Head Mounted VR 2.7
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UVR_HandComponent Member List

This is the complete list of members for UVR_HandComponent, including all inherited members.

A_Pressed(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
A_Released(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
ActivateTeleporter()UVR_HandComponent
ActorsToIgnoreMCUVR_HandComponentprotected
AdditionalLateUpdateComponentsUVR_MotionControllerComponent
AmmoClipsUVR_HandComponentprotected
AngularConstrainedUVR_HandComponentprotected
AngularForceLimitUVR_HandComponentprotected
AngularPositionStrengthUVR_HandComponentprotected
AngularVelocityStrengthUVR_HandComponentprotected
ApplyIKToABP(FVector EffectorLocation, float Ratio, EFinger Finger, bool hit)UVR_HandComponent
ArcDirectionUVR_HandComponent
ArcEndPointUVR_HandComponent
ArcNiagaraUVR_HandComponent
ArrowUVR_HandComponent
AsyncPhysicsTickComponent(float DeltaTime, float SimTime) overrideUVR_HandComponentprotectedvirtual
AttachedActorUVR_HandComponentprotected
B_Pressed(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
B_Released(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
bA_PressedUVR_HandComponentprotected
bAllowAmmoGetUVR_HandComponentprotected
bAllowTurnOffMenuUVR_HandComponent
bB_PressedUVR_HandComponentprotected
bCheckGrabbedHitEventsUVR_HandComponentprotected
bCurrentWidgetHandUVR_HandComponentprotected
bDontLostConnectionUVR_HandComponent
bDontSimulatePhysicsIfPossibleUVR_HandComponentprotected
BeamMaterialUVR_HandComponentprotected
BeamMeshUVR_HandComponentprotected
BeginPlay() overrideUVR_HandComponentvirtual
bFingerTrackingIsValidUVR_MotionControllerComponentprotected
bGetHitHandleUVR_HandComponentprotected
bHandIsFarUVR_HandComponentprotected
bHasHandInventoryUVR_HandComponentprotected
bHasWeaponUVR_HandComponentprotected
bHitHandUVR_HandComponent
bInventoryAccessUVR_HandComponentprotected
bInverveHandsPreorityUVR_HandComponentprotected
bIsAimingToGrabUVR_HandComponentprotected
bIsClimbingUVR_HandComponentprotected
bIsGrabbedUVR_HandComponentprotected
bIsIndex_PressedUVR_HandComponent
bIsIndex_TouchUVR_HandComponent
bIsOthers_PressedUVR_HandComponent
bIsRoomScaleUVR_HandComponentprotected
bIsTeleporterActiveUVR_HandComponentprotected
bIsTeleportingUVR_HandComponentprotected
bIsThumb_PressedUVR_HandComponent
bIsValidTeleportDestinationUVR_HandComponentprotected
bLastFrameValidDestinationUVR_HandComponentprotected
bLoadingRoomUVR_HandComponentprotected
bMainMenuStatusUVR_HandComponentprotected
bReflectLeftHandUVR_HandComponentprotected
bTurnOnIKUVR_HandComponentprotected
bTurnOnSpawnableHandMenuUVR_HandComponentprotected
bUseTrackingUVR_MotionControllerComponent
bUsingSteamVRSkeletonUVR_HandComponentprotected
bWantsToGripUVR_HandComponentprotected
CA_InventoryUVR_HandComponent
CalculateIKLocations(FVector WorldImpact, FVector &EffectorLocation)UVR_HandComponent
CalculateRatio(float TraceLength, int ArrowNumber)UVR_HandComponent
CaliberUVR_HandComponentprotected
CheckAimToGrab()UVR_HandComponent
CheckControllerAndPickDist()UVR_HandComponent
CheckFingerCollisionOverlap(TArray< FName > &FingerSocketsNames, TArray< FName > &FingerBonesNames)UVR_HandComponent
CheckGrabPoss()UVR_HandComponent
CheckHandsAndControllerDist()UVR_HandComponent
CheckInventory()UVR_HandComponent
CheckMenuButtonPress()UVR_HandComponent
CheckMenuProgressBar()UVR_HandComponent
CheckMenuStatus()UVR_HandComponent
CheckTeleportIsActive()UVR_HandComponent
ClearArc()UVR_HandComponent
ClosedHandAnimationUVR_HandComponent
CollisionFingerTimeAccumulatorUVR_HandComponentprotected
ComponentHasAuthority()UVR_MotionControllerComponentinline
ComponentsUVR_HandComponentprotected
ConstraintIsWorkingUVR_HandComponentprotected
CreateRenderState_Concurrent(FRegisterComponentContext *Context) overrideUVR_MotionControllerComponentprotectedvirtual
CurrentFingerCurlsUVR_MotionControllerComponentprotected
CurrentGrabComponentUVR_HandComponentprotected
CurrentGripStateUVR_HandComponentprotected
CurrentInventoryBoxUVR_HandComponentprotected
CurrentLinearPositionStrengthUVR_HandComponentprotected
CurrentLinearVelocityStrengthUVR_HandComponentprotected
DestroyMenu()UVR_HandComponent
DisableTeleporter()UVR_HandComponent
DontAllowDropUVR_HandComponent
DoTryGrabbing(FHitResult &Hit, bool ForceInteraction)UVR_HandComponent
DragCurveUVR_HandComponentprotected
EnableFingerCollision(bool Enable)UVR_HandComponent
EnableLoadingRoom(bool Enable)UVR_HandComponent
EnableTickOnComponents(bool Enable)UVR_HandComponent
EndPlay(EEndPlayReason::Type EndPlayReason) overrideUVR_HandComponentvirtual
FakeHandAnimationUVR_HandComponent
FakeHandAnimationClassUVR_HandComponent
FakeHandMeshUVR_HandComponent
FingerCurlsUVR_HandComponentprotected
FingerPositionsUVR_HandComponent
fMenuOpenProgressUVR_HandComponentprotected
FTargetIndexUVR_HandComponentprotected
FTargetMiddleUVR_HandComponentprotected
FTargetPinkyUVR_HandComponentprotected
FTargetRingUVR_HandComponentprotected
FTargetThumUVR_HandComponentprotected
FVecIndexUVR_HandComponentprotected
FVecMiddleUVR_HandComponentprotected
FVecPinkyUVR_HandComponentprotected
FVecRingUVR_HandComponentprotected
FVecThumUVR_HandComponentprotected
GetAllowAmmo() constUVR_HandComponentinline
GetAPressed() constUVR_HandComponentinline
GetAttachedActor() constUVR_HandComponentinline
GetBPressed() constUVR_HandComponentinline
GetCaliber() constUVR_HandComponentinline
GetControllerLocation() constUVR_HandComponentinline
GetCurrentFingerCurls() constUVR_MotionControllerComponentinline
GetEnabledBaseConstraint()UVR_HandComponent
GetFakeHandMesh() constUVR_HandComponentinline
GetFingerCurls() constUVR_HandComponentinline
GetGameTimeSinceCreation() constUVR_MotionControllerComponent
GetGrabbedComponent() constUVR_HandComponentinline
GetGrabComponent() constUVR_HandComponentinline
GetHand() constUVR_HandComponentinline
GetHandCollision() constUVR_HandComponentinline
GetHandLocation() constUVR_HandComponentinline
GetHandMesh() constUVR_HandComponentinline
GetHasWeapon() constUVR_HandComponentinline
GetIndexPushValue() constUVR_HandComponentinline
GetInitialControllerRotation() constUVR_HandComponentinline
GetInventory() constUVR_HandComponentinline
GetIsGrabbed() constUVR_HandComponentinline
GetIsTeleporterActive() constUVR_HandComponentinline
GetIsUsingSteamVRSkeleton() constUVR_HandComponentinline
GetIsValidTeleportDestination() constUVR_HandComponentinline
GetLastAttachedActor() constUVR_HandComponentinline
GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > &OutLifetimeProps) constUVR_HandComponentprotectedvirtual
GetMainMenuStatus()UVR_HandComponent
GetMCSceneComponent() constUVR_HandComponentinline
GetNearestGrabComponent(AActor *Actor, UPrimitiveComponent *HitComponent, FVector TestLocation, bool ForceCheckPriority)UVR_HandComponentprotected
GetOwnerPawn() constUVR_HandComponentinline
GetPhysicsClimbVector() constUVR_HandComponentinline
GetPhysicsConstraint() constUVR_HandComponentinline
GetPhysicsHandSocket() constUVR_HandComponentinline
GetTeleportDestination(FVector &MyLocation, FRotator &MyRotation)UVR_HandComponent
GetTriggerPressed() constUVR_HandComponentinline
Grab_CueUVR_HandComponentprotected
GrabActor()UVR_HandComponent
GrabbedBoneNameUVR_HandComponentprotected
GrabbedComponentUVR_HandComponentprotected
GrabbingObjectInWorld()UVR_HandComponent
GrabBoxColorUVR_HandComponentprotected
GrabBoxExtendUVR_HandComponentprotected
GrabDirectionUVR_HandComponent
GrabDirectionArrowLengthUVR_HandComponentprotected
GrabDirectionArrowSizeUVR_HandComponentprotected
GrabDirectionColorUVR_HandComponentprotected
GrabDirectionRotationUVR_HandComponentprotected
GrabHapticEffectUVR_HandComponentprotected
GrabRootUVR_HandComponent
GrabRootOffsetUVR_HandComponentprotected
GripPushInstUVR_HandComponentprotected
GripSpeedUVR_HandComponentprotected
GripTargetUVR_HandComponentprotected
HammerTouchedUVR_HandComponentprotected
HandUVR_HandComponent
HandCollisionMeshUVR_HandComponent
HandInventoryClassUVR_HandComponentprotected
HandIsCollidingUVR_HandComponent
HandIsSetUVR_HandComponentprotected
HandMeshUVR_HandComponent
HandOrientationZUVR_HandComponent
HandPhysicsTick()UVR_HandComponent
HandReplicatedTransformUVR_HandComponent
HandsUVR_HandComponent
HandSocketUVR_HandComponent
HandsPickObjHandle(bool Attach)UVR_HandComponentvirtual
HasBuildInInventory() constUVR_HandComponentinline
HasFingerPositionsChanged(EFinger Finger)UVR_HandComponent
HasInventoryAccess() constUVR_HandComponentinline
HitSurfaceHapticEffectUVR_HandComponentprotected
IkTraceCapsuleRadiusUVR_HandComponent
IKTraceColorUVR_HandComponentprotected
IndexUVR_MotionControllerComponentprotected
Index0BoneNameUVR_HandComponentprotected
Index1BoneNameUVR_HandComponentprotected
Index2BoneNameUVR_HandComponentprotected
Index_Pressed(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
Index_Released(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
Index_Touch()UVR_HandComponentvirtual
Index_UnTouch()UVR_HandComponentvirtual
IndexFingerCollisionUVR_HandComponent
IndexPushInstUVR_HandComponentprotected
IndexStartSocketUVR_HandComponentprotected
IndexTipSocketUVR_HandComponentprotected
InitialControllerRotationUVR_HandComponentprotected
InitializeComponent() overrideUVR_MotionControllerComponentvirtual
InventoryUVR_HandComponentprotected
IsClimbing() constUVR_HandComponentinline
IsHandClosed() constUVR_HandComponentinline
IsHandColliding()UVR_HandComponentprotected
IsUsingFingerTracking() constUVR_MotionControllerComponentinline
LastAttachedActorUVR_HandComponentprotected
LastFingerCurlsUVR_MotionControllerComponentprotected
LastHandRelativePositionUVR_HandComponentprotected
LastIndexCurlsUVR_HandComponentprotected
LastMiddleCurlsUVR_HandComponentprotected
LastNearGrabTimeUVR_HandComponentprotected
LastPickMethodUVR_HandComponentprotected
LastPinkyCurlsUVR_HandComponentprotected
LastRingCurlsUVR_HandComponentprotected
LastTeleportPathPointsUVR_HandComponent
LastThumCurlsUVR_HandComponentprotected
LastUpdatesHandRelativePositionUVR_HandComponentprotected
LastUpdatesHandRelativeRotationUVR_HandComponentprotected
LinearForceLimitUVR_HandComponentprotected
LinearPositionInterpSpeedUVR_HandComponentprotected
LinearPositionStrengthUVR_HandComponentprotected
LinearPositionStrengthMinDragUVR_HandComponentprotected
LinearVelocityInterpSpeedUVR_HandComponentprotected
LinearVelocityStrengthUVR_HandComponentprotected
LinearVelocityStrengthMinDragUVR_HandComponentprotected
LineTraceAlongArrow(const FVector &StartPoint, const FVector &EndPoint, bool &Hit, float &TraceLength, FHitResult &OutHits)UVR_HandComponent
MainMenuClassUVR_HandComponentprotected
MakeUpdateWidgetLookAtCamera()UVR_HandComponentprotected
MaxPhysBlendUVR_HandComponent
MenuActorUVR_HandComponentprotected
MenuCursorMeshUVR_HandComponent
MenuCusrsorUVR_HandComponent
MenuGrabAnimationUVR_HandComponentprotected
MenuLoadingWidgetUVR_HandComponentprotected
MenuLoadingWidgetClassUVR_HandComponent
MenuWristLoaderUVR_HandComponent
MiddleUVR_MotionControllerComponentprotected
Middle0BoneNameUVR_HandComponentprotected
Middle1BoneNameUVR_HandComponentprotected
Middle2BoneNameUVR_HandComponentprotected
MiddleFingerCollisionUVR_HandComponent
MiddleStartSocketUVR_HandComponentprotected
MiddleTipSocketUVR_HandComponentprotected
MinPhysBlendUVR_HandComponent
MotionControllerMeshUVR_HandComponent
MotionRotationUVR_HandComponentprotected
NetFingersUpdateCountUVR_MotionControllerComponent
NetTransformUpdateCountUVR_MotionControllerComponent
NetUpdateRateUVR_MotionControllerComponent
NumSamplePointsUVR_HandComponent
OnCollisionHit(UPrimitiveComponent *HitComp, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit)UVR_HandComponent
OnComponentBeginOverlap(class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)UVR_HandComponent
OnHandsHitUVR_HandComponent
OnHit(AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit)UVR_HandComponent
OnRegister() overrideUVR_HandComponentvirtual
OnRep_ReplicatedHandTransform()UVR_HandComponentvirtual
OpenHandAnimationUVR_HandComponent
Others_Pressed()UVR_HandComponentvirtual
Others_Released()UVR_HandComponentvirtual
OwnerPawnUVR_HandComponentprotected
ParentMotionControllerUVR_HandComponent
PauseMenuClassUVR_HandComponentprotected
PD_IsLockedUVR_HandComponentprotected
PDAngularForceLimitUVR_HandComponentprotected
PDAngularPositionStrengthUVR_HandComponentprotected
PDAngularVelocityStrengthUVR_HandComponentprotected
PDLinearForceLimitUVR_HandComponentprotected
PDLinearPositionStrengthUVR_HandComponentprotected
PDLinearVelocityStrengthUVR_HandComponentprotected
PhysicsHandSocketUVR_HandComponent
PickDistanceUVR_HandComponentprotected
PickPhysBlendUVR_HandComponent
PinkyUVR_MotionControllerComponentprotected
Pinky0BoneNameUVR_HandComponentprotected
Pinky1BoneNameUVR_HandComponentprotected
Pinky2BoneNameUVR_HandComponentprotected
PinkyFingerCollisionUVR_HandComponent
PinkyStartSocketUVR_HandComponentprotected
PinkyTipSocketUVR_HandComponentprotected
PreviousFingerStartPositionsUVR_HandComponentprotected
PreviousFingerTipPositionsUVR_HandComponentprotected
PullDirectionUVR_HandComponent
PullVisualizerUVR_HandComponent
RealHandAnimationUVR_HandComponent
RealHandAnimationClassUVR_HandComponent
RealHandCollisionUVR_HandComponent
RealHandMeshUVR_HandComponent
RefreshActorComponent(UActorComponent *Component, UClass *Class, FName CompName, FUpdateActorComponentDelegate UpdateComponentFunction, const bool bForceDestroy=false)UVR_HandComponent
RefreshMotionControllerMesh(const bool bForceDestroy=false)UVR_HandComponent
RefreshRealHandMesh(const bool bForceDestroy=false)UVR_HandComponent
RefreshSceneComponent(USceneComponent *Component, USceneComponent *AttachTo, UClass *Class, FName CompName, FUpdateSceneComponentDelegate UpdateComponentFunction, const bool bForceDestroy=false)UVR_HandComponent
ReleaseActor()UVR_HandComponent
ReplicatedFingerCurlsUVR_MotionControllerComponentprotected
ReplicateHand(float DeltaTime)UVR_HandComponentvirtual
RingUVR_MotionControllerComponentprotected
Ring0BoneNameUVR_HandComponentprotected
Ring1BoneNameUVR_HandComponentprotected
Ring2BoneNameUVR_HandComponentprotected
RingFingerCollisionUVR_HandComponent
RingStartSocketUVR_HandComponentprotected
RingTipSocketUVR_HandComponentprotected
RoomScaleMeshUVR_HandComponent
RoomScaleMeshComponentUVR_HandComponent
RootSceneUVR_HandComponent
RumbleController(float Intensity, UHapticFeedbackEffect_Base *HapticEffect)UVR_HandComponent
RunSetUpFingerIK()UVR_HandComponent
SendHandTrackingChanges(float DeltaTime)UVR_HandComponentvirtual
SendHandTransform_Server(FTransform NewTransform)UVR_HandComponent
SendHandTransform_Server_Implementation(FTransform NewTransform)UVR_HandComponent
SendHandTransform_Server_Validate(FTransform NewTransform)UVR_HandComponent
SendRenderTransform_Concurrent() overrideUVR_MotionControllerComponentprotectedvirtual
SetAllFingerIK()UVR_HandComponent
SetAllowAmmo(bool Allow)UVR_HandComponentvirtual
SetCurrentWidgetHand(bool ThisHand)UVR_HandComponent
SetDontLostConnection(bool DontAllow)UVR_HandComponent
SetGripPushInst(float inst)UVR_HandComponentvirtual
SetHandIsColliding(bool IsColliding)UVR_HandComponent
SetHandMesh(USkeletalMesh *NewMesh)UVR_HandComponent
SetIndexPushInst(float inst)UVR_HandComponentvirtual
SetInventoryAccess(bool Access)UVR_HandComponent
SetInventoryBox(UVR_InventoryBox *InventoryBox)UVR_HandComponent
SetLessPhysHands(bool newstatus)UVR_HandComponent
SetMainMenuStatus(bool MainMenuStatus)UVR_HandComponent
SetMenuCursorMesh(UStaticMesh *NewMesh)UVR_HandComponent
SetMotionControllerMesh(USkeletalMesh *NewMesh)UVR_HandComponent
SetOwnerPawn(AActor *ActorToSet)UVR_HandComponent
SetParentMotionController(UVR_MotionControllerComponent *MotionController)UVR_HandComponent
SetRoomScaleMesh(UStaticMesh *NewMesh)UVR_HandComponent
SetSingleFingerIK(EFinger Finger)UVR_HandComponent
SetTeleportArrowMesh(UStaticMesh *NewMesh)UVR_HandComponent
SetTeleportCylinder(UStaticMesh *NewMesh)UVR_HandComponent
SetTeleportRotation(FRotator &NewTeleportRotation)UVR_HandComponent
SetTrackpad_Y(float inst)UVR_HandComponentvirtual
SetupConstraintDrives()UVR_HandComponent
SetUpHandStructure()UVR_HandComponent
SetupRoomScaleOutline()UVR_HandComponent
ShouldUseMainConstraints()UVR_HandComponent
ShowGrabBoxUVR_HandComponentprotected
ShowGrabDirectionUVR_HandComponentprotected
ShowHandCollisionUVR_HandComponentprotected
ShowIKDebugUVR_HandComponentprotected
ShowIKRatioValueUVR_HandComponentprotected
ShowTeleportDestenation(bool IsValidTeleportDestination, FVector TraceLocation, FRotator TraceRotation)UVR_HandComponent
SpawnMenu()UVR_HandComponent
SweepDetectCollisionUVR_HandComponentprotected
TeleportArrowMeshUVR_HandComponent
TeleportCylinderUVR_HandComponent
TeleportCylinderMeshUVR_HandComponent
TeleportDestinationUVR_HandComponentprotected
TeleportLaunchVelocityUVR_HandComponentprotected
TeleportMaterailParameterCollectionUVR_HandComponentprotected
TeleportParticlesUVR_HandComponentprotected
TeleportRingUVR_HandComponent
TeleportRotationUVR_HandComponentprotected
TempDragValueUVR_HandComponentprotected
TempRefreshComponentUVR_HandComponent
ThumbUVR_MotionControllerComponentprotected
Thumb0BoneNameUVR_HandComponentprotected
Thumb1BoneNameUVR_HandComponentprotected
Thumb2BoneNameUVR_HandComponentprotected
Thumb_Pressed(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
Thumb_Released(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
ThumbFingerCollisionUVR_HandComponent
ThumbStartSocketUVR_HandComponentprotected
ThumbstickChange(bool &BlockEventsOnChange, float ValueX, float ValueY)UVR_HandComponent
ThumbTipSocketUVR_HandComponentprotected
ThumTrackpadTouched(bool &BlockOtherPressEvents)UVR_HandComponentvirtual
ThumTrackpadUnTouched()UVR_HandComponentvirtual
TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) overrideUVR_HandComponentprotectedvirtual
TraceTeleportDestination(TArray< FVector > &TracePoints, FVector &NavMeshLocation, FVector &TraceLocation, FRotator &TraceRotation, TArray< FVector > &OutPathPoints)UVR_HandComponent
Trackpad_YUVR_HandComponentprotected
TrackpadTouchedUVR_HandComponentprotected
TransformHandNetworkSmoothing(float DeltaTime)UVR_HandComponent
TryAimToGrab(FHitResult &Hit, bool ForceInteraction)UVR_HandComponent
TryGrabbing(FHitResult &Hit, bool ForceInteraction)UVR_HandComponent
UpdateAllFingersCollision(float DeltaTime)UVR_HandComponent
UpdateAPressedAnimation(UAnimSequence *NewAnimation)UVR_HandComponent
UpdateArcDirection(USceneComponent *Component)UVR_HandComponentvirtual
UpdateArcEndPoint(USceneComponent *Component)UVR_HandComponentvirtual
UpdateArcEndPoint(bool ValidLocationFound, FVector NewLocation)UVR_HandComponent
UpdateArcNiagara(USceneComponent *Component)UVR_HandComponentvirtual
UpdateArcSpline(bool FoundValidLocation, TArray< FVector > SplinePoints)UVR_HandComponent
UpdateArrow(USceneComponent *Component)UVR_HandComponentvirtual
UpdateCAInventory(USceneComponent *Component)UVR_HandComponentvirtual
UpdateDirectPullTimeLine(UActorComponent *Component)UVR_HandComponentvirtual
UpdateFakeHandMesh(USceneComponent *Component)UVR_HandComponentvirtual
UpdateFingerCollision(UCapsuleComponent *Collision, FName Start, FName Tip)UVR_HandComponent
UpdateFingerCollisionDelayUVR_HandComponentprotected
UpdateGrabAnimation(UAnimSequence *NewAnimation)UVR_HandComponent
UpdateGrabDirection(USceneComponent *Component)UVR_HandComponentvirtual
UpdateGrabRoot(USceneComponent *Component)UVR_HandComponentvirtual
UpdateHandAnimation()UVR_HandComponent
UpdateHands(USceneComponent *Component)UVR_HandComponentvirtual
UpdateHandSocket(USceneComponent *Component)UVR_HandComponentvirtual
UpdateIndexFingerCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdateMenuCursor(USceneComponent *Component)UVR_HandComponentvirtual
UpdateMenuWristLoader(USceneComponent *Component)UVR_HandComponentvirtual
UpdateMiddleFingerCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdatePhysicsHandSocket(USceneComponent *Component)UVR_HandComponentvirtual
UpdatePinkyFingerCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdatePullDirection(USceneComponent *Component)UVR_HandComponentvirtual
UpdatePullVisualizer(USceneComponent *Component)UVR_HandComponentvirtual
UpdateRealHandCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdateRealHandMesh(USceneComponent *Component)UVR_HandComponentvirtual
UpdateRingFingerCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdateRoomScaleMesh(USceneComponent *Component)UVR_HandComponentvirtual
UpdateRoomScaleOutline()UVR_HandComponent
UpdateSweepForNoPhysicsDelayUVR_HandComponentprotected
UpdateTeleportCylinder(USceneComponent *Component)UVR_HandComponentvirtual
UpdateThumbFingerCollision(USceneComponent *Component)UVR_HandComponentvirtual
UpdateTriggerPressedAnimation(UAnimSequence *NewAnimation)UVR_HandComponent
UpdateWidgetCursor()UVR_HandComponent
UpdateWidgetInteractionComponent(USceneComponent *Component)UVR_HandComponentvirtual
UpdateWidgetSphereMesh(USceneComponent *Component)UVR_HandComponentvirtual
UVR_HandComponent(const FObjectInitializer &ObjectInitializer)UVR_HandComponent
UVR_MotionControllerComponent(const FObjectInitializer &ObjectInitializer)UVR_MotionControllerComponent
VisualizeDebug()UVR_HandComponent
VR_PauseMenuUVR_HandComponentprotected
VRPollControllerState(FVector &Position, FRotator &Orientation, float WorldToMetersScale)UVR_MotionControllerComponentvirtual
VRPollControllerState_GameThread(FVector &Position, FRotator &Orientation, bool &OutbProvidedLinearVelocity, FVector &OutLinearVelocity, bool &OutbProvidedAngularVelocity, FVector &OutAngularVelocityAsAxisAndLength, bool &OutbProvidedLinearAcceleration, FVector &OutLinearAcceleration, float WorldToMetersScale)UVR_MotionControllerComponent
VRPollControllerState_RenderThread(FVector &Position, FRotator &Orientation, float WorldToMetersScale)UVR_MotionControllerComponent
WakePhysics()UVR_HandComponent
WantsToGripLocationUVR_HandComponent
WidgetInteractionComponentUVR_HandComponent
WidgetSphereMeshUVR_HandComponent