction_Implementation (class AVR_Hands *MotionController)
 Disconect object from Hand.
 
void Pickup_AttachTo ()
 Pickup object using AttachTo method Force attach , no physics.
 
void Pickup_PhysicsConstraint ()
 Pickup object using PhysicsConstraint method Physics , force attach.
 
void Pickup_PhysicsConstraintAnimated ()
 Pickup object using PhysicsConstraint method and animation.(Object snaps to taget) Physics , force attach.
 
void Pickup_PhysicsConstraintAnimatedNearSocket ()
 
void Drop_AttachTo ()
 Drops AttachTo method.
 
void Drop_PhysicsConstraint (UPhysicsConstraintComponent *PickPhysicsConstraint)
 Drops PhysicsConstraint method.
 
void Drop_PhysicsConstraintAnimated ()
 Drops PhysicsConstraintAnimated method.
 
void Drop_PhysicsConstraintAnimatedNearSocket ()
 
void ForceDrop ()
 Disconnects constraints.
 
virtual void PickUpScript ()
 Executes before PickUp. Function can be overridden.
 
virtual void DropScript ()
 Executes before Drop. Function can be overridden.
 
void CheckEAnimationType ()
 Checks animation type for Drop_PhysicsConstraintAnimatedNearSocket.
 
void SetGrabMethod (EGrabMethod NewGrabMethod)
 Set Grab Method.
 
void SetBothHands (bool BothHands)
 If true player can pick an object using two hands.
 
void EnablePullGrab (bool Enable)
 
void EnableBlockPullGrab (bool Enable)
 
void SetAllowPickUp (bool PickUpStatus)
 Sets bSetAllowPickUp(If true player can Grab)
 
void RunJustDropTimer ()
 Sets true for bJustDroped for a short time(Usefull if we need to put somthing in inventory).
 
FORCEINLINE EGrabMethod GetGrabMethod () const
 Get Grab Method.
 
FORCEINLINE UAnimSequence * GetPickUpAnimation () const
 Get PickUp Animations.
 
FORCEINLINE EAnimationType GetAnimnType () const
 
FORCEINLINE bool GetInHand () const
 Get PickUp Animations.
 
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 ()
 On Collision Overlap Begin.
 
void TriggerPressed ()
 
void APressed ()
 
void BPressed ()
 
void GrabPressed ()
 
void TriggerReleased ()
 
void AReleased ()
 
void BReleased ()
 
void GrabReleased ()
 
void TriggerChange (float Value)
 
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
 
- Public Member Functions inherited from IVR_InteractionInterface
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.
 

Public Attributes

FComponentTriggerPressed OnComponentTriggerPressed
 
FComponentAPressed OnComponentAPressed
 
FComponentBPressed OnComponentBPressed
 
FComponentGrabPressed OnComponentGrabPressed
 
FComponentTriggerReleased OnComponentTriggerReleased
 
FComponentAReleased OnComponentAReleased
 
FComponentBReleased OnComponentBReleased
 
FComponentGrabReleased OnComponentGrabReleased
 
FComponentTriggerChange OnComponentTriggerChange
 
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
 
EControllerHand Hand
 
bool bIsColliding = false
 
float DefaultMass
 
class AActor * P_Actor
 
class USceneComponent * P_MotionController
 
class UPhysicsHandleComponent * P_PhysicsHandle
 
class UPhysicsConstraintComponent * P_PhysicsConstraint
 
class USkeletalMeshComponent * P_HandMesh
 
class USphereComponent * P_PhysicsHandSocket
 

Detailed Description

Grab Component class.

See also
AVR_Hands
Note
Movement was written from scratch

Constructor & Destructor Documentation

◆ UVR_GrabComponent()

UVR_GrabComponent::UVR_GrabComponent ( )

Member Function Documentation

◆ ActivateCanDamagePlayers()

void UVR_GrabComponent::ActivateCanDamagePlayers ( )

On Collision Overlap Begin.

On Collision Overlap End

◆ 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_PhysicsConstraint()

void UVR_GrabComponent::Drop_PhysicsConstraint ( UPhysicsConstraintComponent * 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

◆ 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

◆ GrabPressed()

void UVR_GrabComponent::GrabPressed ( )

◆ GrabReleased()

void UVR_GrabComponent::GrabReleased ( )

◆ InInteractionDistance()

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

◆ Interaction_Implementation()

void UVR_GrabComponent::Interaction_Implementation ( class AVR_Hands * 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"

◆ 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 )

◆ 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

◆ Stop_Interaction_Implementation()

void UVR_GrabComponent::Stop_Interaction_Implementation ( class AVR_Hands * MotionController)
virtual

Disconect object from Hand.

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

◆ 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

◆ 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

◆ Hand

EControllerHand UVR_GrabComponent::Hand

◆ 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

◆ OnComponentTriggerChange

FComponentTriggerChange UVR_GrabComponent::OnComponentTriggerChange

◆ OnComponentTriggerPressed

FComponentTriggerPressed UVR_GrabComponent::OnComponentTriggerPressed

◆ OnComponentTriggerReleased

FComponentTriggerReleased UVR_GrabComponent::OnComponentTriggerReleased

◆ P_Actor

class AActor* UVR_GrabComponent::P_Actor

◆ P_HandMesh

class USkeletalMeshComponent* UVR_GrabComponent::P_HandMesh

◆ P_MotionController

class USceneComponent* UVR_GrabComponent::P_MotionController

◆ P_PhysicsConstraint

class UPhysicsConstraintComponent* UVR_GrabComponent::P_PhysicsConstraint

◆ P_PhysicsHandle

class UPhysicsHandleComponent* UVR_GrabComponent::P_PhysicsHandle

◆ P_PhysicsHandSocket

class USphereComponent* UVR_GrabComponent::P_PhysicsHandSocket

◆ 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: