Head Mounted VR 2.5
Loading...
Searching...
No Matches
UVR_HandComponent Class Reference

Hand class More...

#include <VR_HandComponent.h>

+ Inheritance diagram for UVR_HandComponent:

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 SetRoomScaleMesh (UStaticMesh *NewMesh)
 
void RunSetUpFingerIK ()
 
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 UpdateHandSocket (USceneComponent *Component)
 
virtual void UpdatePhysicsHandSocket (USceneComponent *Component)
 
virtual void UpdatePullVisualizer (USceneComponent *Component)
 
virtual void UpdateFakeHandMesh (USceneComponent *Component)
 
virtual void UpdateRealHandMesh (USceneComponent *Component)
 
virtual void UpdateGrabRoot (USceneComponent *Component)
 
virtual void UpdateArcDirection (USceneComponent *Component)
 
virtual void UpdatePullDirection (USceneComponent *Component)
 
virtual void UpdateArcNiagara (USceneComponent *Component)
 
virtual void UpdateGrabDirection (USceneComponent *Component)
 
virtual void UpdateArcEndPoint (USceneComponent *Component)
 
virtual void UpdateTeleportCylinder (USceneComponent *Component)
 
virtual void UpdateArrow (USceneComponent *Component)
 
virtual void UpdateRoomScaleMesh (USceneComponent *Component)
 
virtual void UpdateDirectPullTimeLine (UActorComponent *Component)
 
virtual void UpdateHands (USceneComponent *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 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)
 
virtual void UpdateThumbFingerStart (USceneComponent *Component)
 
virtual void UpdateIndexFingerStart (USceneComponent *Component)
 
virtual void UpdateMiddleFingerStart (USceneComponent *Component)
 
virtual void UpdateRingFingerStart (USceneComponent *Component)
 
virtual void UpdatePinkyFingerStart (USceneComponent *Component)
 
virtual void UpdateThumbFingerTip (USceneComponent *Component)
 
virtual void UpdateIndexFingerTip (USceneComponent *Component)
 
virtual void UpdateMiddleFingerTip (USceneComponent *Component)
 
virtual void UpdateRingFingerTip (USceneComponent *Component)
 
virtual void UpdatePinkyFingerTip (USceneComponent *Component)
 
void GrabActor ()
 If grab button is pressed. More...
 
void ReleaseActor ()
 Release attached Actor. More...
 
void ActivateTeleporter ()
 
void DisableTeleporter ()
 
bool TraceTeleportDestination (TArray< FVector > &TracePoints, FVector &NavMeshLocation, FVector &TraceLocation, FRotator &TraceRotation)
 Traces Teleport Destination , checks if teleport is possible. More...
 
void ClearArc ()
 Clears Arc. More...
 
void UpdateArcSpline (bool FoundValidLocation, TArray< FVector > SplinePoints)
 Updates Arc Spline. More...
 
void UpdateArcEndPoint (bool ValidLocationFound, FVector NewLocation)
 Updates Arc End Point. More...
 
void GetTeleportDestination (FVector &MyLocation, FRotator &MyRotation)
 Gets teleport Destination. More...
 
void SetAllFingerIK ()
 Sets all Fingers IK. More...
 
void ShowTeleportDestenation (bool IsValidTeleportDestination, FVector TraceLocation, FRotator TraceRotation)
 
void SetSingleFingerIK (EFinger Finger)
 Sets Ik for SingleFinger. More...
 
void LineTraceAlongArrow (const FVector &StartPoint, const FVector &EndPoint, bool &Hit, float &TraceLength, FHitResult &OutHits)
 Trace line allong the arrow component. More...
 
float CalculateRatio (float TraceLength, int ArrowNumber)
 Calculates Rotation. More...
 
void CalculateIKLocations (FVector WorldImpact, FVector &EffectorLocation)
 
void ApplyIKToABP (FVector EffectorLocation, float Ratio, EFinger Finger, bool hit)
 Apply Rotation to Animation blueprint. More...
 
void SetupRoomScaleOutline ()
 Setup Room Scale Outline. More...
 
void UpdateRoomScaleOutline ()
 Update Room Scale Outline. More...
 
void RumbleController (float Intensity, UHapticFeedbackEffect_Base *HapticEffect)
 Vibrate the Controller using the Habtics. More...
 
void OnComponentBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
 For Rumble Controller when overlapping valid StaticMesh. More...
 
void UpdateHandAnimation ()
 
void SetTeleportRotation (FRotator &NewTeleportRotation)
 Set Teleport Rotation , used in Player_Pawn. More...
 
void CheckControllerAndPickDist ()
 Checks distance between Controller and Picked object . More...
 
void CheckHandsAndControllerDist ()
 Checks distance between Hands and Controller. More...
 
void CheckAimToGrab ()
 Grab aim. Move hand closer to the grabable object. More...
 
bool TryAimToGrab (FHitResult &Hit, bool ForceInteraction)
 
void CheckTeleportIsActive ()
 Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation). More...
 
virtual void Index_Pressed (bool &BlockOtherPressEvents)
 Trigger Pressed. More...
 
virtual void Index_Touch ()
 Trigger Touch. More...
 
virtual void Others_Pressed ()
 Grip Pressed. More...
 
virtual void Thumb_Pressed (bool &BlockOtherPressEvents)
 Thumb Pressed. More...
 
virtual void Index_Released (bool &BlockOtherPressEvents)
 Trigger Released. More...
 
virtual void Index_UnTouch ()
 Trigger UnTouch. More...
 
virtual void Others_Released ()
 Grip Released. More...
 
virtual void Thumb_Released (bool &BlockOtherPressEvents)
 Thumb Released. More...
 
virtual void A_Pressed (bool &BlockOtherPressEvents)
 A Pressed. More...
 
virtual void A_Released (bool &BlockOtherPressEvents)
 A Released. More...
 
virtual void B_Pressed (bool &BlockOtherPressEvents)
 B Pressed. More...
 
virtual void B_Released (bool &BlockOtherPressEvents)
 B Released. More...
 
virtual void ThumTrackpadUnTouched ()
 Sets true if Trackpad being Touched More...
 
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. More...
 
void SetOwnerPawn (AActor *ActorToSet)
 Sets owner of the MotionController(Player) More...
 
void UpdateAllFingersCollision ()
 
void UpdateFingerCollision (UCapsuleComponent *Collision, USceneComponent *Start, USceneComponent *Tip)
 
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. More...
 
void UpdateWidgetCursor ()
 Updates Widget Cursor. More...
 
void CheckGrabPoss ()
 Check if the grab is possible. More...
 
void SetLessPhysHands (bool newstatus)
 Sets bLessPhysHands More...
 
void CheckMenuProgressBar ()
 
void SpawnMenu ()
 
void DestroyMenu ()
 
void GrabbingObjectInWorld ()
 
bool DoTryGrabbing (FHitResult &Hit, bool ForceInteraction)
 
bool TryGrabbing (FHitResult &Hit, bool ForceInteraction)
 
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 USkeletalMeshComponent * GetHandMesh () const
 
FORCEINLINE USkeletalMeshComponent * GetFakeHandMesh () const
 
FORCEINLINE FVector GetHandLocation () const
 
FORCEINLINE FVector GetControllerLocation () const
 
FORCEINLINE EControllerHand GetHand () const
 
const FConstraintInstance & GetPhysicsConstraint () const
 
FORCEINLINE USceneComponent * GetMCSceneComponent () const
 
FORCEINLINE AActor * GetAttachedActor () const
 
FORCEINLINE AActor * GetLastAttachedActor () const
 
FORCEINLINE AActor * GetOwnerPawn () const
 
FORCEINLINE bool GetAllowAmmo () const
 
FORCEINLINE AVR_HandInventoryGetInventory () const
 
FORCEINLINE bool IsClimbing () const
 
FORCEINLINE USphereComponent * GetPhysicsHandSocket () const
 
FORCEINLINE UStaticMeshComponent * GetHandCollision () 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
 
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)
 
FORCEINLINE FRotator GetInitialControllerRotation () const
 
FORCEINLINE bool GetIsValidTeleportDestination () const
 
FORCEINLINE bool GetIsTeleporterActive () const
 
FORCEINLINE bool HasInventoryAccess () const
 
- Public Member Functions inherited from UVR_MotionControllerComponent
 UVR_MotionControllerComponent (const FObjectInitializer &ObjectInitializer)
 
virtual void InitializeComponent () override
 
virtual void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
FORCEINLINE FFingerCurls GetCurrentFingerCurls () const
 
FORCEINLINE bool IsUsingFingerTracking () 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)
 
float GetGameTimeSinceCreation () const
 
bool ComponentHasAuthority ()
 

Public Attributes

class USceneComponent * RootScene
 Default scene root More...
 
class USceneComponent * Hands
 Hands scene root More...
 
class USphereComponent * HandSocket
 
class USphereComponent * PhysicsHandSocket
 
class USkeletalMeshComponent * FakeHandMesh
 Mesh which is attached to MotionController More...
 
class USkeletalMeshComponent * RealHandMesh
 Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component More...
 
class UStaticMeshComponent * RealHandCollision
 
UCapsuleComponent * ThumbFingerCollision
 
UCapsuleComponent * IndexFingerCollision
 
UCapsuleComponent * MiddleFingerCollision
 
UCapsuleComponent * RingFingerCollision
 
UCapsuleComponent * PinkyFingerCollision
 
USceneComponent * ThumbFingerStart
 
USceneComponent * IndexFingerStart
 
USceneComponent * MiddleFingerStart
 
USceneComponent * RingFingerStart
 
USceneComponent * PinkyFingerStart
 
USceneComponent * ThumbFingerTip
 
USceneComponent * IndexFingerTip
 
USceneComponent * MiddleFingerTip
 
USceneComponent * RingFingerTip
 
USceneComponent * PinkyFingerTip
 
class UArrowComponent * ArcDirection
 Teleport Arc Direction More...
 
class UArrowComponent * PullDirection
 
class UNiagaraComponent * ArcNiagara
 Teleport Arc ArcSpline More...
 
class USceneComponent * GrabRoot
 
class UArrowComponent * GrabDirection
 
class UStaticMeshComponent * ArcEndPoint
 Teleport Arc End Point More...
 
class UStaticMeshComponent * MenuCusrsor
 
class UStaticMeshComponent * TeleportCylinder
 Teleport Cylinder mesh More...
 
class UStaticMeshComponent * RoomScaleMeshComponent
 Room Scale Mesh mesh More...
 
class UStaticMeshComponent * Arrow
 Teleport arrow which shows the direction of rotation More...
 
class UStaticMeshComponent * TeleportRing
 Teleport Ring mesh More...
 
class UWidgetInteractionComponent * WidgetInteractionComponent
 Widget Interaction Component used for pause menu More...
 
class UStaticMeshComponent * WidgetSphereMesh
 
UChildActorComponent * CA_Inventory
 
class UWidgetComponent * MenuWristLoader
 
UVR_MotionControllerComponentParentMotionController
 
class UVR_HandAnimationInstanceRealHandAnimation
 Hand Anim Instance More...
 
class UVR_HandAnimationInstanceFakeHandAnimation
 
class USceneComponent * PullVisualizer
 
class USceneComponent * TempRefreshComponent
 
USkeletalMesh * HandMesh
 
UStaticMesh * HandCollisionMesh
 
UStaticMesh * TeleportCylinderMesh
 
UStaticMesh * TeleportArrowMesh
 
UStaticMesh * MenuCursorMesh
 
UStaticMesh * RoomScaleMesh
 
USkeletalMesh * MotionControllerMesh
 
TSubclassOf< UMenuLoadingWidgetMenuLoadingWidgetClass
 
TSubclassOf< UVR_HandAnimationInstanceRealHandAnimationClass
 Hand Anim Instance More...
 
TSubclassOf< UVR_HandAnimationInstanceFakeHandAnimationClass
 
FHandsHitSignature OnHandsHit
 
bool bIsIndex_Pressed
 
bool bIsIndex_Touch
 
bool bIsThumb_Pressed
 
bool bIsOthers_Pressed
 
TArray< FIKSegmentFingerPositions
 
UAnimSequence * OpenHandAnimation
 
UAnimSequence * ClosedHandAnimation
 
int32 NumSamplePoints
 
float IkTraceCapsuleRadius
 
FTransform HandReplicatedTransform
 
bool bHitHand = false
 
bool HandIsColliding = false
 
bool DontAllowDrop
 
bool bDontLostConnection
 
bool bAllowTurnOffMenu
 
float MaxPhysBlend
 
float PickPhysBlend
 
float MinPhysBlend
 
float HandOrientationZ
 
FVector WantsToGripLocation
 
EControllerHand Hand
 
- Public Attributes inherited from UVR_MotionControllerComponent
float NetUpdateRate
 
float NetTransformUpdateCount
 
float NetFingersUpdateCount
 
bool bUseTracking
 
TArray< UPrimitiveComponent * > AdditionalLateUpdateComponents
 

Protected Member Functions

virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
void IsHandColliding ()
 
void MakeUpdateWidgetLookAtCamera ()
 
USceneComponent * GetNearestGrabComponent (AActor *Actor, FVector TestLocation, bool ForceCheckPriority)
 
virtual void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
- Protected Member Functions inherited from UVR_MotionControllerComponent
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
virtual void CreateRenderState_Concurrent (FRegisterComponentContext *Context) override
 
virtual void SendRenderTransform_Concurrent () override
 

Protected Attributes

AActor * OwnerPawn
 
bool bTurnOnSpawnableHandMenu
 
TSubclassOf< class AActor > MainMenuClass
 
TSubclassOf< class AActor > PauseMenuClass
 
TArray< TSubclassOf< class AActor > > AmmoClips
 
bool bMainMenuStatus
 
bool HandIsSet
 
UAnimSequence * MenuGrabAnimation
 
bool bIsTeleporting
 
uint8 Caliber
 
EGrip_Code CurrentGripState
 
EGrabMethod LastPickMethod
 
bool bCurrentWidgetHand
 
TArray< AActor * > ActorsToIgnoreMC
 
AActor * AttachedActor
 
AActor * MenuActor
 
UPrimitiveComponent * GrabbedComponent
 
FName GrabbedBoneName
 
AActor * LastAttachedActor
 
class UMaterialParameterCollection * TeleportMaterailParameterCollection
 
UNiagaraSystem * TeleportParticles
 
bool bIsTeleporterActive
 
bool bIsGrabbed
 
bool bA_Pressed
 
bool bB_Pressed
 
FVector FVecThum
 ???? More...
 
FVector FVecIndex
 
FVector FVecMiddle
 
FVector FVecRing
 
FVector FVecPinky
 
FVector FTargetThum
 ???? More...
 
FVector FTargetIndex
 
FVector FTargetMiddle
 
FVector FTargetRing
 
FVector FTargetPinky
 
bool bLessPhysHands
 
bool bLastFrameValidDestination
 
bool bIsRoomScale
 
FVector TeleportDestination
 
bool bIsValidTeleportDestination
 
bool bWantsToGrip
 
bool bTurnOnIK
 
bool bHasWeapon
 
FRotator TeleportRotation
 
FRotator MotionRotation
 
float TeleportLaunchVelocity
 
float GripTarget
 
float GripSpeed
 
FRotator GrabDirectionRotation
 
FVector GrabRootOffset
 
bool ShowGrabDirection
 
FColor GrabDirectionColor
 
float GrabDirectionArrowSize
 
float GrabDirectionArrowLength
 
bool ShowGrabBox
 
FVector GrabBoxExtend
 
FColor GrabBoxColor
 
bool ShowHandCollision
 
bool ShowIKDebug
 
FColor IKTraceColor
 
bool ShowIKRatioValue
 
float CurrentLinearPositionStrength
 
float CurrentLinearVelocityStrength
 
float LinearForceLimit
 
float AngularPositionStrength
 
float AngularVelocityStrength
 
float AngularForceLimit
 
float LinearPositionStrengthMinDrag
 
float LinearPositionStrength
 
float LinearPositionInterpSpeed
 
float LinearVelocityStrengthMinDrag
 
float LinearVelocityStrength
 
float LinearVelocityInterpSpeed
 
bool bReflectLeftHand
 
bool bUsingSteamVRSkeleton
 
FName Thumb0BoneName
 
FName Thumb1BoneName
 
FName Thumb2BoneName
 
FName Index0BoneName
 
FName Index1BoneName
 
FName Index2BoneName
 
FName Middle0BoneName
 
FName Middle1BoneName
 
FName Middle2BoneName
 
FName Ring0BoneName
 
FName Ring1BoneName
 
FName Ring2BoneName
 
FName Pinky0BoneName
 
FName Pinky1BoneName
 
FName Pinky2BoneName
 
FName ThumbStartSocket
 
FName ThumbTipSocket
 
FName IndexStartSocket
 
FName IndexTipSocket
 
FName MiddleStartSocket
 
FName MiddleTipSocket
 
FName RingStartSocket
 
FName RingTipSocket
 
FName PinkyStartSocket
 
FName PinkyTipSocket
 
class USoundBase * Grab_Cue
 
FDateTime LastNearGrabTime
 
UCurveFloat * DragCurve
 
float TempDragValue
 
float IndexPushInst
 
float GripPushInst
 
float Trackpad_Y
 
float HammerTouched
 
bool TrackpadTouched
 
bool bAllowAmmoGet
 
float PickDistance
 
FRotator InitialControllerRotation
 
class UHapticFeedbackEffect_Base * GrabHapticEffect
 
class UHapticFeedbackEffect_Base * HitSurfaceHapticEffect
 
class UStaticMesh * BeamMesh
 
class UMaterial * BeamMaterial
 
bool bGetHitHandle
 
UMenuLoadingWidgetMenuLoadingWidget
 
float fMenuOpenProgress
 
bool bInverveHandsPreority
 
AActor * VR_PauseMenu
 
float LastThumCurls
 
float LastIndexCurls
 
float LastMiddleCurls
 
float LastRingCurls
 
float LastPinkyCurls
 
float AngularConstrained
 
bool bLoadingRoom
 
bool bCheckGrabbedHitEvents
 
AVR_HandInventoryInventory
 
FFingerCurls FingerCurls
 
bool bIsAimingToGrab
 
bool bIsClimbing
 
USceneComponent * CurrentGrabComponent
 
bool bInventoryAccess
 
UVR_InventoryBoxCurrentInventoryBox
 
TArray< UActorComponent * > Components
 
FTransform LastHandRelativePosition
 
FVector LastUpdatesHandRelativePosition = FVector::ZeroVector
 
FRotator LastUpdatesHandRelativeRotation = FRotator::ZeroRotator
 
- Protected Attributes inherited from UVR_MotionControllerComponent
FFingerCurls ReplicatedFingerCurls
 
FFingerCurls CurrentFingerCurls
 
FFingerCurls LastFingerCurls
 
float Index
 
float Middle
 
float Ring
 
float Pinky
 
float Thumb
 
bool bFingerTrackingIsValid
 

Detailed Description

Hand class

Constructor & Destructor Documentation

◆ UVR_HandComponent()

UVR_HandComponent::UVR_HandComponent ( const FObjectInitializer &  ObjectInitializer)

Member Function Documentation

◆ A_Pressed()

void UVR_HandComponent::A_Pressed ( bool &  BlockOtherPressEvents)
virtual

A Pressed.

◆ A_Released()

void UVR_HandComponent::A_Released ( bool &  BlockOtherPressEvents)
virtual

A Released.

◆ ActivateTeleporter()

void UVR_HandComponent::ActivateTeleporter ( )

Note
Blueprint Callable , Category = "Teleportation"

◆ ApplyIKToABP()

void UVR_HandComponent::ApplyIKToABP ( FVector  EffectorLocation,
float  Ratio,
EFinger  Finger,
bool  hit 
)

Apply Rotation to Animation blueprint.

Parameters
Ration
Finger
Note
Category = "IK"

◆ B_Pressed()

void UVR_HandComponent::B_Pressed ( bool &  BlockOtherPressEvents)
virtual

B Pressed.

◆ B_Released()

void UVR_HandComponent::B_Released ( bool &  BlockOtherPressEvents)
virtual

B Released.

◆ BeginPlay()

void UVR_HandComponent::BeginPlay ( )
overridevirtual

◆ CalculateIKLocations()

void UVR_HandComponent::CalculateIKLocations ( FVector  WorldImpact,
FVector &  EffectorLocation 
)

◆ CalculateRatio()

float UVR_HandComponent::CalculateRatio ( float  TraceLength,
int  ArrowNumber 
)

Calculates Rotation.

Parameters
TraceLength
ArrowNumber
Note
Category = "IK"
Returns
float rotation

◆ CheckAimToGrab()

void UVR_HandComponent::CheckAimToGrab ( )

Grab aim. Move hand closer to the grabable object.

◆ CheckControllerAndPickDist()

void UVR_HandComponent::CheckControllerAndPickDist ( )

Checks distance between Controller and Picked object .

Note
Category = "VR"

◆ CheckFingerCollisionOverlap()

void UVR_HandComponent::CheckFingerCollisionOverlap ( TArray< FName > &  FingerSocketsNames,
TArray< FName > &  FingerBonesNames 
)

◆ CheckGrabPoss()

void UVR_HandComponent::CheckGrabPoss ( )

Check if the grab is possible.

Note
Category = "VR"

◆ CheckHandsAndControllerDist()

void UVR_HandComponent::CheckHandsAndControllerDist ( )

Checks distance between Hands and Controller.

Note
Category = "VR"

◆ CheckInventory()

AActor * UVR_HandComponent::CheckInventory ( )

◆ CheckMenuButtonPress()

void UVR_HandComponent::CheckMenuButtonPress ( )

◆ CheckMenuProgressBar()

void UVR_HandComponent::CheckMenuProgressBar ( )

◆ CheckMenuStatus()

void UVR_HandComponent::CheckMenuStatus ( )

Note
BlueprintCallable, Category = "VR"

◆ CheckTeleportIsActive()

void UVR_HandComponent::CheckTeleportIsActive ( )

Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).

Note
Category = "VR"

◆ ClearArc()

void UVR_HandComponent::ClearArc ( )

Clears Arc.

Note
Blueprint Callable , Category = "Teleportation"

◆ DestroyMenu()

void UVR_HandComponent::DestroyMenu ( )

◆ DisableTeleporter()

void UVR_HandComponent::DisableTeleporter ( )

Note
Blueprint Callable , Category = "Teleportation"

◆ DoTryGrabbing()

bool UVR_HandComponent::DoTryGrabbing ( FHitResult &  Hit,
bool  ForceInteraction 
)

◆ EnableFingerCollision()

void UVR_HandComponent::EnableFingerCollision ( bool  Enable)

◆ EnableLoadingRoom()

void UVR_HandComponent::EnableLoadingRoom ( bool  Enable)

◆ EnableTickOnComponents()

void UVR_HandComponent::EnableTickOnComponents ( bool  Enable)

◆ EndPlay()

void UVR_HandComponent::EndPlay ( EEndPlayReason::Type  EndPlayReason)
overridevirtual

◆ GetAllowAmmo()

FORCEINLINE bool UVR_HandComponent::GetAllowAmmo ( ) const
inline

◆ GetAPressed()

FORCEINLINE bool UVR_HandComponent::GetAPressed ( ) const
inline

◆ GetAttachedActor()

FORCEINLINE AActor * UVR_HandComponent::GetAttachedActor ( ) const
inline

◆ GetBPressed()

FORCEINLINE bool UVR_HandComponent::GetBPressed ( ) const
inline

◆ GetCaliber()

FORCEINLINE uint8 UVR_HandComponent::GetCaliber ( ) const
inline

◆ GetControllerLocation()

FORCEINLINE FVector UVR_HandComponent::GetControllerLocation ( ) const
inline

◆ GetEnabledBaseConstraint()

void UVR_HandComponent::GetEnabledBaseConstraint ( )

◆ GetFakeHandMesh()

FORCEINLINE USkeletalMeshComponent * UVR_HandComponent::GetFakeHandMesh ( ) const
inline

◆ GetFingerCurls()

FORCEINLINE FFingerCurls UVR_HandComponent::GetFingerCurls ( ) const
inline

◆ GetHand()

FORCEINLINE EControllerHand UVR_HandComponent::GetHand ( ) const
inline

◆ GetHandCollision()

FORCEINLINE UStaticMeshComponent * UVR_HandComponent::GetHandCollision ( ) const
inline

◆ GetHandLocation()

FORCEINLINE FVector UVR_HandComponent::GetHandLocation ( ) const
inline

◆ GetHandMesh()

FORCEINLINE USkeletalMeshComponent * UVR_HandComponent::GetHandMesh ( ) const
inline

◆ GetHasWeapon()

FORCEINLINE bool UVR_HandComponent::GetHasWeapon ( ) const
inline

◆ GetIndexPushValue()

FORCEINLINE float UVR_HandComponent::GetIndexPushValue ( ) const
inline

◆ GetInitialControllerRotation()

FORCEINLINE FRotator UVR_HandComponent::GetInitialControllerRotation ( ) const
inline

◆ GetInventory()

FORCEINLINE AVR_HandInventory * UVR_HandComponent::GetInventory ( ) const
inline

◆ GetIsGrabbed()

FORCEINLINE bool UVR_HandComponent::GetIsGrabbed ( ) const
inline

◆ GetIsTeleporterActive()

FORCEINLINE bool UVR_HandComponent::GetIsTeleporterActive ( ) const
inline

◆ GetIsUsingSteamVRSkeleton()

FORCEINLINE bool UVR_HandComponent::GetIsUsingSteamVRSkeleton ( ) const
inline

◆ GetIsValidTeleportDestination()

FORCEINLINE bool UVR_HandComponent::GetIsValidTeleportDestination ( ) const
inline

◆ GetLastAttachedActor()

FORCEINLINE AActor * UVR_HandComponent::GetLastAttachedActor ( ) const
inline

◆ GetLifetimeReplicatedProps()

void UVR_HandComponent::GetLifetimeReplicatedProps ( TArray< class FLifetimeProperty > &  OutLifetimeProps) const
protectedvirtual

Reimplemented from UVR_MotionControllerComponent.

◆ GetMainMenuStatus()

bool UVR_HandComponent::GetMainMenuStatus ( )

Returns
bool bMainMenuStatus
Note
BlueprintCallable, Category = "Menu"

◆ GetMCSceneComponent()

FORCEINLINE USceneComponent * UVR_HandComponent::GetMCSceneComponent ( ) const
inline

◆ GetNearestGrabComponent()

USceneComponent * UVR_HandComponent::GetNearestGrabComponent ( AActor *  Actor,
FVector  TestLocation,
bool  ForceCheckPriority 
)
protected

◆ GetOwnerPawn()

FORCEINLINE AActor * UVR_HandComponent::GetOwnerPawn ( ) const
inline

◆ GetPhysicsClimbVector()

FORCEINLINE FVector UVR_HandComponent::GetPhysicsClimbVector ( ) const
inline

◆ GetPhysicsConstraint()

const FConstraintInstance & UVR_HandComponent::GetPhysicsConstraint ( ) const
inline

◆ GetPhysicsHandSocket()

FORCEINLINE USphereComponent * UVR_HandComponent::GetPhysicsHandSocket ( ) const
inline

◆ GetTeleportDestination()

void UVR_HandComponent::GetTeleportDestination ( FVector &  MyLocation,
FRotator &  MyRotation 
)

Gets teleport Destination.

Parameters
MyLocationTeleport Location
MyRotationTeleport Rotation
Note
Blueprint Callable , Category = "Teleportation"

◆ GetTriggerPressed()

FORCEINLINE bool UVR_HandComponent::GetTriggerPressed ( ) const
inline

◆ GrabActor()

void UVR_HandComponent::GrabActor ( )

If grab button is pressed.

Note
Blueprint Callable , Category = "Grabbing"

◆ GrabbingObjectInWorld()

void UVR_HandComponent::GrabbingObjectInWorld ( )

◆ HandPhysicsTick()

void UVR_HandComponent::HandPhysicsTick ( )

◆ HandsPickObjHandle()

void UVR_HandComponent::HandsPickObjHandle ( bool  Attach)
virtual

◆ HasInventoryAccess()

FORCEINLINE bool UVR_HandComponent::HasInventoryAccess ( ) const
inline

◆ Index_Pressed()

void UVR_HandComponent::Index_Pressed ( bool &  BlockOtherPressEvents)
virtual

Trigger Pressed.

◆ Index_Released()

void UVR_HandComponent::Index_Released ( bool &  BlockOtherPressEvents)
virtual

Trigger Released.

◆ Index_Touch()

void UVR_HandComponent::Index_Touch ( )
virtual

Trigger Touch.

◆ Index_UnTouch()

void UVR_HandComponent::Index_UnTouch ( )
virtual

Trigger UnTouch.

◆ IsClimbing()

FORCEINLINE bool UVR_HandComponent::IsClimbing ( ) const
inline

◆ IsHandClosed()

FORCEINLINE bool UVR_HandComponent::IsHandClosed ( ) const
inline

◆ IsHandColliding()

void UVR_HandComponent::IsHandColliding ( )
protected

◆ LineTraceAlongArrow()

void UVR_HandComponent::LineTraceAlongArrow ( const FVector &  StartPoint,
const FVector &  EndPoint,
bool &  Hit,
float &  TraceLength,
FHitResult &  OutHits 
)

Trace line allong the arrow component.

Parameters
ArrowToTrace
Hitwhether is hit or not
TraceLength
Note
Category = "IK"

◆ MakeUpdateWidgetLookAtCamera()

void UVR_HandComponent::MakeUpdateWidgetLookAtCamera ( )
protected

◆ OnCollisionHit()

void UVR_HandComponent::OnCollisionHit ( UPrimitiveComponent *  HitComp,
AActor *  OtherActor,
UPrimitiveComponent *  OtherComp,
FVector  NormalImpulse,
const FHitResult &  Hit 
)

◆ OnComponentBeginOverlap()

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.

◆ OnHit()

void UVR_HandComponent::OnHit ( AActor *  OtherActor,
FVector  NormalImpulse,
const FHitResult &  Hit 
)

◆ OnRegister()

void UVR_HandComponent::OnRegister ( )
overridevirtual

◆ OnRep_ReplicatedHandTransform()

void UVR_HandComponent::OnRep_ReplicatedHandTransform ( )
virtual

◆ Others_Pressed()

void UVR_HandComponent::Others_Pressed ( )
virtual

Grip Pressed.

◆ Others_Released()

void UVR_HandComponent::Others_Released ( )
virtual

Grip Released.

◆ RefreshActorComponent()

void UVR_HandComponent::RefreshActorComponent ( UActorComponent *  Component,
UClass *  Class,
FName  CompName,
FUpdateActorComponentDelegate  UpdateComponentFunction,
const bool  bForceDestroy = false 
)

◆ RefreshMotionControllerMesh()

void UVR_HandComponent::RefreshMotionControllerMesh ( const bool  bForceDestroy = false)

◆ RefreshRealHandMesh()

void UVR_HandComponent::RefreshRealHandMesh ( const bool  bForceDestroy = false)

◆ RefreshSceneComponent()

void UVR_HandComponent::RefreshSceneComponent ( USceneComponent *  Component,
USceneComponent *  AttachTo,
UClass *  Class,
FName  CompName,
FUpdateSceneComponentDelegate  UpdateComponentFunction,
const bool  bForceDestroy = false 
)

◆ ReleaseActor()

void UVR_HandComponent::ReleaseActor ( )

Release attached Actor.

Note
Blueprint Callable , Category = "Grabbing"

◆ ReplicateHand()

void UVR_HandComponent::ReplicateHand ( float  DeltaTime)
virtual

◆ RumbleController()

void UVR_HandComponent::RumbleController ( float  Intensity,
UHapticFeedbackEffect_Base *  HapticEffect 
)

Vibrate the Controller using the Habtics.

Parameters
Intensity
Note
Blueprint Callable , Category = "VR"

◆ RunSetUpFingerIK()

void UVR_HandComponent::RunSetUpFingerIK ( )

◆ SendHandTrackingChanges()

void UVR_HandComponent::SendHandTrackingChanges ( float  DeltaTime)
virtual

◆ SendHandTransform_Server()

void UVR_HandComponent::SendHandTransform_Server ( FTransform  NewTransform)

◆ SendHandTransform_Server_Implementation()

void UVR_HandComponent::SendHandTransform_Server_Implementation ( FTransform  NewTransform)

◆ SendHandTransform_Server_Validate()

bool UVR_HandComponent::SendHandTransform_Server_Validate ( FTransform  NewTransform)

◆ SetAllFingerIK()

void UVR_HandComponent::SetAllFingerIK ( )

Sets all Fingers IK.

See also
SetSingleFingerIK(class UArrowComponent* FingerTrace1, class UArrowComponent* FingerTrace2, class UArrowComponent* FingerTrace3, EFinger Finger)
Note
Blueprint Callable , Category = "IK"

◆ SetAllowAmmo()

void UVR_HandComponent::SetAllowAmmo ( bool  Allow)
virtual

◆ SetCurrentWidgetHand()

void UVR_HandComponent::SetCurrentWidgetHand ( bool  ThisHand)

Sets widget on current hand.

Parameters
ThisHand
Note
Category = "VR"

◆ SetDontLostConnection()

void UVR_HandComponent::SetDontLostConnection ( bool  DontAllow)

Parameters
DontAllow

◆ SetGripPushInst()

void UVR_HandComponent::SetGripPushInst ( float  inst)
virtual

◆ SetHandIsColliding()

void UVR_HandComponent::SetHandIsColliding ( bool  IsColliding)

◆ SetHandMesh()

void UVR_HandComponent::SetHandMesh ( USkeletalMesh *  NewMesh)

◆ SetIndexPushInst()

void UVR_HandComponent::SetIndexPushInst ( float  inst)
virtual

◆ SetInventoryAccess()

void UVR_HandComponent::SetInventoryAccess ( bool  Access)

◆ SetInventoryBox()

void UVR_HandComponent::SetInventoryBox ( UVR_InventoryBox InventoryBox)

◆ SetLessPhysHands()

void UVR_HandComponent::SetLessPhysHands ( bool  newstatus)

Sets bLessPhysHands

Parameters
newstatus
Note
Category = "VR"

◆ SetMainMenuStatus()

void UVR_HandComponent::SetMainMenuStatus ( bool  MainMenuStatus)

Turns on\off widget component.

Parameters
MainMenuStatus
Note
BlueprintCallable, Category = "Menu"

◆ SetMenuCursorMesh()

void UVR_HandComponent::SetMenuCursorMesh ( UStaticMesh *  NewMesh)

◆ SetMotionControllerMesh()

void UVR_HandComponent::SetMotionControllerMesh ( USkeletalMesh *  NewMesh)

◆ SetOwnerPawn()

void UVR_HandComponent::SetOwnerPawn ( AActor *  ActorToSet)

Sets owner of the MotionController(Player)

Parameters
MainMenuStatus

◆ SetParentMotionController()

void UVR_HandComponent::SetParentMotionController ( UVR_MotionControllerComponent MotionController)

◆ SetRoomScaleMesh()

void UVR_HandComponent::SetRoomScaleMesh ( UStaticMesh *  NewMesh)

◆ SetSingleFingerIK()

void UVR_HandComponent::SetSingleFingerIK ( EFinger  Finger)

Sets Ik for SingleFinger.

Parameters
FingerTrace1Arrow 1
FingerTrace2Arrow 2
FingerTrace3Arrow 3
FingerEFinger enum located in Variables.h
See also
LineTraceAlongArrow(class UArrowComponent* ArrowToTrace , bool& Hit ,float& TraceLength) , CalculateRatio(float TraceLength, int ArrowNumber) , void ApplyRatioToABP(float Ration ,EFinger Finger)
Note
Blueprint Callable , Category = "IK"

◆ SetTeleportArrowMesh()

void UVR_HandComponent::SetTeleportArrowMesh ( UStaticMesh *  NewMesh)

◆ SetTeleportCylinder()

void UVR_HandComponent::SetTeleportCylinder ( UStaticMesh *  NewMesh)

◆ SetTeleportRotation()

void UVR_HandComponent::SetTeleportRotation ( FRotator &  NewTeleportRotation)

Set Teleport Rotation , used in Player_Pawn.

Parameters
NewTeleportRotation
See also
AVR_Player::Tick(float DeltaTime)
Note
Category = "VR"

◆ SetTrackpad_Y()

void UVR_HandComponent::SetTrackpad_Y ( float  inst)
virtual

◆ SetupConstraintDrives()

void UVR_HandComponent::SetupConstraintDrives ( )

◆ SetUpHandStructure()

void UVR_HandComponent::SetUpHandStructure ( )

◆ SetupRoomScaleOutline()

void UVR_HandComponent::SetupRoomScaleOutline ( )

Setup Room Scale Outline.

Note
Blueprint Callable , Category = "RoomScale"

◆ ShouldUseMainConstraints()

bool UVR_HandComponent::ShouldUseMainConstraints ( )

◆ ShowTeleportDestenation()

void UVR_HandComponent::ShowTeleportDestenation ( bool  IsValidTeleportDestination,
FVector  TraceLocation,
FRotator  TraceRotation 
)

◆ SpawnMenu()

void UVR_HandComponent::SpawnMenu ( )

◆ Thumb_Pressed()

void UVR_HandComponent::Thumb_Pressed ( bool &  BlockOtherPressEvents)
virtual

Thumb Pressed.

◆ Thumb_Released()

void UVR_HandComponent::Thumb_Released ( bool &  BlockOtherPressEvents)
virtual

Thumb Released.

◆ ThumbstickChange()

void UVR_HandComponent::ThumbstickChange ( bool &  BlockEventsOnChange,
float  ValueX,
float  ValueY 
)

◆ ThumTrackpadTouched()

void UVR_HandComponent::ThumTrackpadTouched ( bool &  BlockOtherPressEvents)
virtual

◆ ThumTrackpadUnTouched()

void UVR_HandComponent::ThumTrackpadUnTouched ( )
virtual

Sets true if Trackpad being Touched

Parameters
Status

◆ TickComponent()

void UVR_HandComponent::TickComponent ( float  DeltaTime,
enum ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overrideprotectedvirtual

Reimplemented from UVR_MotionControllerComponent.

◆ TraceTeleportDestination()

bool UVR_HandComponent::TraceTeleportDestination ( TArray< FVector > &  TracePoints,
FVector &  NavMeshLocation,
FVector &  TraceLocation,
FRotator &  TraceRotation 
)

Traces Teleport Destination , checks if teleport is possible.

Parameters
TracePoints
NavMeshLocation
TraceLocation
Note
Blueprint Callable , Category = "Teleportation"
Returns

◆ TransformHandNetworkSmoothing()

void UVR_HandComponent::TransformHandNetworkSmoothing ( float  DeltaTime)

◆ TryAimToGrab()

bool UVR_HandComponent::TryAimToGrab ( FHitResult &  Hit,
bool  ForceInteraction 
)

◆ TryGrabbing()

bool UVR_HandComponent::TryGrabbing ( FHitResult &  Hit,
bool  ForceInteraction 
)

◆ UpdateAllFingersCollision()

void UVR_HandComponent::UpdateAllFingersCollision ( )

◆ UpdateAPressedAnimation()

void UVR_HandComponent::UpdateAPressedAnimation ( UAnimSequence *  NewAnimation)

◆ UpdateArcDirection()

void UVR_HandComponent::UpdateArcDirection ( USceneComponent *  Component)
virtual

◆ UpdateArcEndPoint() [1/2]

void UVR_HandComponent::UpdateArcEndPoint ( bool  ValidLocationFound,
FVector  NewLocation 
)

Updates Arc End Point.

Note
Blueprint Callable , Category = "Teleportation"

◆ UpdateArcEndPoint() [2/2]

void UVR_HandComponent::UpdateArcEndPoint ( USceneComponent *  Component)
virtual

◆ UpdateArcNiagara()

void UVR_HandComponent::UpdateArcNiagara ( USceneComponent *  Component)
virtual

◆ UpdateArcSpline()

void UVR_HandComponent::UpdateArcSpline ( bool  FoundValidLocation,
TArray< FVector >  SplinePoints 
)

Updates Arc Spline.

See also
UpdateArcEndPoint(bool ValidLocationFound, FVector NewLocation)
Note
Blueprint Callable , Category = "Teleportation"

◆ UpdateArrow()

void UVR_HandComponent::UpdateArrow ( USceneComponent *  Component)
virtual

◆ UpdateCAInventory()

void UVR_HandComponent::UpdateCAInventory ( USceneComponent *  Component)
virtual

◆ UpdateDirectPullTimeLine()

void UVR_HandComponent::UpdateDirectPullTimeLine ( UActorComponent *  Component)
virtual

◆ UpdateFakeHandMesh()

void UVR_HandComponent::UpdateFakeHandMesh ( USceneComponent *  Component)
virtual

◆ UpdateFingerCollision()

void UVR_HandComponent::UpdateFingerCollision ( UCapsuleComponent *  Collision,
USceneComponent *  Start,
USceneComponent *  Tip 
)

◆ UpdateGrabAnimation()

void UVR_HandComponent::UpdateGrabAnimation ( UAnimSequence *  NewAnimation)

◆ UpdateGrabDirection()

void UVR_HandComponent::UpdateGrabDirection ( USceneComponent *  Component)
virtual

◆ UpdateGrabRoot()

void UVR_HandComponent::UpdateGrabRoot ( USceneComponent *  Component)
virtual

◆ UpdateHandAnimation()

void UVR_HandComponent::UpdateHandAnimation ( )
Note
Category = "VR"

◆ UpdateHands()

void UVR_HandComponent::UpdateHands ( USceneComponent *  Component)
virtual

◆ UpdateHandSocket()

void UVR_HandComponent::UpdateHandSocket ( USceneComponent *  Component)
virtual

◆ UpdateIndexFingerCollision()

void UVR_HandComponent::UpdateIndexFingerCollision ( USceneComponent *  Component)
virtual

◆ UpdateIndexFingerStart()

void UVR_HandComponent::UpdateIndexFingerStart ( USceneComponent *  Component)
virtual

◆ UpdateIndexFingerTip()

void UVR_HandComponent::UpdateIndexFingerTip ( USceneComponent *  Component)
virtual

◆ UpdateMenuCursor()

void UVR_HandComponent::UpdateMenuCursor ( USceneComponent *  Component)
virtual

◆ UpdateMenuWristLoader()

void UVR_HandComponent::UpdateMenuWristLoader ( USceneComponent *  Component)
virtual

◆ UpdateMiddleFingerCollision()

void UVR_HandComponent::UpdateMiddleFingerCollision ( USceneComponent *  Component)
virtual

◆ UpdateMiddleFingerStart()

void UVR_HandComponent::UpdateMiddleFingerStart ( USceneComponent *  Component)
virtual

◆ UpdateMiddleFingerTip()

void UVR_HandComponent::UpdateMiddleFingerTip ( USceneComponent *  Component)
virtual

◆ UpdatePhysicsHandSocket()

void UVR_HandComponent::UpdatePhysicsHandSocket ( USceneComponent *  Component)
virtual

◆ UpdatePinkyFingerCollision()

void UVR_HandComponent::UpdatePinkyFingerCollision ( USceneComponent *  Component)
virtual

◆ UpdatePinkyFingerStart()

void UVR_HandComponent::UpdatePinkyFingerStart ( USceneComponent *  Component)
virtual

◆ UpdatePinkyFingerTip()

void UVR_HandComponent::UpdatePinkyFingerTip ( USceneComponent *  Component)
virtual

◆ UpdatePullDirection()

void UVR_HandComponent::UpdatePullDirection ( USceneComponent *  Component)
virtual

◆ UpdatePullVisualizer()

void UVR_HandComponent::UpdatePullVisualizer ( USceneComponent *  Component)
virtual

◆ UpdateRealHandCollision()

void UVR_HandComponent::UpdateRealHandCollision ( USceneComponent *  Component)
virtual

◆ UpdateRealHandMesh()

void UVR_HandComponent::UpdateRealHandMesh ( USceneComponent *  Component)
virtual

◆ UpdateRingFingerCollision()

void UVR_HandComponent::UpdateRingFingerCollision ( USceneComponent *  Component)
virtual

◆ UpdateRingFingerStart()

void UVR_HandComponent::UpdateRingFingerStart ( USceneComponent *  Component)
virtual

◆ UpdateRingFingerTip()

void UVR_HandComponent::UpdateRingFingerTip ( USceneComponent *  Component)
virtual

◆ UpdateRoomScaleMesh()

void UVR_HandComponent::UpdateRoomScaleMesh ( USceneComponent *  Component)
virtual

◆ UpdateRoomScaleOutline()

void UVR_HandComponent::UpdateRoomScaleOutline ( )

Update Room Scale Outline.

Note
Blueprint Callable , Category = "RoomScale"

◆ UpdateTeleportCylinder()

void UVR_HandComponent::UpdateTeleportCylinder ( USceneComponent *  Component)
virtual

◆ UpdateThumbFingerCollision()

void UVR_HandComponent::UpdateThumbFingerCollision ( USceneComponent *  Component)
virtual

◆ UpdateThumbFingerStart()

void UVR_HandComponent::UpdateThumbFingerStart ( USceneComponent *  Component)
virtual

◆ UpdateThumbFingerTip()

void UVR_HandComponent::UpdateThumbFingerTip ( USceneComponent *  Component)
virtual

◆ UpdateTriggerPressedAnimation()

void UVR_HandComponent::UpdateTriggerPressedAnimation ( UAnimSequence *  NewAnimation)

◆ UpdateWidgetCursor()

void UVR_HandComponent::UpdateWidgetCursor ( )

Updates Widget Cursor.

Note
Category = "VR"

◆ UpdateWidgetInteractionComponent()

void UVR_HandComponent::UpdateWidgetInteractionComponent ( USceneComponent *  Component)
virtual

◆ UpdateWidgetSphereMesh()

void UVR_HandComponent::UpdateWidgetSphereMesh ( USceneComponent *  Component)
virtual

◆ VisualizeDebug()

void UVR_HandComponent::VisualizeDebug ( )

◆ WakePhysics()

void UVR_HandComponent::WakePhysics ( )

Member Data Documentation

◆ ActorsToIgnoreMC

TArray<AActor*> UVR_HandComponent::ActorsToIgnoreMC
protected

◆ AmmoClips

TArray<TSubclassOf<class AActor> > UVR_HandComponent::AmmoClips
protected

◆ AngularConstrained

float UVR_HandComponent::AngularConstrained
protected

◆ AngularForceLimit

float UVR_HandComponent::AngularForceLimit
protected

◆ AngularPositionStrength

float UVR_HandComponent::AngularPositionStrength
protected

◆ AngularVelocityStrength

float UVR_HandComponent::AngularVelocityStrength
protected

◆ ArcDirection

class UArrowComponent* UVR_HandComponent::ArcDirection

Teleport Arc Direction

◆ ArcEndPoint

class UStaticMeshComponent* UVR_HandComponent::ArcEndPoint

Teleport Arc End Point

◆ ArcNiagara

class UNiagaraComponent* UVR_HandComponent::ArcNiagara

Teleport Arc ArcSpline

◆ Arrow

class UStaticMeshComponent* UVR_HandComponent::Arrow

Teleport arrow which shows the direction of rotation

◆ AttachedActor

AActor* UVR_HandComponent::AttachedActor
protected

◆ bA_Pressed

bool UVR_HandComponent::bA_Pressed
protected

◆ bAllowAmmoGet

bool UVR_HandComponent::bAllowAmmoGet
protected

◆ bAllowTurnOffMenu

bool UVR_HandComponent::bAllowTurnOffMenu

◆ bB_Pressed

bool UVR_HandComponent::bB_Pressed
protected

◆ bCheckGrabbedHitEvents

bool UVR_HandComponent::bCheckGrabbedHitEvents
protected

◆ bCurrentWidgetHand

bool UVR_HandComponent::bCurrentWidgetHand
protected

◆ bDontLostConnection

bool UVR_HandComponent::bDontLostConnection

◆ BeamMaterial

class UMaterial* UVR_HandComponent::BeamMaterial
protected

◆ BeamMesh

class UStaticMesh* UVR_HandComponent::BeamMesh
protected

◆ bGetHitHandle

bool UVR_HandComponent::bGetHitHandle
protected

◆ bHasWeapon

bool UVR_HandComponent::bHasWeapon
protected

◆ bHitHand

bool UVR_HandComponent::bHitHand = false

◆ bInventoryAccess

bool UVR_HandComponent::bInventoryAccess
protected

◆ bInverveHandsPreority

bool UVR_HandComponent::bInverveHandsPreority
protected

◆ bIsAimingToGrab

bool UVR_HandComponent::bIsAimingToGrab
protected

◆ bIsClimbing

bool UVR_HandComponent::bIsClimbing
protected

◆ bIsGrabbed

bool UVR_HandComponent::bIsGrabbed
protected

◆ bIsIndex_Pressed

bool UVR_HandComponent::bIsIndex_Pressed

◆ bIsIndex_Touch

bool UVR_HandComponent::bIsIndex_Touch

◆ bIsOthers_Pressed

bool UVR_HandComponent::bIsOthers_Pressed

◆ bIsRoomScale

bool UVR_HandComponent::bIsRoomScale
protected

◆ bIsTeleporterActive

bool UVR_HandComponent::bIsTeleporterActive
protected

◆ bIsTeleporting

bool UVR_HandComponent::bIsTeleporting
protected

◆ bIsThumb_Pressed

bool UVR_HandComponent::bIsThumb_Pressed

◆ bIsValidTeleportDestination

bool UVR_HandComponent::bIsValidTeleportDestination
protected

◆ bLastFrameValidDestination

bool UVR_HandComponent::bLastFrameValidDestination
protected

◆ bLessPhysHands

bool UVR_HandComponent::bLessPhysHands
protected

◆ bLoadingRoom

bool UVR_HandComponent::bLoadingRoom
protected

◆ bMainMenuStatus

bool UVR_HandComponent::bMainMenuStatus
protected

◆ bReflectLeftHand

bool UVR_HandComponent::bReflectLeftHand
protected

◆ bTurnOnIK

bool UVR_HandComponent::bTurnOnIK
protected

◆ bTurnOnSpawnableHandMenu

bool UVR_HandComponent::bTurnOnSpawnableHandMenu
protected

◆ bUsingSteamVRSkeleton

bool UVR_HandComponent::bUsingSteamVRSkeleton
protected

◆ bWantsToGrip

bool UVR_HandComponent::bWantsToGrip
protected

◆ CA_Inventory

UChildActorComponent* UVR_HandComponent::CA_Inventory

◆ Caliber

uint8 UVR_HandComponent::Caliber
protected

◆ ClosedHandAnimation

UAnimSequence* UVR_HandComponent::ClosedHandAnimation

Closed hand animation

◆ Components

TArray<UActorComponent*> UVR_HandComponent::Components
protected

◆ CurrentGrabComponent

USceneComponent* UVR_HandComponent::CurrentGrabComponent
protected

◆ CurrentGripState

EGrip_Code UVR_HandComponent::CurrentGripState
protected

◆ CurrentInventoryBox

UVR_InventoryBox* UVR_HandComponent::CurrentInventoryBox
protected

◆ CurrentLinearPositionStrength

float UVR_HandComponent::CurrentLinearPositionStrength
protected

◆ CurrentLinearVelocityStrength

float UVR_HandComponent::CurrentLinearVelocityStrength
protected

◆ DontAllowDrop

bool UVR_HandComponent::DontAllowDrop

◆ DragCurve

UCurveFloat* UVR_HandComponent::DragCurve
protected

◆ FakeHandAnimation

class UVR_HandAnimationInstance* UVR_HandComponent::FakeHandAnimation

◆ FakeHandAnimationClass

TSubclassOf<UVR_HandAnimationInstance> UVR_HandComponent::FakeHandAnimationClass

◆ FakeHandMesh

class USkeletalMeshComponent* UVR_HandComponent::FakeHandMesh

Mesh which is attached to MotionController

Note
no physics , used for connection with physics mesh(RealHandMesh) by using Physics Constraint Component , used in pause menu

◆ FingerCurls

FFingerCurls UVR_HandComponent::FingerCurls
protected

◆ FingerPositions

TArray<FIKSegment> UVR_HandComponent::FingerPositions

Array to store finger positions: each finger has an array of vectors

◆ fMenuOpenProgress

float UVR_HandComponent::fMenuOpenProgress
protected

◆ FTargetIndex

FVector UVR_HandComponent::FTargetIndex
protected

◆ FTargetMiddle

FVector UVR_HandComponent::FTargetMiddle
protected

◆ FTargetPinky

FVector UVR_HandComponent::FTargetPinky
protected

◆ FTargetRing

FVector UVR_HandComponent::FTargetRing
protected

◆ FTargetThum

FVector UVR_HandComponent::FTargetThum
protected

????

◆ FVecIndex

FVector UVR_HandComponent::FVecIndex
protected

◆ FVecMiddle

FVector UVR_HandComponent::FVecMiddle
protected

◆ FVecPinky

FVector UVR_HandComponent::FVecPinky
protected

◆ FVecRing

FVector UVR_HandComponent::FVecRing
protected

◆ FVecThum

FVector UVR_HandComponent::FVecThum
protected

????

◆ Grab_Cue

class USoundBase* UVR_HandComponent::Grab_Cue
protected

Sound to play each time we fire Empty Gun

◆ GrabbedBoneName

FName UVR_HandComponent::GrabbedBoneName
protected

◆ GrabbedComponent

UPrimitiveComponent* UVR_HandComponent::GrabbedComponent
protected

◆ GrabBoxColor

FColor UVR_HandComponent::GrabBoxColor
protected

◆ GrabBoxExtend

FVector UVR_HandComponent::GrabBoxExtend
protected

◆ GrabDirection

class UArrowComponent* UVR_HandComponent::GrabDirection

◆ GrabDirectionArrowLength

float UVR_HandComponent::GrabDirectionArrowLength
protected

◆ GrabDirectionArrowSize

float UVR_HandComponent::GrabDirectionArrowSize
protected

◆ GrabDirectionColor

FColor UVR_HandComponent::GrabDirectionColor
protected

◆ GrabDirectionRotation

FRotator UVR_HandComponent::GrabDirectionRotation
protected

◆ GrabHapticEffect

class UHapticFeedbackEffect_Base* UVR_HandComponent::GrabHapticEffect
protected

◆ GrabRoot

class USceneComponent* UVR_HandComponent::GrabRoot

◆ GrabRootOffset

FVector UVR_HandComponent::GrabRootOffset
protected

◆ GripPushInst

float UVR_HandComponent::GripPushInst
protected

◆ GripSpeed

float UVR_HandComponent::GripSpeed
protected

◆ GripTarget

float UVR_HandComponent::GripTarget
protected

◆ HammerTouched

float UVR_HandComponent::HammerTouched
protected

◆ Hand

EControllerHand UVR_HandComponent::Hand

◆ HandCollisionMesh

UStaticMesh* UVR_HandComponent::HandCollisionMesh

◆ HandIsColliding

bool UVR_HandComponent::HandIsColliding = false

◆ HandIsSet

bool UVR_HandComponent::HandIsSet
protected

◆ HandMesh

USkeletalMesh* UVR_HandComponent::HandMesh

◆ HandOrientationZ

float UVR_HandComponent::HandOrientationZ

◆ HandReplicatedTransform

FTransform UVR_HandComponent::HandReplicatedTransform

◆ Hands

class USceneComponent* UVR_HandComponent::Hands

Hands scene root

◆ HandSocket

class USphereComponent* UVR_HandComponent::HandSocket

◆ HitSurfaceHapticEffect

class UHapticFeedbackEffect_Base* UVR_HandComponent::HitSurfaceHapticEffect
protected

◆ IkTraceCapsuleRadius

float UVR_HandComponent::IkTraceCapsuleRadius

Number of sample points (e.g., 5 for 0.0, 0.25, 0.5, 0.75, 1.0)

◆ IKTraceColor

FColor UVR_HandComponent::IKTraceColor
protected

◆ Index0BoneName

FName UVR_HandComponent::Index0BoneName
protected

◆ Index1BoneName

FName UVR_HandComponent::Index1BoneName
protected

◆ Index2BoneName

FName UVR_HandComponent::Index2BoneName
protected

◆ IndexFingerCollision

UCapsuleComponent* UVR_HandComponent::IndexFingerCollision

◆ IndexFingerStart

USceneComponent* UVR_HandComponent::IndexFingerStart

◆ IndexFingerTip

USceneComponent* UVR_HandComponent::IndexFingerTip

◆ IndexPushInst

float UVR_HandComponent::IndexPushInst
protected

◆ IndexStartSocket

FName UVR_HandComponent::IndexStartSocket
protected

◆ IndexTipSocket

FName UVR_HandComponent::IndexTipSocket
protected

◆ InitialControllerRotation

FRotator UVR_HandComponent::InitialControllerRotation
protected

◆ Inventory

AVR_HandInventory* UVR_HandComponent::Inventory
protected

◆ LastAttachedActor

AActor* UVR_HandComponent::LastAttachedActor
protected

◆ LastHandRelativePosition

FTransform UVR_HandComponent::LastHandRelativePosition
protected

◆ LastIndexCurls

float UVR_HandComponent::LastIndexCurls
protected

◆ LastMiddleCurls

float UVR_HandComponent::LastMiddleCurls
protected

◆ LastNearGrabTime

FDateTime UVR_HandComponent::LastNearGrabTime
protected

◆ LastPickMethod

EGrabMethod UVR_HandComponent::LastPickMethod
protected

◆ LastPinkyCurls

float UVR_HandComponent::LastPinkyCurls
protected

◆ LastRingCurls

float UVR_HandComponent::LastRingCurls
protected

◆ LastThumCurls

float UVR_HandComponent::LastThumCurls
protected

◆ LastUpdatesHandRelativePosition

FVector UVR_HandComponent::LastUpdatesHandRelativePosition = FVector::ZeroVector
protected

◆ LastUpdatesHandRelativeRotation

FRotator UVR_HandComponent::LastUpdatesHandRelativeRotation = FRotator::ZeroRotator
protected

◆ LinearForceLimit

float UVR_HandComponent::LinearForceLimit
protected

◆ LinearPositionInterpSpeed

float UVR_HandComponent::LinearPositionInterpSpeed
protected

◆ LinearPositionStrength

float UVR_HandComponent::LinearPositionStrength
protected

◆ LinearPositionStrengthMinDrag

float UVR_HandComponent::LinearPositionStrengthMinDrag
protected

◆ LinearVelocityInterpSpeed

float UVR_HandComponent::LinearVelocityInterpSpeed
protected

◆ LinearVelocityStrength

float UVR_HandComponent::LinearVelocityStrength
protected

◆ LinearVelocityStrengthMinDrag

float UVR_HandComponent::LinearVelocityStrengthMinDrag
protected

◆ MainMenuClass

TSubclassOf<class AActor> UVR_HandComponent::MainMenuClass
protected

◆ MaxPhysBlend

float UVR_HandComponent::MaxPhysBlend

◆ MenuActor

AActor* UVR_HandComponent::MenuActor
protected

◆ MenuCursorMesh

UStaticMesh* UVR_HandComponent::MenuCursorMesh

◆ MenuCusrsor

class UStaticMeshComponent* UVR_HandComponent::MenuCusrsor

◆ MenuGrabAnimation

UAnimSequence* UVR_HandComponent::MenuGrabAnimation
protected

◆ MenuLoadingWidget

UMenuLoadingWidget* UVR_HandComponent::MenuLoadingWidget
protected

◆ MenuLoadingWidgetClass

TSubclassOf<UMenuLoadingWidget> UVR_HandComponent::MenuLoadingWidgetClass

◆ MenuWristLoader

class UWidgetComponent* UVR_HandComponent::MenuWristLoader

◆ Middle0BoneName

FName UVR_HandComponent::Middle0BoneName
protected

◆ Middle1BoneName

FName UVR_HandComponent::Middle1BoneName
protected

◆ Middle2BoneName

FName UVR_HandComponent::Middle2BoneName
protected

◆ MiddleFingerCollision

UCapsuleComponent* UVR_HandComponent::MiddleFingerCollision

◆ MiddleFingerStart

USceneComponent* UVR_HandComponent::MiddleFingerStart

◆ MiddleFingerTip

USceneComponent* UVR_HandComponent::MiddleFingerTip

◆ MiddleStartSocket

FName UVR_HandComponent::MiddleStartSocket
protected

◆ MiddleTipSocket

FName UVR_HandComponent::MiddleTipSocket
protected

◆ MinPhysBlend

float UVR_HandComponent::MinPhysBlend

◆ MotionControllerMesh

USkeletalMesh* UVR_HandComponent::MotionControllerMesh

◆ MotionRotation

FRotator UVR_HandComponent::MotionRotation
protected

◆ NumSamplePoints

int32 UVR_HandComponent::NumSamplePoints

Number of sample points (e.g., 5 for 0.0, 0.25, 0.5, 0.75, 1.0)

◆ OnHandsHit

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.

Note
For collisions during physics simulation to generate hit events, 'Simulation Generates Hit Events' must be enabled.

◆ OpenHandAnimation

UAnimSequence* UVR_HandComponent::OpenHandAnimation

Open hand animation

◆ OwnerPawn

AActor* UVR_HandComponent::OwnerPawn
protected

◆ ParentMotionController

UVR_MotionControllerComponent* UVR_HandComponent::ParentMotionController

◆ PauseMenuClass

TSubclassOf<class AActor> UVR_HandComponent::PauseMenuClass
protected

◆ PhysicsHandSocket

class USphereComponent* UVR_HandComponent::PhysicsHandSocket

◆ PickDistance

float UVR_HandComponent::PickDistance
protected

◆ PickPhysBlend

float UVR_HandComponent::PickPhysBlend

◆ Pinky0BoneName

FName UVR_HandComponent::Pinky0BoneName
protected

◆ Pinky1BoneName

FName UVR_HandComponent::Pinky1BoneName
protected

◆ Pinky2BoneName

FName UVR_HandComponent::Pinky2BoneName
protected

◆ PinkyFingerCollision

UCapsuleComponent* UVR_HandComponent::PinkyFingerCollision

◆ PinkyFingerStart

USceneComponent* UVR_HandComponent::PinkyFingerStart

◆ PinkyFingerTip

USceneComponent* UVR_HandComponent::PinkyFingerTip

◆ PinkyStartSocket

FName UVR_HandComponent::PinkyStartSocket
protected

◆ PinkyTipSocket

FName UVR_HandComponent::PinkyTipSocket
protected

◆ PullDirection

class UArrowComponent* UVR_HandComponent::PullDirection

◆ PullVisualizer

class USceneComponent* UVR_HandComponent::PullVisualizer

◆ RealHandAnimation

class UVR_HandAnimationInstance* UVR_HandComponent::RealHandAnimation

◆ RealHandAnimationClass

TSubclassOf<UVR_HandAnimationInstance> UVR_HandComponent::RealHandAnimationClass

◆ RealHandCollision

class UStaticMeshComponent* UVR_HandComponent::RealHandCollision

◆ RealHandMesh

class USkeletalMeshComponent* UVR_HandComponent::RealHandMesh

Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component

◆ Ring0BoneName

FName UVR_HandComponent::Ring0BoneName
protected

◆ Ring1BoneName

FName UVR_HandComponent::Ring1BoneName
protected

◆ Ring2BoneName

FName UVR_HandComponent::Ring2BoneName
protected

◆ RingFingerCollision

UCapsuleComponent* UVR_HandComponent::RingFingerCollision

◆ RingFingerStart

USceneComponent* UVR_HandComponent::RingFingerStart

◆ RingFingerTip

USceneComponent* UVR_HandComponent::RingFingerTip

◆ RingStartSocket

FName UVR_HandComponent::RingStartSocket
protected

◆ RingTipSocket

FName UVR_HandComponent::RingTipSocket
protected

◆ RoomScaleMesh

UStaticMesh* UVR_HandComponent::RoomScaleMesh

◆ RoomScaleMeshComponent

class UStaticMeshComponent* UVR_HandComponent::RoomScaleMeshComponent

Room Scale Mesh mesh

◆ RootScene

class USceneComponent* UVR_HandComponent::RootScene

Default scene root

◆ ShowGrabBox

bool UVR_HandComponent::ShowGrabBox
protected

◆ ShowGrabDirection

bool UVR_HandComponent::ShowGrabDirection
protected

◆ ShowHandCollision

bool UVR_HandComponent::ShowHandCollision
protected

◆ ShowIKDebug

bool UVR_HandComponent::ShowIKDebug
protected

◆ ShowIKRatioValue

bool UVR_HandComponent::ShowIKRatioValue
protected

◆ TeleportArrowMesh

UStaticMesh* UVR_HandComponent::TeleportArrowMesh

◆ TeleportCylinder

class UStaticMeshComponent* UVR_HandComponent::TeleportCylinder

Teleport Cylinder mesh

◆ TeleportCylinderMesh

UStaticMesh* UVR_HandComponent::TeleportCylinderMesh

◆ TeleportDestination

FVector UVR_HandComponent::TeleportDestination
protected

◆ TeleportLaunchVelocity

float UVR_HandComponent::TeleportLaunchVelocity
protected

◆ TeleportMaterailParameterCollection

class UMaterialParameterCollection* UVR_HandComponent::TeleportMaterailParameterCollection
protected

◆ TeleportParticles

UNiagaraSystem* UVR_HandComponent::TeleportParticles
protected

◆ TeleportRing

class UStaticMeshComponent* UVR_HandComponent::TeleportRing

Teleport Ring mesh

◆ TeleportRotation

FRotator UVR_HandComponent::TeleportRotation
protected

◆ TempDragValue

float UVR_HandComponent::TempDragValue
protected

◆ TempRefreshComponent

class USceneComponent* UVR_HandComponent::TempRefreshComponent

◆ Thumb0BoneName

FName UVR_HandComponent::Thumb0BoneName
protected

◆ Thumb1BoneName

FName UVR_HandComponent::Thumb1BoneName
protected

◆ Thumb2BoneName

FName UVR_HandComponent::Thumb2BoneName
protected

◆ ThumbFingerCollision

UCapsuleComponent* UVR_HandComponent::ThumbFingerCollision

◆ ThumbFingerStart

USceneComponent* UVR_HandComponent::ThumbFingerStart

◆ ThumbFingerTip

USceneComponent* UVR_HandComponent::ThumbFingerTip

◆ ThumbStartSocket

FName UVR_HandComponent::ThumbStartSocket
protected

◆ ThumbTipSocket

FName UVR_HandComponent::ThumbTipSocket
protected

◆ Trackpad_Y

float UVR_HandComponent::Trackpad_Y
protected

◆ TrackpadTouched

bool UVR_HandComponent::TrackpadTouched
protected

◆ VR_PauseMenu

AActor* UVR_HandComponent::VR_PauseMenu
protected

◆ WantsToGripLocation

FVector UVR_HandComponent::WantsToGripLocation

◆ WidgetInteractionComponent

class UWidgetInteractionComponent* UVR_HandComponent::WidgetInteractionComponent

Widget Interaction Component used for pause menu

◆ WidgetSphereMesh

class UStaticMeshComponent* UVR_HandComponent::WidgetSphereMesh

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