Head Mounted VR 2.5
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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 | 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_HandInventory * | GetInventory () 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_MotionControllerComponent * | ParentMotionController |
class UVR_HandAnimationInstance * | RealHandAnimation |
Hand Anim Instance More... | |
class UVR_HandAnimationInstance * | FakeHandAnimation |
class USceneComponent * | PullVisualizer |
class USceneComponent * | TempRefreshComponent |
USkeletalMesh * | HandMesh |
UStaticMesh * | HandCollisionMesh |
UStaticMesh * | TeleportCylinderMesh |
UStaticMesh * | TeleportArrowMesh |
UStaticMesh * | MenuCursorMesh |
UStaticMesh * | RoomScaleMesh |
USkeletalMesh * | MotionControllerMesh |
TSubclassOf< UMenuLoadingWidget > | MenuLoadingWidgetClass |
TSubclassOf< UVR_HandAnimationInstance > | RealHandAnimationClass |
Hand Anim Instance More... | |
TSubclassOf< UVR_HandAnimationInstance > | FakeHandAnimationClass |
FHandsHitSignature | OnHandsHit |
bool | bIsIndex_Pressed |
bool | bIsIndex_Touch |
bool | bIsThumb_Pressed |
bool | bIsOthers_Pressed |
TArray< FIKSegment > | FingerPositions |
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 |
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 | ||
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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 | ||
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float UVR_HandComponent::CalculateRatio | ( | float | TraceLength, |
int | ArrowNumber | ||
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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 | ||
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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 | ||
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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::GetEnabledBaseConstraint | ( | ) |
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Reimplemented from UVR_MotionControllerComponent.
bool UVR_HandComponent::GetMainMenuStatus | ( | ) |
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void UVR_HandComponent::GetTeleportDestination | ( | FVector & | MyLocation, |
FRotator & | MyRotation | ||
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Gets teleport Destination.
MyLocation | Teleport Location |
MyRotation | Teleport Rotation |
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void UVR_HandComponent::GrabActor | ( | ) |
If grab button is pressed.
void UVR_HandComponent::GrabbingObjectInWorld | ( | ) |
void UVR_HandComponent::HandPhysicsTick | ( | ) |
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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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void UVR_HandComponent::LineTraceAlongArrow | ( | const FVector & | StartPoint, |
const FVector & | EndPoint, | ||
bool & | Hit, | ||
float & | TraceLength, | ||
FHitResult & | OutHits | ||
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Trace line allong the arrow component.
ArrowToTrace | |
Hit | whether is hit or not |
TraceLength |
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void UVR_HandComponent::OnCollisionHit | ( | UPrimitiveComponent * | HitComp, |
AActor * | OtherActor, | ||
UPrimitiveComponent * | OtherComp, | ||
FVector | NormalImpulse, | ||
const FHitResult & | Hit | ||
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void UVR_HandComponent::OnComponentBeginOverlap | ( | class UPrimitiveComponent * | OverlappedComp, |
AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult | ||
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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 |
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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 |
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void UVR_HandComponent::ReleaseActor | ( | ) |
Release attached Actor.
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void UVR_HandComponent::RumbleController | ( | float | Intensity, |
UHapticFeedbackEffect_Base * | HapticEffect | ||
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Vibrate the Controller using the Habtics.
Intensity |
void UVR_HandComponent::RunSetUpFingerIK | ( | ) |
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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 | ( | ) |
Sets all Fingers IK.
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void UVR_HandComponent::SetCurrentWidgetHand | ( | bool | ThisHand | ) |
Sets widget on current hand.
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void UVR_HandComponent::SetDontLostConnection | ( | bool | DontAllow | ) |
DontAllow |
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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
newstatus |
void UVR_HandComponent::SetMainMenuStatus | ( | bool | MainMenuStatus | ) |
Turns on\off widget component.
MainMenuStatus |
void UVR_HandComponent::SetMenuCursorMesh | ( | UStaticMesh * | NewMesh | ) |
void UVR_HandComponent::SetMotionControllerMesh | ( | USkeletalMesh * | NewMesh | ) |
void UVR_HandComponent::SetOwnerPawn | ( | AActor * | ActorToSet | ) |
Sets owner of the MotionController(Player)
MainMenuStatus |
void UVR_HandComponent::SetParentMotionController | ( | UVR_MotionControllerComponent * | MotionController | ) |
void UVR_HandComponent::SetRoomScaleMesh | ( | UStaticMesh * | NewMesh | ) |
void UVR_HandComponent::SetSingleFingerIK | ( | EFinger | Finger | ) |
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.
NewTeleportRotation |
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void UVR_HandComponent::SetupConstraintDrives | ( | ) |
void UVR_HandComponent::SetUpHandStructure | ( | ) |
void UVR_HandComponent::SetupRoomScaleOutline | ( | ) |
Setup Room Scale Outline.
bool UVR_HandComponent::ShouldUseMainConstraints | ( | ) |
void UVR_HandComponent::ShowTeleportDestenation | ( | bool | IsValidTeleportDestination, |
FVector | TraceLocation, | ||
FRotator | TraceRotation | ||
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void UVR_HandComponent::SpawnMenu | ( | ) |
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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 | ||
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Traces Teleport Destination , checks if teleport is possible.
TracePoints | |
NavMeshLocation | |
TraceLocation |
void UVR_HandComponent::TransformHandNetworkSmoothing | ( | float | DeltaTime | ) |
bool UVR_HandComponent::TryAimToGrab | ( | FHitResult & | Hit, |
bool | ForceInteraction | ||
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bool UVR_HandComponent::TryGrabbing | ( | FHitResult & | Hit, |
bool | ForceInteraction | ||
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void UVR_HandComponent::UpdateAllFingersCollision | ( | ) |
void UVR_HandComponent::UpdateAPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
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void UVR_HandComponent::UpdateArcEndPoint | ( | bool | ValidLocationFound, |
FVector | NewLocation | ||
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Updates Arc End Point.
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void UVR_HandComponent::UpdateArcSpline | ( | bool | FoundValidLocation, |
TArray< FVector > | SplinePoints | ||
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Updates Arc Spline.
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void UVR_HandComponent::UpdateFingerCollision | ( | UCapsuleComponent * | Collision, |
USceneComponent * | Start, | ||
USceneComponent * | Tip | ||
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void UVR_HandComponent::UpdateGrabAnimation | ( | UAnimSequence * | NewAnimation | ) |
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void UVR_HandComponent::UpdateHandAnimation | ( | ) |
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void UVR_HandComponent::UpdateRoomScaleOutline | ( | ) |
Update Room Scale Outline.
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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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class UArrowComponent* UVR_HandComponent::ArcDirection |
Teleport Arc Direction
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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bool UVR_HandComponent::bAllowTurnOffMenu |
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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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UAnimSequence* UVR_HandComponent::ClosedHandAnimation |
Closed hand animation
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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 USkeletalMeshComponent* UVR_HandComponent::FakeHandMesh |
Mesh which is attached to MotionController
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TArray<FIKSegment> UVR_HandComponent::FingerPositions |
Array to store finger positions: each finger has an array of vectors
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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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class UArrowComponent* UVR_HandComponent::GrabDirection |
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class USceneComponent* UVR_HandComponent::GrabRoot |
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EControllerHand UVR_HandComponent::Hand |
UStaticMesh* UVR_HandComponent::HandCollisionMesh |
bool UVR_HandComponent::HandIsColliding = false |
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USkeletalMesh* UVR_HandComponent::HandMesh |
float UVR_HandComponent::HandOrientationZ |
FTransform UVR_HandComponent::HandReplicatedTransform |
class USceneComponent* UVR_HandComponent::Hands |
Hands scene root
class USphereComponent* UVR_HandComponent::HandSocket |
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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 |
USceneComponent* UVR_HandComponent::IndexFingerStart |
USceneComponent* UVR_HandComponent::IndexFingerTip |
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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 |
USceneComponent* UVR_HandComponent::MiddleFingerStart |
USceneComponent* UVR_HandComponent::MiddleFingerTip |
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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.
UAnimSequence* UVR_HandComponent::OpenHandAnimation |
Open hand animation
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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 |
USceneComponent* UVR_HandComponent::PinkyFingerStart |
USceneComponent* UVR_HandComponent::PinkyFingerTip |
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class UArrowComponent* UVR_HandComponent::PullDirection |
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 USkeletalMeshComponent* UVR_HandComponent::RealHandMesh |
Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component
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UCapsuleComponent* UVR_HandComponent::RingFingerCollision |
USceneComponent* UVR_HandComponent::RingFingerStart |
USceneComponent* UVR_HandComponent::RingFingerTip |
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UStaticMesh* UVR_HandComponent::RoomScaleMesh |
class UStaticMeshComponent* UVR_HandComponent::RoomScaleMeshComponent |
Room Scale Mesh mesh
class USceneComponent* UVR_HandComponent::RootScene |
Default scene root
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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 |
USceneComponent* UVR_HandComponent::ThumbFingerStart |
USceneComponent* UVR_HandComponent::ThumbFingerTip |
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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 |