#include <VR_MovementComponent.h>
◆ UVR_MovementComponent()
UVR_MovementComponent::UVR_MovementComponent |
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const FObjectInitializer & |
ObjectInitializer = FObjectInitializer::Get() | ) |
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◆ AddInputVector()
void UVR_MovementComponent::AddInputVector |
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FVector |
WorldVector, |
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bool |
bForce = false |
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virtual |
◆ CheckCollisionSeparation()
void UVR_MovementComponent::CheckCollisionSeparation |
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virtual |
Checks if GetCapsuleComponent() is hit by something static. If hit , then GetCapsuleComponent() doesn't update the position and checks the distance betwen camera and GetCapsuleComponent(). If distance too big -> move camera back to the GetCapsuleComponent().
- See also
- RealignCollison()
◆ CheckForStandableOBJ()
void UVR_MovementComponent::CheckForStandableOBJ |
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virtual |
Check if player has pickup standable object.
◆ CheckUpdatePlayerPostion()
void UVR_MovementComponent::CheckUpdatePlayerPostion |
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virtual |
Checks if possiable to update GetCapsuleComponent() position.
- See also
- UpdatePlayerPostion(FVector CurrentCameraPosition, FRotator DeviceRotation) UpdateRoomScalePosition()
◆ FindCameraByClass()
UCameraComponent * UVR_MovementComponent::FindCameraByClass |
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◆ FindCameraByName()
UCameraComponent * UVR_MovementComponent::FindCameraByName |
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◆ FindCollisionByClass()
UCapsuleComponent * UVR_MovementComponent::FindCollisionByClass |
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◆ FindCollisionByName()
UCapsuleComponent * UVR_MovementComponent::FindCollisionByName |
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◆ FindComponentByName()
UActorComponent * UVR_MovementComponent::FindComponentByName |
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FName |
CompName | ) |
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◆ FindVROriginByClass()
USceneComponent * UVR_MovementComponent::FindVROriginByClass |
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◆ FindVROriginByName()
USceneComponent * UVR_MovementComponent::FindVROriginByName |
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◆ GetCurrentHeight()
FORCEINLINE float UVR_MovementComponent::GetCurrentHeight |
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const |
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inline |
◆ GetLastCollisionLocation()
FORCEINLINE FVector UVR_MovementComponent::GetLastCollisionLocation |
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const |
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inline |
◆ GetPawnInfo()
◆ RealignCollison()
void UVR_MovementComponent::RealignCollison |
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virtual |
Moves camera back to the GetCapsuleComponent() position
- See also
- UpdatePlayerPostion(FVector CurrentCameraPosition, FRotator DeviceRotation) UpdateRoomScalePosition()
◆ SendVRMode_Multicast()
void UVR_MovementComponent::SendVRMode_Multicast |
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bool |
VRMode | ) |
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◆ SendVRMode_Multicast_Implementation()
void UVR_MovementComponent::SendVRMode_Multicast_Implementation |
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bool |
VRMode | ) |
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◆ SendVRMode_Multicast_Validate()
bool UVR_MovementComponent::SendVRMode_Multicast_Validate |
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bool |
VRMode | ) |
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◆ SendVRMode_Server()
void UVR_MovementComponent::SendVRMode_Server |
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bool |
VRMode | ) |
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◆ SendVRMode_Server_Implementation()
void UVR_MovementComponent::SendVRMode_Server_Implementation |
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bool |
VRMode | ) |
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◆ SendVRMode_Server_Validate()
bool UVR_MovementComponent::SendVRMode_Server_Validate |
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bool |
VRMode | ) |
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◆ SetMaxCollisionSeparationDist()
void UVR_MovementComponent::SetMaxCollisionSeparationDist |
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float |
NewDist | ) |
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◆ TickComponent()
void UVR_MovementComponent::TickComponent |
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float |
DeltaTime, |
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enum ELevelTick |
TickType, |
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FActorComponentTickFunction * |
ThisTickFunction |
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overridevirtual |
◆ UpdateCollisionHeight()
void UVR_MovementComponent::UpdateCollisionHeight |
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FVector |
DevicePosition | ) |
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Updates GetCapsuleComponent() Height
- Parameters
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DevicePosition | HMD position |
◆ UpdatePlayerPostion()
void UVR_MovementComponent::UpdatePlayerPostion |
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virtual |
Updates Actor location to the GetCapsuleComponent() location.
- Parameters
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CurrentCameraPosition | is a Current Camera Position |
DeviceRotation | is current rotation of the HMD |
◆ UpdateRoomScalePosition()
void UVR_MovementComponent::UpdateRoomScalePosition |
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virtual |
Moves GetCapsuleComponent() to the camera by adding world offset
◆ UpdateVRMode()
void UVR_MovementComponent::UpdateVRMode |
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virtual |
◆ bAllowCollisionSeparation
bool UVR_MovementComponent::bAllowCollisionSeparation |
◆ bUsedWithVRPlayerClass
bool UVR_MovementComponent::bUsedWithVRPlayerClass |
◆ CameraComponentClass
TSubclassOf<class UCameraComponent> UVR_MovementComponent::CameraComponentClass |
◆ CameraComponentName
FName UVR_MovementComponent::CameraComponentName |
◆ CapsuleCollisionComponentClass
TSubclassOf<class UCapsuleComponent> UVR_MovementComponent::CapsuleCollisionComponentClass |
◆ CapsuleCollisionComponentName
FName UVR_MovementComponent::CapsuleCollisionComponentName |
◆ CapsuleHalfHeight
float UVR_MovementComponent::CapsuleHalfHeight |
◆ CollisionRealignDelay
float UVR_MovementComponent::CollisionRealignDelay |
◆ DebugMode
bool UVR_MovementComponent::DebugMode |
◆ ForceCrouchedHeight
bool UVR_MovementComponent::ForceCrouchedHeight |
◆ GetCapsuleCollisionBy
◆ GetPlayerCameraBy
◆ GetPlayerVROriginBy
◆ LockSeatedHeight
bool UVR_MovementComponent::LockSeatedHeight |
◆ MaxCollisionSeparationDist
float UVR_MovementComponent::MaxCollisionSeparationDist |
◆ PlayerMaxHeight
float UVR_MovementComponent::PlayerMaxHeight |
◆ RealignCollisionFadeInDuration
float UVR_MovementComponent::RealignCollisionFadeInDuration |
◆ SeatedMinPlayerHeight
float UVR_MovementComponent::SeatedMinPlayerHeight |
◆ SeatedPlayerHeight
float UVR_MovementComponent::SeatedPlayerHeight |
◆ TeleportFadeColor
FLinearColor UVR_MovementComponent::TeleportFadeColor |
◆ TrackingOrigin
TEnumAsByte<EHMDTrackingOrigin::Type> UVR_MovementComponent::TrackingOrigin |
◆ VROriginComponentClass
TSubclassOf<class USceneComponent> UVR_MovementComponent::VROriginComponentClass |
◆ VROriginComponentName
FName UVR_MovementComponent::VROriginComponentName |
The documentation for this class was generated from the following files: