Head Mounted VR 2.0
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UVR_HandAnimationInstance Class Reference

VR hand anim class. More...

#include <VR_HandAnimationInstance.h>

+ Inheritance diagram for UVR_HandAnimationInstance:

Public Member Functions

 UVR_HandAnimationInstance ()
 
virtual void NativeUpdateAnimation (float DeltaTimeX) override
 
void SetGripState (EGrip_Code GripState)
 
bool SetSkeletalState (EControllerHand EHand)
 
void SetEAnimationType (EAnimationType NewAnimType)
 
void SetGripThumb (float NewGrip)
 
void SetGripIndex (float NewGrip)
 
void SetGripMiddle (float NewGrip)
 
void SetGripRing (float NewGrip)
 
void SetGripPinky (float NewGrip)
 
void SetHandType (EControllerHand Hand)
 
void SetHasWeapon (bool HasWeapon)
 
void Set_IsGrabbed (bool IsGrabbed)
 
void SetA_Pressed (bool Pressed)
 
void SetIndexPushInst (float Inst)
 
void SetW_HammerInst (float Inst)
 
void SetTrackpad_Touch (bool Touched)
 
void SetFingerCurls (FFingerCurls NewFingerCurls)
 
bool GetTrackpad_Touch ()
 
float GetIndexPushInst ()
 
float GetGripThumb ()
 
float GetGripIndex ()
 
float GetGripMiddle ()
 
float GetGripRing ()
 
float GetGripPinky ()
 
bool GetProceduralSkeletonEnabled ()
 
bool GetHasWeapon ()
 
bool GetA_Pressed ()
 
bool Get_IsGrabbed ()
 
float GetW_HammerInst ()
 
FORCEINLINE FFingerCurls GetFingerCurls () const
 
FORCEINLINE EControllerHand GetHandType () const
 
EPickUpAnimations GetPickUpAnimation ()
 

Public Attributes

FFingerCurls CurrentFingerCurls
 
FFingerCurls FingerCurls
 
float GripThumb
 
float GripIndex
 
float GripMiddle
 
float GripRing
 
float GripPinky
 
float IndexPushInst
 
float HammerPushInst
 
float HandOrientationZ
 
FVector OriginThumb
 
FVector OriginIndex
 
FVector OriginMiddle
 
FVector OriginRing
 
FVector OriginPinky
 
FVector TargetThumb
 
FVector TargetIndex
 
FVector TargetMiddle
 
FVector TargetRing
 
FVector TargetPinky
 
bool ProceduralSkeletonEnabled
 
bool bHasWeapon
 
bool bA_Pressed
 
bool bB_Pressed
 
bool bTrackpad_Touch
 
bool bWantsToGrab
 
EAnimationType AnimType
 
EPickUpAnimations PickUpAnimation
 
bool bIsGrabbed
 
UAnimSequence * GrabAnimation
 
UAnimSequence * TriggerPressedAnimation
 
UAnimSequence * APressedAnimation
 
UAnimSequence * BPressedAnimation
 
EControllerHand Hand
 
EGrip_Code CurrentGripState
 

Detailed Description

VR hand anim class.

Constructor & Destructor Documentation

◆ UVR_HandAnimationInstance()

UVR_HandAnimationInstance::UVR_HandAnimationInstance ( )

Member Function Documentation

◆ Get_IsGrabbed()

bool UVR_HandAnimationInstance::Get_IsGrabbed ( )

◆ GetA_Pressed()

bool UVR_HandAnimationInstance::GetA_Pressed ( )

◆ GetFingerCurls()

FORCEINLINE FFingerCurls UVR_HandAnimationInstance::GetFingerCurls ( ) const
inline

◆ GetGripIndex()

float UVR_HandAnimationInstance::GetGripIndex ( )

◆ GetGripMiddle()

float UVR_HandAnimationInstance::GetGripMiddle ( )

◆ GetGripPinky()

float UVR_HandAnimationInstance::GetGripPinky ( )

◆ GetGripRing()

float UVR_HandAnimationInstance::GetGripRing ( )

◆ GetGripThumb()

float UVR_HandAnimationInstance::GetGripThumb ( )

◆ GetHandType()

FORCEINLINE EControllerHand UVR_HandAnimationInstance::GetHandType ( ) const
inline

◆ GetHasWeapon()

bool UVR_HandAnimationInstance::GetHasWeapon ( )

◆ GetIndexPushInst()

float UVR_HandAnimationInstance::GetIndexPushInst ( )

◆ GetPickUpAnimation()

EPickUpAnimations UVR_HandAnimationInstance::GetPickUpAnimation ( )

◆ GetProceduralSkeletonEnabled()

bool UVR_HandAnimationInstance::GetProceduralSkeletonEnabled ( )

◆ GetTrackpad_Touch()

bool UVR_HandAnimationInstance::GetTrackpad_Touch ( )

◆ GetW_HammerInst()

float UVR_HandAnimationInstance::GetW_HammerInst ( )

◆ NativeUpdateAnimation()

void UVR_HandAnimationInstance::NativeUpdateAnimation ( float DeltaTimeX)
overridevirtual

◆ Set_IsGrabbed()

void UVR_HandAnimationInstance::Set_IsGrabbed ( bool IsGrabbed)

◆ SetA_Pressed()

void UVR_HandAnimationInstance::SetA_Pressed ( bool Pressed)

◆ SetEAnimationType()

void UVR_HandAnimationInstance::SetEAnimationType ( EAnimationType NewAnimType)

◆ SetFingerCurls()

void UVR_HandAnimationInstance::SetFingerCurls ( FFingerCurls NewFingerCurls)

◆ SetGripIndex()

void UVR_HandAnimationInstance::SetGripIndex ( float NewGrip)

◆ SetGripMiddle()

void UVR_HandAnimationInstance::SetGripMiddle ( float NewGrip)

◆ SetGripPinky()

void UVR_HandAnimationInstance::SetGripPinky ( float NewGrip)

◆ SetGripRing()

void UVR_HandAnimationInstance::SetGripRing ( float NewGrip)

◆ SetGripState()

void UVR_HandAnimationInstance::SetGripState ( EGrip_Code GripState)

◆ SetGripThumb()

void UVR_HandAnimationInstance::SetGripThumb ( float NewGrip)

◆ SetHandType()

void UVR_HandAnimationInstance::SetHandType ( EControllerHand Hand)

◆ SetHasWeapon()

void UVR_HandAnimationInstance::SetHasWeapon ( bool HasWeapon)

◆ SetIndexPushInst()

void UVR_HandAnimationInstance::SetIndexPushInst ( float Inst)

◆ SetSkeletalState()

bool UVR_HandAnimationInstance::SetSkeletalState ( EControllerHand EHand)

◆ SetTrackpad_Touch()

void UVR_HandAnimationInstance::SetTrackpad_Touch ( bool Touched)

◆ SetW_HammerInst()

void UVR_HandAnimationInstance::SetW_HammerInst ( float Inst)

Member Data Documentation

◆ AnimType

EAnimationType UVR_HandAnimationInstance::AnimType

◆ APressedAnimation

UAnimSequence* UVR_HandAnimationInstance::APressedAnimation

◆ bA_Pressed

bool UVR_HandAnimationInstance::bA_Pressed

◆ bB_Pressed

bool UVR_HandAnimationInstance::bB_Pressed

◆ bHasWeapon

bool UVR_HandAnimationInstance::bHasWeapon

◆ bIsGrabbed

bool UVR_HandAnimationInstance::bIsGrabbed

◆ BPressedAnimation

UAnimSequence* UVR_HandAnimationInstance::BPressedAnimation

◆ bTrackpad_Touch

bool UVR_HandAnimationInstance::bTrackpad_Touch

◆ bWantsToGrab

bool UVR_HandAnimationInstance::bWantsToGrab

◆ CurrentFingerCurls

FFingerCurls UVR_HandAnimationInstance::CurrentFingerCurls

◆ CurrentGripState

EGrip_Code UVR_HandAnimationInstance::CurrentGripState

◆ FingerCurls

FFingerCurls UVR_HandAnimationInstance::FingerCurls

◆ GrabAnimation

UAnimSequence* UVR_HandAnimationInstance::GrabAnimation

◆ GripIndex

float UVR_HandAnimationInstance::GripIndex

◆ GripMiddle

float UVR_HandAnimationInstance::GripMiddle

◆ GripPinky

float UVR_HandAnimationInstance::GripPinky

◆ GripRing

float UVR_HandAnimationInstance::GripRing

◆ GripThumb

float UVR_HandAnimationInstance::GripThumb

◆ HammerPushInst

float UVR_HandAnimationInstance::HammerPushInst

◆ Hand

EControllerHand UVR_HandAnimationInstance::Hand

◆ HandOrientationZ

float UVR_HandAnimationInstance::HandOrientationZ

◆ IndexPushInst

float UVR_HandAnimationInstance::IndexPushInst

◆ OriginIndex

FVector UVR_HandAnimationInstance::OriginIndex

◆ OriginMiddle

FVector UVR_HandAnimationInstance::OriginMiddle

◆ OriginPinky

FVector UVR_HandAnimationInstance::OriginPinky

◆ OriginRing

FVector UVR_HandAnimationInstance::OriginRing

◆ OriginThumb

FVector UVR_HandAnimationInstance::OriginThumb

◆ PickUpAnimation

EPickUpAnimations UVR_HandAnimationInstance::PickUpAnimation

◆ ProceduralSkeletonEnabled

bool UVR_HandAnimationInstance::ProceduralSkeletonEnabled

◆ TargetIndex

FVector UVR_HandAnimationInstance::TargetIndex

◆ TargetMiddle

FVector UVR_HandAnimationInstance::TargetMiddle

◆ TargetPinky

FVector UVR_HandAnimationInstance::TargetPinky

◆ TargetRing

FVector UVR_HandAnimationInstance::TargetRing

◆ TargetThumb

FVector UVR_HandAnimationInstance::TargetThumb

◆ TriggerPressedAnimation

UAnimSequence* UVR_HandAnimationInstance::TriggerPressedAnimation

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