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Head Mounted VR 3.0
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Hand class. More...
#include <VR_HandComponent.h>
Public Member Functions | |
UVR_HandComponent (const FObjectInitializer &ObjectInitializer) | |
virtual void | BeginPlay () override |
virtual void | OnRegister () override |
virtual void | EndPlay (EEndPlayReason::Type EndPlayReason) override |
void | SetParentMotionController (UVR_MotionControllerComponent *MotionController) |
void | SetupConstraintDrives () |
void | HandPhysicsTick () |
void | GetEnabledBaseConstraint () |
bool | ShouldUseMainConstraints () |
void | SetUpHandStructure () |
void | EnableTickOnComponents (bool Enable) |
void | SetHandMesh (USkeletalMesh *NewMesh) |
void | SetMotionControllerMesh (USkeletalMesh *NewMesh) |
void | SetTeleportCylinder (UStaticMesh *NewMesh) |
void | SetTeleportArrowMesh (UStaticMesh *NewMesh) |
void | SetMenuCursorMesh (UStaticMesh *NewMesh) |
void | RunSetUpFingerIK () |
void | RunSegmentFingerIK (int ID) |
void | RunBoneFingerIK (int ID) |
void | RefreshSceneComponent (USceneComponent *Component, USceneComponent *AttachTo, UClass *Class, FName CompName, FUpdateSceneComponentDelegate UpdateComponentFunction, const bool bForceDestroy=false) |
void | RefreshActorComponent (UActorComponent *Component, UClass *Class, FName CompName, FUpdateActorComponentDelegate UpdateComponentFunction, const bool bForceDestroy=false) |
void | RefreshRealHandMesh (const bool bForceDestroy=false) |
void | RefreshMotionControllerMesh (const bool bForceDestroy=false) |
virtual void | UpdateFakeHandMesh (USceneComponent *Component) |
virtual void | UpdateRealHandMesh (USceneComponent *Component) |
virtual void | UpdateArcNiagara (USceneComponent *Component) |
virtual void | UpdateArcEndPoint (USceneComponent *Component) |
virtual void | UpdateTeleportCylinder (USceneComponent *Component) |
virtual void | UpdateArrow (USceneComponent *Component) |
virtual void | UpdateDirectPullTimeLine (UActorComponent *Component) |
virtual void | UpdateWidgetInteractionComponent (USceneComponent *Component) |
virtual void | UpdateWidgetSphereMesh (USceneComponent *Component) |
virtual void | UpdateMenuCursor (USceneComponent *Component) |
virtual void | UpdateMenuWristLoader (USceneComponent *Component) |
virtual void | UpdateCAInventory (USceneComponent *Component) |
virtual void | UpdateStaticAnimation (UActorComponent *Component) |
virtual void | UpdatePhysicsHandSocket (USceneComponent *Component) |
virtual void | UpdateRealHandCollision (USceneComponent *Component) |
virtual void | UpdateThumbFingerCollision (USceneComponent *Component) |
virtual void | UpdateIndexFingerCollision (USceneComponent *Component) |
virtual void | UpdateMiddleFingerCollision (USceneComponent *Component) |
virtual void | UpdateRingFingerCollision (USceneComponent *Component) |
virtual void | UpdatePinkyFingerCollision (USceneComponent *Component) |
FVector | GetGrabDirection () |
FVector | GetGrabPosition (bool RelativeToMC=false) |
void | GrabActor (bool TriggerGrab=false) |
If grab button is pressed. | |
void | ReleaseActor () |
Release attached Actor. | |
void | ActivateTeleporter () |
void | DisableTeleporter () |
bool | TraceTeleportDestination (TArray< FVector > &TracePoints, FVector &NavMeshLocation, FVector &TraceLocation, FRotator &TraceRotation, TArray< FVector > &OutPathPoints) |
Traces Teleport Destination , checks if teleport is possible. | |
void | ClearArc () |
Clears Arc. | |
void | UpdateArcSpline (bool FoundValidLocation, TArray< FVector > SplinePoints) |
Updates Arc Spline. | |
void | UpdateArcEndPoint (bool ValidLocationFound, FVector NewLocation) |
Updates Arc End Point. | |
void | GetTeleportDestination (FVector &MyLocation, FRotator &MyRotation) |
Gets teleport Destination. | |
void | SetAllFingerIK (int IK_ID) |
Sets all Fingers IK. | |
void | ShowTeleportDestenation (bool IsValidTeleportDestination, FVector TraceLocation, FRotator TraceRotation) |
void | SetSingleFingerIK (EFinger Finger, int IK_ID) |
Sets Ik for SingleFinger. | |
void | LineTraceAlongArrow (const FVector &StartPoint, const FVector &EndPoint, bool &Hit, float &TraceLength, FHitResult &OutHits) |
Trace line allong the arrow component. | |
float | CalculateRatio (EFinger Finger, float TraceLength, int ArrowNumber, int IK_ID) |
Calculates Rotation. | |
void | CalculateIKLocations (FVector WorldImpact, FVector &EffectorLocation) |
void | ApplyIKToABP (FVector EffectorLocation, float Ratio, EFinger Finger, bool hit) |
Apply Rotation to Animation blueprint. | |
void | RumbleController (float Intensity, UHapticFeedbackEffect_Base *HapticEffect) |
Vibrate the Controller using the Habtics. | |
void | OnComponentBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
For Rumble Controller when overlapping valid StaticMesh. | |
void | UpdateHandAnimation () |
void | SetTeleportRotation (FRotator &NewTeleportRotation) |
Set Teleport Rotation , used in Player_Pawn. | |
void | CheckControllerAndPickDist () |
Checks distance between Controller and Picked object . | |
void | CheckHandsAndControllerDist () |
Checks distance between Hands and Controller. | |
void | CheckAimToGrab () |
Grab aim. Move hand closer to the grabable object. | |
bool | TryAimToGrab (FTransform T, FVector TraceOrigin, float CustomDistance=0) |
void | SynhronizeHandConstraintTargets () |
bool | IsConstraintTargetsDefault () |
bool | IsConstraintLinearTargetDefault () |
bool | IsConstraintAngularTargetDefault () |
void | CheckTeleportIsActive () |
Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation). | |
virtual void | Index_Pressed (bool &BlockOtherPressEvents) |
Trigger Pressed. | |
virtual void | Index_Touch () |
Trigger Touch. | |
virtual void | Others_Pressed () |
Grip Pressed. | |
virtual void | Thumb_Pressed (bool &BlockOtherPressEvents) |
Thumb Pressed. | |
virtual void | Index_Released (bool &BlockOtherPressEvents) |
Trigger Released. | |
virtual void | Index_UnTouch () |
Trigger UnTouch. | |
virtual void | Others_Released () |
Grip Released. | |
virtual void | Thumb_Released (bool &BlockOtherPressEvents) |
Thumb Released. | |
virtual void | A_Pressed (bool &BlockOtherPressEvents) |
A Pressed. | |
virtual void | A_Released (bool &BlockOtherPressEvents) |
A Released. | |
virtual void | B_Pressed (bool &BlockOtherPressEvents) |
B Pressed. | |
virtual void | B_Released (bool &BlockOtherPressEvents) |
B Released. | |
virtual void | ThumTrackpadUnTouched () |
Sets true if Trackpad being Touched. | |
virtual void | ThumTrackpadTouched (bool &BlockOtherPressEvents) |
virtual void | SetIndexPushInst (float inst) |
virtual void | SetGripPushInst (float inst) |
virtual void | SetTrackpad_Y (float inst) |
virtual void | SetAllowAmmo (bool Allow) |
virtual void | HandsPickObjHandle (bool Attach) |
AActor * | CheckInventory () |
void | SetDontLostConnection (bool DontAllow) |
void | SetMainMenuStatus (bool MainMenuStatus) |
Turns on\off widget component. | |
void | SetOwnerPawn (AActor *ActorToSet) |
Sets owner of the MotionController(Player) | |
void | UpdateAllFingersCollision (float DeltaTime) |
void | UpdateFingerCollision (UCapsuleComponent *Collision, FName Start, FName Tip) |
bool | HasFingerPositionsChanged (EFinger Finger) |
void | WakePhysics () |
void | EnableFingerCollision (bool Enable) |
bool | GetMainMenuStatus () |
void | CheckMenuStatus () |
void | CheckMenuButtonPress () |
void | ThumbstickChange (bool &BlockEventsOnChange, float ValueX, float ValueY) |
void | SetCurrentWidgetHand (bool ThisHand) |
Sets widget on current hand. | |
void | UpdateWidgetCursor () |
Updates Widget Cursor. | |
void | CheckGrabPoss () |
Check if the grab is possible. | |
void | SetLessPhysHands (bool newstatus) |
Sets bLessPhysHands. | |
void | CheckMenuProgressBar () |
void | SpawnMenu () |
void | DestroyMenu () |
void | GrabbingObjectInWorld (bool TriggerGrab=false) |
bool | DoTryGrabbing (FHitResult &Hit, bool ForceInteraction, bool TriggerGrab=false) |
bool | TryGrabbing (FHitResult &Hit, bool ForceInteraction, bool TriggerGrab=false) |
void | CheckFingerCollisionOverlap (TArray< FName > &FingerSocketsNames, TArray< FName > &FingerBonesNames) |
void | UpdateGrabAnimation (UAnimSequence *NewAnimation) |
void | UpdateTriggerPressedAnimation (UAnimSequence *NewAnimation) |
void | UpdateAPressedAnimation (UAnimSequence *NewAnimation) |
FORCEINLINE bool | GetIsGrabbed () const |
FORCEINLINE bool | GetHasWeapon () const |
FORCEINLINE uint8 | GetCaliber () const |
FORCEINLINE UVR_HandSkeletalMeshComponent * | GetHandMesh () const |
FORCEINLINE UVR_HandSkeletalMeshComponent * | GetFakeHandMesh () const |
FORCEINLINE FVector | GetHandLocation () const |
FORCEINLINE FVector | GetControllerLocation () const |
FORCEINLINE EControllerHand | GetHand () const |
void | SetGrabConstraintLinearPositionTarget (FVector Location) |
const FConstraintInstance & | GetPhysicsConstraint () const |
FORCEINLINE AActor * | GetAttachedActor () const |
FORCEINLINE AActor * | GetLastAttachedActor () const |
FORCEINLINE AActor * | GetOwnerPawn () const |
FORCEINLINE bool | GetAllowAmmo () const |
FORCEINLINE AVR_HandInventory * | GetInventory () const |
FORCEINLINE bool | HasBuildInInventory () const |
FORCEINLINE int | GetLowConstraintMode () const |
FORCEINLINE bool | IsClimbing () const |
FORCEINLINE USphereComponent * | GetPhysicsHandSocket () const |
FORCEINLINE UStaticMeshComponent * | GetHandCollision () const |
FORCEINLINE USceneComponent * | GetUpdatedPhysicsComponent () const |
FORCEINLINE UPrimitiveComponent * | GetGrabbedComponent () const |
FORCEINLINE USceneComponent * | GetGrabComponent () const |
void | EnableLoadingRoom (bool Enable) |
void | SetHandIsColliding (bool IsColliding) |
FORCEINLINE bool | IsHandClosed () const |
FORCEINLINE bool | GetIsUsingSteamVRSkeleton () const |
FORCEINLINE FVector | GetPhysicsClimbVector () const |
FORCEINLINE FFingerCurls | GetFingerCurls () const |
void | OnCollisionHit (UPrimitiveComponent *HitComp, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector NormalImpulse, const FHitResult &Hit) |
void | OnHit (AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit) |
FORCEINLINE bool | GetBPressed () const |
FORCEINLINE bool | GetAPressed () const |
FORCEINLINE bool | GetTriggerPressed () const |
FORCEINLINE float | GetIndexPushValue () const |
void | LockMCMotion (bool Lock, bool LockOneRotationAxis=false, EAxies Axis=EAxies::Y) |
void | SetHandConstraintMode (int Mode) |
bool | HasGrabComponentsForAim (AActor *Actor, TArray< UActorComponent * > &GrabComponents, bool WithExactPosition=false) |
bool | SelectNearestGrabComponetForAim (TArray< UActorComponent * > GrabComponents, UActorComponent *&SelectedGrab, FTransform &GrabTransform) |
FTransform | GetGrabComponentGrabTransform (UActorComponent *Component) |
void | FindSnapRotationUsingDirectionAndForward (FVector Direction, FQuat &Rotation, FVector UpVector=FVector::ZeroVector) |
Finds the right rotation for the snap. | |
virtual void | ReplicateHand (float DeltaTime) |
virtual void | SendHandTrackingChanges (float DeltaTime) |
virtual void | OnRep_ReplicatedHandTransform () |
void | SendHandTransform_Server (FTransform NewTransform) |
bool | SendHandTransform_Server_Validate (FTransform NewTransform) |
void | SendHandTransform_Server_Implementation (FTransform NewTransform) |
void | TransformHandNetworkSmoothing (float DeltaTime) |
void | VisualizeDebug () |
void | SetInventoryAccess (bool Access) |
void | SetInventoryBox (UVR_InventoryBox *InventoryBox) |
void | SetAngularOffset (FRotator NewAngularOffset) |
void | SetAngularOffsetFromWorld (FRotator WorldAngularOffset) |
FORCEINLINE FRotator | GetInitialControllerRotation () const |
FORCEINLINE bool | GetIsValidTeleportDestination () const |
FORCEINLINE bool | GetIsTeleporterActive () const |
FORCEINLINE bool | HasInventoryAccess () const |
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UVR_MotionControllerComponent (const FObjectInitializer &ObjectInitializer) | |
virtual void | InitializeComponent () override |
FORCEINLINE FFingerCurls | GetCurrentFingerCurls () const |
FORCEINLINE bool | IsUsingFingerTracking () const |
FORCEINLINE FTransform | GetLastSmoothRelativeTransform () const |
virtual bool | VRPollControllerState (FVector &Position, FRotator &Orientation, float WorldToMetersScale) |
bool | VRPollControllerState_GameThread (FVector &Position, FRotator &Orientation, bool &OutbProvidedLinearVelocity, FVector &OutLinearVelocity, bool &OutbProvidedAngularVelocity, FVector &OutAngularVelocityAsAxisAndLength, bool &OutbProvidedLinearAcceleration, FVector &OutLinearAcceleration, float WorldToMetersScale) |
bool | VRPollControllerState_RenderThread (FVector &Position, FRotator &Orientation, float WorldToMetersScale) |
bool | IsSequencerActor () |
float | GetGameTimeSinceCreation () const |
bool | ComponentHasAuthority () |
Public Attributes | |
class USphereComponent * | PhysicsHandSocket |
class UVR_HandSkeletalMeshComponent * | FakeHandMesh |
Mesh which is attached to MotionController. | |
class UVR_HandSkeletalMeshComponent * | RealHandMesh |
Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component. | |
UStaticAnimationComponent * | StaticAnimationComponent |
USceneComponent * | UpdatedPhysicsComponent |
class UStaticMeshComponent * | RealHandCollision |
UCapsuleComponent * | ThumbFingerCollision |
UCapsuleComponent * | IndexFingerCollision |
UCapsuleComponent * | MiddleFingerCollision |
UCapsuleComponent * | RingFingerCollision |
UCapsuleComponent * | PinkyFingerCollision |
class UNiagaraComponent * | ArcNiagara |
Teleport Arc ArcSpline. | |
class UStaticMeshComponent * | ArcEndPoint |
Teleport Arc End Point. | |
class UStaticMeshComponent * | MenuCusrsor |
class UStaticMeshComponent * | TeleportCylinder |
Teleport Cylinder mesh. | |
class UStaticMeshComponent * | Arrow |
Teleport arrow which shows the direction of rotation. | |
class UStaticMeshComponent * | TeleportRing |
Teleport Ring mesh. | |
class UWidgetInteractionComponent * | WidgetInteractionComponent |
Widget Interaction Component used for pause menu. | |
class UStaticMeshComponent * | WidgetSphereMesh |
UChildActorComponent * | CA_Inventory |
class UWidgetComponent * | MenuWristLoader |
UVR_MotionControllerComponent * | ParentMotionController |
class UVR_HandAnimationInstance * | RealHandAnimation |
Hand Anim Instance. | |
class UVR_HandAnimationInstance * | FakeHandAnimation |
class USceneComponent * | PullVisualizer |
class USceneComponent * | TempRefreshComponent |
USkeletalMesh * | HandMesh |
UStaticMesh * | HandCollisionMesh |
UStaticMesh * | TeleportCylinderMesh |
UStaticMesh * | TeleportArrowMesh |
UStaticMesh * | MenuCursorMesh |
USkeletalMesh * | MotionControllerMesh |
TSubclassOf< UMenuLoadingWidget > | MenuLoadingWidgetClass |
TSubclassOf< UVR_HandAnimationInstance > | RealHandAnimationClass |
Hand Anim Instance. | |
TSubclassOf< UVR_HandAnimationInstance > | FakeHandAnimationClass |
int | LowConstraintMode |
float | GrabStrengthPositionDevision |
float | GrabStrengthAngularDevision |
FHandsHitSignature | OnHandsHit |
FMotionControllerThumbstickChange | OnMotionControllerThumbstickChange |
bool | bIsIndex_Pressed |
bool | bIsIndex_Touch |
bool | bIsThumb_Pressed |
bool | bIsOthers_Pressed |
TArray< FBakedIKs > | BakedIKs |
int32 | NumSamplePoints |
float | IkTraceCapsuleRadius |
bool | bCanEverTeleport = true |
FVector | GrabRootOffset |
FTransform | HandReplicatedTransform |
bool | bHitHand = false |
bool | HandIsColliding = false |
FVector | AimSmoothedTraceOrigin |
USceneComponent * | AimedGrabComponent |
FTransform | PrevAimT |
bool | DontAllowDrop |
bool | bDontLostConnection |
bool | bAllowTurnOffMenu |
float | MaxPhysBlend |
float | PickPhysBlend |
float | MinPhysBlend |
FVector | WantsToGripLocation |
FVector | LastHandProxymatlyPosition |
EControllerHand | Hand |
TArray< FVector > | LastTeleportPathPoints |
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float | NetUpdateRate |
float | NetTransformUpdateCount |
float | NetFingersUpdateCount |
bool | bUseTracking |
TArray< UPrimitiveComponent * > | AdditionalLateUpdateComponents |
bool | bSmoothHandTracking |
bool | bWasSmoothingHand |
bool | bSmoothWithEuroLowPassFunction |
float | SmoothingSpeed |
FBPEuroLowPassFilterTrans | EuroSmoothingParams |
FTransform | LastSmoothRelativeTransform |
Protected Member Functions | |
virtual void | TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override |
virtual void | AsyncPhysicsTickComponent (float DeltaTime, float SimTime) override |
void | IsHandColliding () |
void | MakeUpdateWidgetLookAtCamera () |
USceneComponent * | GetNearestGrabComponent (AActor *Actor, UPrimitiveComponent *HitComponent, FVector TestLocation, bool ForceCheckPriority, bool TriggerGrab=false) |
virtual void | GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const |
void | UpdateGrabbedRenderTransform () |
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virtual void | CreateRenderState_Concurrent (FRegisterComponentContext *Context) override |
virtual void | SendRenderTransform_Concurrent () override |
Hand class.
UVR_HandComponent::UVR_HandComponent | ( | const FObjectInitializer & | ObjectInitializer | ) |
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A Pressed.
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A Released.
void UVR_HandComponent::ActivateTeleporter | ( | ) |
void UVR_HandComponent::ApplyIKToABP | ( | FVector | EffectorLocation, |
float | Ratio, | ||
EFinger | Finger, | ||
bool | hit ) |
Apply Rotation to Animation blueprint.
Ration | |
Finger |
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B Pressed.
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B Released.
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void UVR_HandComponent::CalculateIKLocations | ( | FVector | WorldImpact, |
FVector & | EffectorLocation ) |
float UVR_HandComponent::CalculateRatio | ( | EFinger | Finger, |
float | TraceLength, | ||
int | ArrowNumber, | ||
int | IK_ID ) |
Calculates Rotation.
TraceLength | |
ArrowNumber |
void UVR_HandComponent::CheckAimToGrab | ( | ) |
Grab aim. Move hand closer to the grabable object.
void UVR_HandComponent::CheckControllerAndPickDist | ( | ) |
Checks distance between Controller and Picked object .
void UVR_HandComponent::CheckFingerCollisionOverlap | ( | TArray< FName > & | FingerSocketsNames, |
TArray< FName > & | FingerBonesNames ) |
void UVR_HandComponent::CheckGrabPoss | ( | ) |
Check if the grab is possible.
void UVR_HandComponent::CheckHandsAndControllerDist | ( | ) |
Checks distance between Hands and Controller.
AActor * UVR_HandComponent::CheckInventory | ( | ) |
void UVR_HandComponent::CheckMenuButtonPress | ( | ) |
void UVR_HandComponent::CheckMenuProgressBar | ( | ) |
void UVR_HandComponent::CheckMenuStatus | ( | ) |
void UVR_HandComponent::CheckTeleportIsActive | ( | ) |
Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).
void UVR_HandComponent::ClearArc | ( | ) |
Clears Arc.
void UVR_HandComponent::DestroyMenu | ( | ) |
void UVR_HandComponent::DisableTeleporter | ( | ) |
bool UVR_HandComponent::DoTryGrabbing | ( | FHitResult & | Hit, |
bool | ForceInteraction, | ||
bool | TriggerGrab = false ) |
void UVR_HandComponent::EnableFingerCollision | ( | bool | Enable | ) |
void UVR_HandComponent::EnableLoadingRoom | ( | bool | Enable | ) |
void UVR_HandComponent::EnableTickOnComponents | ( | bool | Enable | ) |
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void UVR_HandComponent::FindSnapRotationUsingDirectionAndForward | ( | FVector | Direction, |
FQuat & | Rotation, | ||
FVector | UpVector = FVector::ZeroVector ) |
Finds the right rotation for the snap.
Direction | Palm directionn |
Rotation | Output |
UpVector | Optional Upvector. If not specified hand will make it's own up based on forward. If spicified, hands forward will match the up. |
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void UVR_HandComponent::GetEnabledBaseConstraint | ( | ) |
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FTransform UVR_HandComponent::GetGrabComponentGrabTransform | ( | UActorComponent * | Component | ) |
FVector UVR_HandComponent::GetGrabDirection | ( | ) |
FVector UVR_HandComponent::GetGrabPosition | ( | bool | RelativeToMC = false | ) |
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Reimplemented from UVR_MotionControllerComponent.
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bool UVR_HandComponent::GetMainMenuStatus | ( | ) |
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void UVR_HandComponent::GetTeleportDestination | ( | FVector & | MyLocation, |
FRotator & | MyRotation ) |
Gets teleport Destination.
MyLocation | Teleport Location |
MyRotation | Teleport Rotation |
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void UVR_HandComponent::GrabActor | ( | bool | TriggerGrab = false | ) |
If grab button is pressed.
void UVR_HandComponent::GrabbingObjectInWorld | ( | bool | TriggerGrab = false | ) |
void UVR_HandComponent::HandPhysicsTick | ( | ) |
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bool UVR_HandComponent::HasFingerPositionsChanged | ( | EFinger | Finger | ) |
bool UVR_HandComponent::HasGrabComponentsForAim | ( | AActor * | Actor, |
TArray< UActorComponent * > & | GrabComponents, | ||
bool | WithExactPosition = false ) |
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Trigger Pressed.
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Trigger Released.
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Trigger Touch.
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Trigger UnTouch.
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bool UVR_HandComponent::IsConstraintAngularTargetDefault | ( | ) |
bool UVR_HandComponent::IsConstraintLinearTargetDefault | ( | ) |
bool UVR_HandComponent::IsConstraintTargetsDefault | ( | ) |
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void UVR_HandComponent::LineTraceAlongArrow | ( | const FVector & | StartPoint, |
const FVector & | EndPoint, | ||
bool & | Hit, | ||
float & | TraceLength, | ||
FHitResult & | OutHits ) |
Trace line allong the arrow component.
ArrowToTrace | |
Hit | whether is hit or not |
TraceLength |
void UVR_HandComponent::LockMCMotion | ( | bool | Lock, |
bool | LockOneRotationAxis = false, | ||
EAxies | Axis = EAxies::Y ) |
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void UVR_HandComponent::OnCollisionHit | ( | UPrimitiveComponent * | HitComp, |
AActor * | OtherActor, | ||
UPrimitiveComponent * | OtherComp, | ||
FVector | NormalImpulse, | ||
const FHitResult & | Hit ) |
void UVR_HandComponent::OnComponentBeginOverlap | ( | class UPrimitiveComponent * | OverlappedComp, |
AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult ) |
For Rumble Controller when overlapping valid StaticMesh.
void UVR_HandComponent::OnHit | ( | AActor * | OtherActor, |
FVector | NormalImpulse, | ||
const FHitResult & | Hit ) |
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Grip Pressed.
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Grip Released.
void UVR_HandComponent::RefreshActorComponent | ( | UActorComponent * | Component, |
UClass * | Class, | ||
FName | CompName, | ||
FUpdateActorComponentDelegate | UpdateComponentFunction, | ||
const bool | bForceDestroy = false ) |
void UVR_HandComponent::RefreshMotionControllerMesh | ( | const bool | bForceDestroy = false | ) |
void UVR_HandComponent::RefreshRealHandMesh | ( | const bool | bForceDestroy = false | ) |
void UVR_HandComponent::RefreshSceneComponent | ( | USceneComponent * | Component, |
USceneComponent * | AttachTo, | ||
UClass * | Class, | ||
FName | CompName, | ||
FUpdateSceneComponentDelegate | UpdateComponentFunction, | ||
const bool | bForceDestroy = false ) |
void UVR_HandComponent::ReleaseActor | ( | ) |
Release attached Actor.
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void UVR_HandComponent::RumbleController | ( | float | Intensity, |
UHapticFeedbackEffect_Base * | HapticEffect ) |
Vibrate the Controller using the Habtics.
Intensity |
void UVR_HandComponent::RunBoneFingerIK | ( | int | ID | ) |
void UVR_HandComponent::RunSegmentFingerIK | ( | int | ID | ) |
void UVR_HandComponent::RunSetUpFingerIK | ( | ) |
bool UVR_HandComponent::SelectNearestGrabComponetForAim | ( | TArray< UActorComponent * > | GrabComponents, |
UActorComponent *& | SelectedGrab, | ||
FTransform & | GrabTransform ) |
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void UVR_HandComponent::SendHandTransform_Server | ( | FTransform | NewTransform | ) |
void UVR_HandComponent::SendHandTransform_Server_Implementation | ( | FTransform | NewTransform | ) |
bool UVR_HandComponent::SendHandTransform_Server_Validate | ( | FTransform | NewTransform | ) |
void UVR_HandComponent::SetAllFingerIK | ( | int | IK_ID | ) |
Sets all Fingers IK.
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void UVR_HandComponent::SetAngularOffset | ( | FRotator | NewAngularOffset | ) |
void UVR_HandComponent::SetAngularOffsetFromWorld | ( | FRotator | WorldAngularOffset | ) |
void UVR_HandComponent::SetCurrentWidgetHand | ( | bool | ThisHand | ) |
Sets widget on current hand.
ThisHand |
void UVR_HandComponent::SetDontLostConnection | ( | bool | DontAllow | ) |
DontAllow |
void UVR_HandComponent::SetGrabConstraintLinearPositionTarget | ( | FVector | Location | ) |
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void UVR_HandComponent::SetHandConstraintMode | ( | int | Mode | ) |
void UVR_HandComponent::SetHandIsColliding | ( | bool | IsColliding | ) |
void UVR_HandComponent::SetHandMesh | ( | USkeletalMesh * | NewMesh | ) |
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void UVR_HandComponent::SetInventoryAccess | ( | bool | Access | ) |
void UVR_HandComponent::SetInventoryBox | ( | UVR_InventoryBox * | InventoryBox | ) |
void UVR_HandComponent::SetLessPhysHands | ( | bool | newstatus | ) |
Sets bLessPhysHands.
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void UVR_HandComponent::SetMainMenuStatus | ( | bool | MainMenuStatus | ) |
Turns on\off widget component.
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void UVR_HandComponent::SetMenuCursorMesh | ( | UStaticMesh * | NewMesh | ) |
void UVR_HandComponent::SetMotionControllerMesh | ( | USkeletalMesh * | NewMesh | ) |
void UVR_HandComponent::SetOwnerPawn | ( | AActor * | ActorToSet | ) |
Sets owner of the MotionController(Player)
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void UVR_HandComponent::SetParentMotionController | ( | UVR_MotionControllerComponent * | MotionController | ) |
void UVR_HandComponent::SetSingleFingerIK | ( | EFinger | Finger, |
int | IK_ID ) |
Sets Ik for SingleFinger.
FingerTrace1 | Arrow 1 |
FingerTrace2 | Arrow 2 |
FingerTrace3 | Arrow 3 |
Finger | EFinger enum located in Variables.h |
void UVR_HandComponent::SetTeleportArrowMesh | ( | UStaticMesh * | NewMesh | ) |
void UVR_HandComponent::SetTeleportCylinder | ( | UStaticMesh * | NewMesh | ) |
void UVR_HandComponent::SetTeleportRotation | ( | FRotator & | NewTeleportRotation | ) |
Set Teleport Rotation , used in Player_Pawn.
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void UVR_HandComponent::SetupConstraintDrives | ( | ) |
void UVR_HandComponent::SetUpHandStructure | ( | ) |
bool UVR_HandComponent::ShouldUseMainConstraints | ( | ) |
void UVR_HandComponent::ShowTeleportDestenation | ( | bool | IsValidTeleportDestination, |
FVector | TraceLocation, | ||
FRotator | TraceRotation ) |
void UVR_HandComponent::SpawnMenu | ( | ) |
void UVR_HandComponent::SynhronizeHandConstraintTargets | ( | ) |
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Thumb Pressed.
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Thumb Released.
void UVR_HandComponent::ThumbstickChange | ( | bool & | BlockEventsOnChange, |
float | ValueX, | ||
float | ValueY ) |
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Sets true if Trackpad being Touched.
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Reimplemented from UVR_MotionControllerComponent.
bool UVR_HandComponent::TraceTeleportDestination | ( | TArray< FVector > & | TracePoints, |
FVector & | NavMeshLocation, | ||
FVector & | TraceLocation, | ||
FRotator & | TraceRotation, | ||
TArray< FVector > & | OutPathPoints ) |
Traces Teleport Destination , checks if teleport is possible.
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NavMeshLocation | |
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void UVR_HandComponent::TransformHandNetworkSmoothing | ( | float | DeltaTime | ) |
bool UVR_HandComponent::TryAimToGrab | ( | FTransform | T, |
FVector | TraceOrigin, | ||
float | CustomDistance = 0 ) |
bool UVR_HandComponent::TryGrabbing | ( | FHitResult & | Hit, |
bool | ForceInteraction, | ||
bool | TriggerGrab = false ) |
void UVR_HandComponent::UpdateAllFingersCollision | ( | float | DeltaTime | ) |
void UVR_HandComponent::UpdateAPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
void UVR_HandComponent::UpdateArcEndPoint | ( | bool | ValidLocationFound, |
FVector | NewLocation ) |
Updates Arc End Point.
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void UVR_HandComponent::UpdateArcSpline | ( | bool | FoundValidLocation, |
TArray< FVector > | SplinePoints ) |
Updates Arc Spline.
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void UVR_HandComponent::UpdateFingerCollision | ( | UCapsuleComponent * | Collision, |
FName | Start, | ||
FName | Tip ) |
void UVR_HandComponent::UpdateGrabAnimation | ( | UAnimSequence * | NewAnimation | ) |
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void UVR_HandComponent::UpdateHandAnimation | ( | ) |
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void UVR_HandComponent::UpdateTriggerPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
void UVR_HandComponent::UpdateWidgetCursor | ( | ) |
Updates Widget Cursor.
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void UVR_HandComponent::VisualizeDebug | ( | ) |
void UVR_HandComponent::WakePhysics | ( | ) |
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USceneComponent* UVR_HandComponent::AimedGrabComponent |
FVector UVR_HandComponent::AimSmoothedTraceOrigin |
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class UStaticMeshComponent* UVR_HandComponent::ArcEndPoint |
Teleport Arc End Point.
class UNiagaraComponent* UVR_HandComponent::ArcNiagara |
Teleport Arc ArcSpline.
class UStaticMeshComponent* UVR_HandComponent::Arrow |
Teleport arrow which shows the direction of rotation.
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TArray<FBakedIKs> UVR_HandComponent::BakedIKs |
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bool UVR_HandComponent::bAllowTurnOffMenu |
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bool UVR_HandComponent::bCanEverTeleport = true |
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bool UVR_HandComponent::bDontLostConnection |
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bool UVR_HandComponent::bHitHand = false |
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bool UVR_HandComponent::bIsIndex_Pressed |
bool UVR_HandComponent::bIsIndex_Touch |
bool UVR_HandComponent::bIsOthers_Pressed |
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bool UVR_HandComponent::bIsThumb_Pressed |
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UChildActorComponent* UVR_HandComponent::CA_Inventory |
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bool UVR_HandComponent::DontAllowDrop |
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class UVR_HandAnimationInstance* UVR_HandComponent::FakeHandAnimation |
TSubclassOf<UVR_HandAnimationInstance> UVR_HandComponent::FakeHandAnimationClass |
class UVR_HandSkeletalMeshComponent* UVR_HandComponent::FakeHandMesh |
Mesh which is attached to MotionController.
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????
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????
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Sound to play each time we fire Empty Gun
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FVector UVR_HandComponent::GrabRootOffset |
float UVR_HandComponent::GrabStrengthAngularDevision |
float UVR_HandComponent::GrabStrengthPositionDevision |
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EControllerHand UVR_HandComponent::Hand |
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UStaticMesh* UVR_HandComponent::HandCollisionMesh |
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bool UVR_HandComponent::HandIsColliding = false |
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USkeletalMesh* UVR_HandComponent::HandMesh |
FTransform UVR_HandComponent::HandReplicatedTransform |
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float UVR_HandComponent::IkTraceCapsuleRadius |
Number of sample points (e.g., 5 for 0.0, 0.25, 0.5, 0.75, 1.0)
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UCapsuleComponent* UVR_HandComponent::IndexFingerCollision |
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FVector UVR_HandComponent::LastHandProxymatlyPosition |
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TArray<FVector> UVR_HandComponent::LastTeleportPathPoints |
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int UVR_HandComponent::LowConstraintMode |
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float UVR_HandComponent::MaxPhysBlend |
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UStaticMesh* UVR_HandComponent::MenuCursorMesh |
class UStaticMeshComponent* UVR_HandComponent::MenuCusrsor |
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TSubclassOf<UMenuLoadingWidget> UVR_HandComponent::MenuLoadingWidgetClass |
class UWidgetComponent* UVR_HandComponent::MenuWristLoader |
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UCapsuleComponent* UVR_HandComponent::MiddleFingerCollision |
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float UVR_HandComponent::MinPhysBlend |
USkeletalMesh* UVR_HandComponent::MotionControllerMesh |
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int32 UVR_HandComponent::NumSamplePoints |
Number of sample points (e.g., 5 for 0.0, 0.25, 0.5, 0.75, 1.0)
FHandsHitSignature UVR_HandComponent::OnHandsHit |
Called when hand hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.
FMotionControllerThumbstickChange UVR_HandComponent::OnMotionControllerThumbstickChange |
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UVR_MotionControllerComponent* UVR_HandComponent::ParentMotionController |
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class USphereComponent* UVR_HandComponent::PhysicsHandSocket |
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float UVR_HandComponent::PickPhysBlend |
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UCapsuleComponent* UVR_HandComponent::PinkyFingerCollision |
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FTransform UVR_HandComponent::PrevAimT |
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class USceneComponent* UVR_HandComponent::PullVisualizer |
class UVR_HandAnimationInstance* UVR_HandComponent::RealHandAnimation |
Hand Anim Instance.
TSubclassOf<UVR_HandAnimationInstance> UVR_HandComponent::RealHandAnimationClass |
Hand Anim Instance.
class UStaticMeshComponent* UVR_HandComponent::RealHandCollision |
class UVR_HandSkeletalMeshComponent* UVR_HandComponent::RealHandMesh |
Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component.
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UCapsuleComponent* UVR_HandComponent::RingFingerCollision |
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UStaticAnimationComponent* UVR_HandComponent::StaticAnimationComponent |
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UStaticMesh* UVR_HandComponent::TeleportArrowMesh |
class UStaticMeshComponent* UVR_HandComponent::TeleportCylinder |
Teleport Cylinder mesh.
UStaticMesh* UVR_HandComponent::TeleportCylinderMesh |
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class UStaticMeshComponent* UVR_HandComponent::TeleportRing |
Teleport Ring mesh.
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class USceneComponent* UVR_HandComponent::TempRefreshComponent |
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UCapsuleComponent* UVR_HandComponent::ThumbFingerCollision |
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USceneComponent* UVR_HandComponent::UpdatedPhysicsComponent |
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FVector UVR_HandComponent::WantsToGripLocation |
class UWidgetInteractionComponent* UVR_HandComponent::WidgetInteractionComponent |
Widget Interaction Component used for pause menu.
class UStaticMeshComponent* UVR_HandComponent::WidgetSphereMesh |