Head Mounted VR 3.0
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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 void DoDebugVisualize ()
 
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)
 Grab Implementation.
 
virtual void Drop_Implementation (class UVR_HandComponent *MotionController)
 Disconect object from Hand.
 
void MoveHandToSocketPosition ()
 Grab object using physics constraint method and socket.(Object snaps to taget) Physics , force attach.
 
void GrabAnimatedNearSocket ()
 Search for nearest socket from array.
 
void MoveHandTo (FVector Location, FRotator Rotation)
 
void GrabAnimatedComponent ()
 
FTransform GetHandToComponentTransform (EControllerHand Hand, FVector HandRootOffset)
 
FTransform GetHandToSocketTransform (EControllerHand Hand)
 
FTransform GetPrimitiveSnapDesiredTransform (UVR_HandComponent *Hand, EGrabSnapType SnapType, bool PositionBasedOnly=false)
 
FTransform GetInvertedTransformByAxis (FTransform T, EAxies Axies=EAxies::Y, FVector OriginOffset=FVector::Zero())
 
void DropAnimated ()
 Drops with static animation.
 
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 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 UAnimSequence * GetGrabAnimation () const
 Get PickUp Animations.
 
FORCEINLINE EAnimationType GetAnimationType () const
 
FORCEINLINE UVR_HandComponentGetHandActor () 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 IsCheckingChildCollision () const
 
void SetLockMotion (bool LockMotion, bool LockOneRotationAxis=false, EAxies Axis=EAxies::Y)
 
void SetHandConstraintMode (int Mode)
 
bool GetChildCollisions (TArray< UShapeComponent * > &ShapeComponents)
 
bool InInteractionDistance (FVector Location, FRotator Rot, 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|Snap", meta=(AllowPrivateAccess="true", EditCondition="GrabPosition != EGrabPosition::NearSurface && ExactPosition == EExactPosition::Component || (bUsePrimitiveSnap && PrimitiveSnapType == EGrabSnapType::Points)", EditConditionHides)) bool bClosestAngle
 
bool IsPointInGrabVolumes (const FVector &Point) const
 If true, checks if the hand's grab root is inside any attached grab volumes during grab priority checks.
 
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.
 
bool IsColliding ()
 
void Drop (class UVR_HandComponent *MotionController)
 Stop object interaction.
 
void Shoot ()
 
bool IsHeldBy (class UVR_HandComponent *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
 
FComponentThumbstickPressed OnComponentThumbstickPressed
 
FComponentTriggerReleased OnComponentTriggerReleased
 
FComponentAReleased OnComponentAReleased
 
FComponentBReleased OnComponentBReleased
 
FComponentGrabReleased OnComponentGrabReleased
 
FComponentTriggerChange OnComponentTriggerChange
 
FComponentThumbstickReleased OnComponentThumbstickReleased
 
FComponentThumbstickChange OnComponentThumbstickChange
 
FComponentOnTick OnTick
 
bool bBlockOtherTriggerEvents
 
bool bBlockOtherA_Events
 
bool bBlockOtherB_Events
 
bool bBlockOtherThumbEvents
 
bool bBlockOtherThumbChangeEvents
 
UPrimitiveComponent * ParentComponent
 
EGrabPosition GrabPosition
 
EExactPosition ExactPosition
 
bool bBothHands
 
bool EnablePriority
 
bool bOnlyOneHand
 
EControllerHand HandCanInteract
 
int GrabPriority
 
float MaxComponentInteractionDistance
 
bool bAimToGrabForThisComponent
 
float AimToGrabDistance
 
bool bAllowTeleportWith
 
bool bCanPullGrab
 
bool bCanPlayerStepOn
 
bool bAllowPickUp
 
bool CanPutInInventory
 
bool bAllowTriggerGrab
 
bool WeldWithHand
 
bool LowerAttachedStrength
 
int LowStrengthMode
 
float StrengthPositionDevision
 
float StrengthAngularDevision
 
bool bAttach
 
bool ContraintMotionUnlocked
 
bool bLockOneRotationAxis
 
EAxies LockOnlyAxisForRotation
 
EAxies LeftHandReflectAxis
 
bool UseHandGrabOffset
 
FVector GrabOriginOffset
 
bool bUsePrimitiveSnap
 Enables or disables primitive snapping for the grab component.
 
EGrabSnapType PrimitiveSnapType
 Determines the type of primitive snapping (e.g., Axis, Plane).
 
FVector SnapAxis
 The axis used for snapping when Axis snapping is enabled.
 
FVector SnapPlaneNormal
 The normal vector of the plane used for snapping when Plane snapping is enabled.
 
FVector SnapAxisCenter
 The center of the axis used for snapping when Axis snapping is enabled.
 
FVector SnapAxisDir
 The direction of the axis used for snapping when Axis snapping is enabled.
 
float AxisLength
 The length of the axis used for snapping when Axis snapping is enabled.
 
bool bUseCylinderSnap
 Enables or disables cylinder snapping along the axis.
 
float CylinderRadius
 The radius of the cylinder used for snapping when Cylinder snapping is enabled.
 
TArray< FTransform > SnapPoints
 
float AngularPointDifference
 Angular difference for snap in radians.
 
FVector2D PlaneExtents
 The extents of the plane used for snapping when Plane snapping is enabled.
 
bool RectangleCustomUpVector
 Enables or disables the use of a custom up vector for the plane.
 
FVector RectangleCustomUpVectorDirection
 Specifies the direction of the custom up vector for the plane.
 
EAnimationType AnimationType
 
EPickUpAnimations GrabAnimationType
 
int IK_Animation_ID
 
UAnimSequence * GrabAnimation
 
UAnimSequence * GrabAPressAnimation
 
UAnimSequence * GrabBPressAnimation
 
UAnimSequence * GrabTriggerPressAnimation
 
TArray< UAnimSequence * > SnapGrabAnimations
 
TArray< UAnimSequence * > SnapGrabAPressAnimation
 
TArray< UAnimSequence * > SnapGrabBPressAnimation
 
TArray< UAnimSequence * > SnapTriggerPressAnimations
 
bool AutoHandRotation
 
bool CheckForChildCollision
 
bool bCanNPCInteract
 
FName LeftHandSocketName
 
FName RightHandSocketName
 
TArray< FName > SocketArray
 
TArray< UAnimSequence * > PickUpAnimationArray
 
float SocketInRadius
 
bool AllowDrop
 
bool bAllowNonVR
 
ENonVRGrabTypes NonVRGrabType
 
bool bDebug
 
bool bIsColliding = false
 
float DefaultMass
 
class UVR_HandComponentHandComponent
 

Protected Member Functions

void ApplyPrimitveSnapping ()
 

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 ( )

◆ ApplyPrimitveSnapping()

void UVR_GrabComponent::ApplyPrimitveSnapping ( )
protected

◆ 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.

◆ DoDebugVisualize()

void UVR_GrabComponent::DoDebugVisualize ( )
virtual

◆ DrawCollisionDebug()

void UVR_GrabComponent::DrawCollisionDebug ( )

◆ Drop_Implementation()

void UVR_GrabComponent::Drop_Implementation ( class UVR_HandComponent * MotionController)
virtual

Disconect object from Hand.

Note
virtual function from parent class IVR_InteractionInterface

◆ Drop_PhysicsConstraintAnimatedNearSocket()

void UVR_GrabComponent::Drop_PhysicsConstraintAnimatedNearSocket ( )

◆ DropAnimated()

void UVR_GrabComponent::DropAnimated ( )

Drops with static animation.

◆ 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.

◆ GetAnimationType()

FORCEINLINE EAnimationType UVR_GrabComponent::GetAnimationType ( ) const
inline

◆ GetCanNPCInteract()

FORCEINLINE bool UVR_GrabComponent::GetCanNPCInteract ( ) const
inline

◆ GetCanPutInInventory()

FORCEINLINE bool UVR_GrabComponent::GetCanPutInInventory ( ) const
inline

◆ GetChildCollisions()

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

◆ GetGrabAnimation()

FORCEINLINE UAnimSequence * UVR_GrabComponent::GetGrabAnimation ( ) const
inline

Get PickUp Animations.

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

◆ GetGrabPriority()

FORCEINLINE int UVR_GrabComponent::GetGrabPriority ( ) const
inline

◆ GetHandActor()

FORCEINLINE UVR_HandComponent * UVR_GrabComponent::GetHandActor ( ) const
inline

◆ GetHandToComponentTransform()

FTransform UVR_GrabComponent::GetHandToComponentTransform ( EControllerHand Hand,
FVector HandRootOffset )

◆ GetHandToSocketTransform()

FTransform UVR_GrabComponent::GetHandToSocketTransform ( EControllerHand Hand)

◆ GetInHand()

FORCEINLINE bool UVR_GrabComponent::GetInHand ( ) const
inline

Get PickUp Animations.

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

◆ GetInvertedTransformByAxis()

FTransform UVR_GrabComponent::GetInvertedTransformByAxis ( FTransform T,
EAxies Axies = EAxies::Y,
FVector OriginOffset = FVector::Zero() )

◆ 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

◆ GetPrimitiveSnapDesiredTransform()

FTransform UVR_GrabComponent::GetPrimitiveSnapDesiredTransform ( UVR_HandComponent * Hand,
EGrabSnapType SnapType,
bool PositionBasedOnly = false )

◆ 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

Grab Implementation.

Parameters
MotionControllerHand which wants to grab
Note
virtual function from parent class IVR_InteractionInterface

◆ GrabAnimatedComponent()

void UVR_GrabComponent::GrabAnimatedComponent ( )

◆ GrabAnimatedNearSocket()

void UVR_GrabComponent::GrabAnimatedNearSocket ( )

Search for nearest socket from array.

Note

◆ GrabPressed()

void UVR_GrabComponent::GrabPressed ( )

◆ GrabReleased()

void UVR_GrabComponent::GrabReleased ( )

◆ InInteractionDistance()

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

◆ IsAutoHandRotation()

FORCEINLINE bool UVR_GrabComponent::IsAutoHandRotation ( ) const
inline

◆ IsCheckingChildCollision()

FORCEINLINE bool UVR_GrabComponent::IsCheckingChildCollision ( ) 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 ( )

◆ IsPointInGrabVolumes()

bool UVR_GrabComponent::IsPointInGrabVolumes ( const FVector & Point) const

If true, checks if the hand's grab root is inside any attached grab volumes during grab priority checks.

Checks if the specified point is inside any of the attached grab volumes.

Parameters
PointThe point to check (e.g., hand's grab root position)
Returns
True if the point is inside at least one grab volume, false otherwise

◆ MoveHandTo()

void UVR_GrabComponent::MoveHandTo ( FVector Location,
FRotator Rotation )

◆ MoveHandToSocketPosition()

void UVR_GrabComponent::MoveHandToSocketPosition ( )

Grab object using physics constraint method and socket.(Object snaps to taget) Physics , force attach.

Note

◆ OnHitCheckColliding()

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

◆ OnRegister()

void UVR_GrabComponent::OnRegister ( )
overridevirtual

◆ 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

◆ SetHandConstraintMode()

void UVR_GrabComponent::SetHandConstraintMode ( int Mode)

◆ SetLockMotion()

void UVR_GrabComponent::SetLockMotion ( bool LockMotion,
bool LockOneRotationAxis = false,
EAxies Axis = EAxies::Y )

◆ 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()

UVR_GrabComponent::UPROPERTY ( EditAnywhere ,
BlueprintReadWrite ,
Category = "Grab|Snap",
meta = (AllowPrivateAccess="true", EditCondition="GrabPosition != EGrabPosition::NearSurface && ExactPosition == EExactPosition::Component || (bUsePrimitiveSnap && PrimitiveSnapType == EGrabSnapType::Points)", EditConditionHides) )

Member Data Documentation

◆ AimToGrabDistance

float UVR_GrabComponent::AimToGrabDistance

◆ AllowDrop

bool UVR_GrabComponent::AllowDrop

◆ AngularPointDifference

float UVR_GrabComponent::AngularPointDifference

Angular difference for snap in radians.

◆ AnimationType

EAnimationType UVR_GrabComponent::AnimationType

◆ AutoHandRotation

bool UVR_GrabComponent::AutoHandRotation

◆ AxisLength

float UVR_GrabComponent::AxisLength

The length of the axis used for snapping when Axis snapping is enabled.

◆ bAimToGrabForThisComponent

bool UVR_GrabComponent::bAimToGrabForThisComponent

◆ bAllowNonVR

bool UVR_GrabComponent::bAllowNonVR

◆ bAllowPickUp

bool UVR_GrabComponent::bAllowPickUp

◆ bAllowTeleportWith

bool UVR_GrabComponent::bAllowTeleportWith

◆ bAllowTriggerGrab

bool UVR_GrabComponent::bAllowTriggerGrab

◆ bAttach

bool UVR_GrabComponent::bAttach

◆ 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

◆ bLockOneRotationAxis

bool UVR_GrabComponent::bLockOneRotationAxis

◆ bOnlyOneHand

bool UVR_GrabComponent::bOnlyOneHand

◆ bUseCylinderSnap

bool UVR_GrabComponent::bUseCylinderSnap

Enables or disables cylinder snapping along the axis.

◆ bUsePrimitiveSnap

bool UVR_GrabComponent::bUsePrimitiveSnap

Enables or disables primitive snapping for the grab component.

◆ CanPutInInventory

bool UVR_GrabComponent::CanPutInInventory

◆ CheckForChildCollision

bool UVR_GrabComponent::CheckForChildCollision

◆ ContraintMotionUnlocked

bool UVR_GrabComponent::ContraintMotionUnlocked

◆ CylinderRadius

float UVR_GrabComponent::CylinderRadius

The radius of the cylinder used for snapping when Cylinder snapping is enabled.

◆ DefaultMass

float UVR_GrabComponent::DefaultMass

◆ EnablePriority

bool UVR_GrabComponent::EnablePriority

◆ ExactPosition

EExactPosition UVR_GrabComponent::ExactPosition

◆ GrabAnimation

UAnimSequence* UVR_GrabComponent::GrabAnimation

◆ GrabAnimationType

EPickUpAnimations UVR_GrabComponent::GrabAnimationType

◆ GrabAPressAnimation

UAnimSequence* UVR_GrabComponent::GrabAPressAnimation

◆ GrabBPressAnimation

UAnimSequence* UVR_GrabComponent::GrabBPressAnimation

◆ GrabOriginOffset

FVector UVR_GrabComponent::GrabOriginOffset

◆ GrabPosition

EGrabPosition UVR_GrabComponent::GrabPosition

◆ GrabPriority

int UVR_GrabComponent::GrabPriority

◆ GrabTriggerPressAnimation

UAnimSequence* UVR_GrabComponent::GrabTriggerPressAnimation

◆ HandCanInteract

EControllerHand UVR_GrabComponent::HandCanInteract

◆ HandComponent

class UVR_HandComponent* UVR_GrabComponent::HandComponent

◆ IK_Animation_ID

int UVR_GrabComponent::IK_Animation_ID

◆ LeftHandReflectAxis

EAxies UVR_GrabComponent::LeftHandReflectAxis

◆ LeftHandSocketName

FName UVR_GrabComponent::LeftHandSocketName

◆ LockOnlyAxisForRotation

EAxies UVR_GrabComponent::LockOnlyAxisForRotation

◆ LowerAttachedStrength

bool UVR_GrabComponent::LowerAttachedStrength

◆ LowStrengthMode

int UVR_GrabComponent::LowStrengthMode

◆ 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

◆ OnTick

FComponentOnTick UVR_GrabComponent::OnTick

◆ ParentComponent

UPrimitiveComponent* UVR_GrabComponent::ParentComponent

◆ PickUpAnimationArray

TArray<UAnimSequence*> UVR_GrabComponent::PickUpAnimationArray

◆ PlaneExtents

FVector2D UVR_GrabComponent::PlaneExtents

The extents of the plane used for snapping when Plane snapping is enabled.

◆ PrimitiveSnapType

EGrabSnapType UVR_GrabComponent::PrimitiveSnapType

Determines the type of primitive snapping (e.g., Axis, Plane).

◆ RectangleCustomUpVector

bool UVR_GrabComponent::RectangleCustomUpVector

Enables or disables the use of a custom up vector for the plane.

◆ RectangleCustomUpVectorDirection

FVector UVR_GrabComponent::RectangleCustomUpVectorDirection

Specifies the direction of the custom up vector for the plane.

◆ RightHandSocketName

FName UVR_GrabComponent::RightHandSocketName

◆ SnapAxis

FVector UVR_GrabComponent::SnapAxis

The axis used for snapping when Axis snapping is enabled.

◆ SnapAxisCenter

FVector UVR_GrabComponent::SnapAxisCenter

The center of the axis used for snapping when Axis snapping is enabled.

◆ SnapAxisDir

FVector UVR_GrabComponent::SnapAxisDir

The direction of the axis used for snapping when Axis snapping is enabled.

◆ SnapGrabAnimations

TArray<UAnimSequence*> UVR_GrabComponent::SnapGrabAnimations

◆ SnapGrabAPressAnimation

TArray<UAnimSequence*> UVR_GrabComponent::SnapGrabAPressAnimation

◆ SnapGrabBPressAnimation

TArray<UAnimSequence*> UVR_GrabComponent::SnapGrabBPressAnimation

◆ SnapPlaneNormal

FVector UVR_GrabComponent::SnapPlaneNormal

The normal vector of the plane used for snapping when Plane snapping is enabled.

◆ SnapPoints

TArray<FTransform> UVR_GrabComponent::SnapPoints

◆ SnapTriggerPressAnimations

TArray<UAnimSequence*> UVR_GrabComponent::SnapTriggerPressAnimations

◆ SocketArray

TArray<FName> UVR_GrabComponent::SocketArray

◆ SocketInRadius

float UVR_GrabComponent::SocketInRadius

◆ StrengthAngularDevision

float UVR_GrabComponent::StrengthAngularDevision

◆ StrengthPositionDevision

float UVR_GrabComponent::StrengthPositionDevision

◆ UseHandGrabOffset

bool UVR_GrabComponent::UseHandGrabOffset

◆ WeldWithHand

bool UVR_GrabComponent::WeldWithHand

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