VR hand anim class.
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#include <VR_HandAnimationInstance.h>
◆ UVR_HandAnimationInstance()
UVR_HandAnimationInstance::UVR_HandAnimationInstance |
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◆ Get_IsGrabbed()
bool UVR_HandAnimationInstance::Get_IsGrabbed |
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◆ GetA_Pressed()
bool UVR_HandAnimationInstance::GetA_Pressed |
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◆ GetFingerCurls()
FORCEINLINE FFingerCurls UVR_HandAnimationInstance::GetFingerCurls |
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const |
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inline |
◆ GetGripIndex()
float UVR_HandAnimationInstance::GetGripIndex |
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◆ GetGripMiddle()
float UVR_HandAnimationInstance::GetGripMiddle |
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◆ GetGripPinky()
float UVR_HandAnimationInstance::GetGripPinky |
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◆ GetGripRing()
float UVR_HandAnimationInstance::GetGripRing |
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◆ GetGripThumb()
float UVR_HandAnimationInstance::GetGripThumb |
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◆ GetHandType()
FORCEINLINE EControllerHand UVR_HandAnimationInstance::GetHandType |
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const |
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inline |
◆ GetHasWeapon()
bool UVR_HandAnimationInstance::GetHasWeapon |
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◆ GetIndexPushInst()
float UVR_HandAnimationInstance::GetIndexPushInst |
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◆ GetPickUpAnimation()
◆ GetProceduralSkeletonEnabled()
bool UVR_HandAnimationInstance::GetProceduralSkeletonEnabled |
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◆ GetTrackpad_Touch()
bool UVR_HandAnimationInstance::GetTrackpad_Touch |
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◆ GetW_HammerInst()
float UVR_HandAnimationInstance::GetW_HammerInst |
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◆ NativeUpdateAnimation()
void UVR_HandAnimationInstance::NativeUpdateAnimation |
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float | DeltaTimeX | ) |
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overridevirtual |
◆ Set_IsGrabbed()
void UVR_HandAnimationInstance::Set_IsGrabbed |
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bool | IsGrabbed | ) |
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◆ SetA_Pressed()
void UVR_HandAnimationInstance::SetA_Pressed |
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bool | Pressed | ) |
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◆ SetEAnimationType()
void UVR_HandAnimationInstance::SetEAnimationType |
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EAnimationType | NewAnimType | ) |
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◆ SetFingerCurls()
void UVR_HandAnimationInstance::SetFingerCurls |
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FFingerCurls | NewFingerCurls | ) |
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◆ SetGripIndex()
void UVR_HandAnimationInstance::SetGripIndex |
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float | NewGrip | ) |
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◆ SetGripMiddle()
void UVR_HandAnimationInstance::SetGripMiddle |
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float | NewGrip | ) |
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◆ SetGripPinky()
void UVR_HandAnimationInstance::SetGripPinky |
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float | NewGrip | ) |
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◆ SetGripRing()
void UVR_HandAnimationInstance::SetGripRing |
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float | NewGrip | ) |
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◆ SetGripState()
void UVR_HandAnimationInstance::SetGripState |
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EGrip_Code | GripState | ) |
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◆ SetGripThumb()
void UVR_HandAnimationInstance::SetGripThumb |
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float | NewGrip | ) |
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◆ SetHandType()
void UVR_HandAnimationInstance::SetHandType |
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EControllerHand | Hand | ) |
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◆ SetHasWeapon()
void UVR_HandAnimationInstance::SetHasWeapon |
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bool | HasWeapon | ) |
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◆ SetIndexPushInst()
void UVR_HandAnimationInstance::SetIndexPushInst |
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float | Inst | ) |
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◆ SetSkeletalState()
bool UVR_HandAnimationInstance::SetSkeletalState |
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EControllerHand | EHand | ) |
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◆ SetTrackpad_Touch()
void UVR_HandAnimationInstance::SetTrackpad_Touch |
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bool | Touched | ) |
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◆ SetW_HammerInst()
void UVR_HandAnimationInstance::SetW_HammerInst |
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float | Inst | ) |
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◆ 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
◆ CurrentGripState
EGrip_Code UVR_HandAnimationInstance::CurrentGripState |
◆ 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
◆ 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: