Head Mounted VR 2.7
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UVR_MovementComponent Class Reference

#include <VR_MovementComponent.h>

+ Inheritance diagram for UVR_MovementComponent:

Public Member Functions

 UVR_MovementComponent (const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
 
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
virtual void CheckUpdatePlayerPostion ()
 
virtual void UpdateRoomScalePosition ()
 Moves GetCapsuleComponent() to the camera by adding world offset More...
 
virtual void UpdatePlayerPostion ()
 Updates Actor location to the GetCapsuleComponent() location. More...
 
virtual void CheckCollisionSeparation ()
 
virtual void RealignCollison ()
 
virtual void UpdateVRMode ()
 
virtual void CheckForStandableOBJ ()
 Check if player has pickup standable object. More...
 
void UpdateCollisionHeight (FVector DevicePosition)
 Updates GetCapsuleComponent() Height More...
 
void SetMaxCollisionSeparationDist (float NewDist)
 Sets MaxCollisionSeparationDist(float) More...
 
virtual void AddInputVector (FVector WorldVector, bool bForce=false)
 
FORCEINLINE FVector GetLastCollisionLocation () const
 
FORCEINLINE float GetCurrentHeight () const
 
UCameraComponent * FindCameraByClass ()
 
UCameraComponent * FindCameraByName ()
 
USceneComponent * FindVROriginByClass ()
 
USceneComponent * FindVROriginByName ()
 
UCapsuleComponent * FindCollisionByClass ()
 
UCapsuleComponent * FindCollisionByName ()
 
UActorComponent * FindComponentByName (FName CompName)
 
FVRPawnInfo GetPawnInfo ()
 
void SendVRMode_Server (bool VRMode)
 
bool SendVRMode_Server_Validate (bool VRMode)
 
void SendVRMode_Server_Implementation (bool VRMode)
 
void SendVRMode_Multicast (bool VRMode)
 
bool SendVRMode_Multicast_Validate (bool VRMode)
 
void SendVRMode_Multicast_Implementation (bool VRMode)
 

Public Attributes

bool DebugMode
 
bool bUsedWithVRPlayerClass
 
EGetComponentBy GetPlayerCameraBy
 
TSubclassOf< class UCameraComponent > CameraComponentClass
 
FName CameraComponentName
 
EGetComponentBy GetPlayerVROriginBy
 
TSubclassOf< class USceneComponent > VROriginComponentClass
 
FName VROriginComponentName
 
EGetComponentBy GetCapsuleCollisionBy
 
TSubclassOf< class UCapsuleComponent > CapsuleCollisionComponentClass
 
FName CapsuleCollisionComponentName
 
TEnumAsByte< EHMDTrackingOrigin::Type > TrackingOrigin
 
float SeatedMinPlayerHeight
 
float PlayerMaxHeight
 
bool LockSeatedHeight
 
bool ForceCrouchedHeight
 
float SeatedPlayerHeight
 
bool bAllowCollisionSeparation
 
float MaxCollisionSeparationDist
 
float CollisionRealignDelay
 
FLinearColor TeleportFadeColor
 
float RealignCollisionFadeInDuration
 
float CapsuleHalfHeight
 

Constructor & Destructor Documentation

◆ UVR_MovementComponent()

UVR_MovementComponent::UVR_MovementComponent ( const FObjectInitializer &  ObjectInitializer = FObjectInitializer::Get())

Member Function Documentation

◆ AddInputVector()

void UVR_MovementComponent::AddInputVector ( FVector  WorldVector,
bool  bForce = false 
)
virtual

◆ CheckCollisionSeparation()

void UVR_MovementComponent::CheckCollisionSeparation ( )
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 ( )
virtual

Check if player has pickup standable object.

◆ CheckUpdatePlayerPostion()

void UVR_MovementComponent::CheckUpdatePlayerPostion ( )
virtual

Checks if possiable to update GetCapsuleComponent() position.

See also
UpdatePlayerPostion(FVector CurrentCameraPosition, FRotator DeviceRotation) UpdateRoomScalePosition()

◆ FindCameraByClass()

UCameraComponent * UVR_MovementComponent::FindCameraByClass ( )

◆ FindCameraByName()

UCameraComponent * UVR_MovementComponent::FindCameraByName ( )

◆ FindCollisionByClass()

UCapsuleComponent * UVR_MovementComponent::FindCollisionByClass ( )

◆ FindCollisionByName()

UCapsuleComponent * UVR_MovementComponent::FindCollisionByName ( )

◆ FindComponentByName()

UActorComponent * UVR_MovementComponent::FindComponentByName ( FName  CompName)

◆ FindVROriginByClass()

USceneComponent * UVR_MovementComponent::FindVROriginByClass ( )

◆ FindVROriginByName()

USceneComponent * UVR_MovementComponent::FindVROriginByName ( )

◆ GetCurrentHeight()

FORCEINLINE float UVR_MovementComponent::GetCurrentHeight ( ) const
inline

◆ GetLastCollisionLocation()

FORCEINLINE FVector UVR_MovementComponent::GetLastCollisionLocation ( ) const
inline

◆ GetPawnInfo()

FVRPawnInfo UVR_MovementComponent::GetPawnInfo ( )

◆ RealignCollison()

void UVR_MovementComponent::RealignCollison ( )
virtual

Moves camera back to the GetCapsuleComponent() position

See also
UpdatePlayerPostion(FVector CurrentCameraPosition, FRotator DeviceRotation) UpdateRoomScalePosition()

◆ SendVRMode_Multicast()

void UVR_MovementComponent::SendVRMode_Multicast ( bool  VRMode)

◆ SendVRMode_Multicast_Implementation()

void UVR_MovementComponent::SendVRMode_Multicast_Implementation ( bool  VRMode)

◆ SendVRMode_Multicast_Validate()

bool UVR_MovementComponent::SendVRMode_Multicast_Validate ( bool  VRMode)

◆ SendVRMode_Server()

void UVR_MovementComponent::SendVRMode_Server ( bool  VRMode)

◆ SendVRMode_Server_Implementation()

void UVR_MovementComponent::SendVRMode_Server_Implementation ( bool  VRMode)

◆ SendVRMode_Server_Validate()

bool UVR_MovementComponent::SendVRMode_Server_Validate ( bool  VRMode)

◆ SetMaxCollisionSeparationDist()

void UVR_MovementComponent::SetMaxCollisionSeparationDist ( float  NewDist)

◆ TickComponent()

void UVR_MovementComponent::TickComponent ( float  DeltaTime,
enum ELevelTick  TickType,
FActorComponentTickFunction *  ThisTickFunction 
)
overridevirtual

◆ UpdateCollisionHeight()

void UVR_MovementComponent::UpdateCollisionHeight ( FVector  DevicePosition)

Updates GetCapsuleComponent() Height

Parameters
DevicePositionHMD position

◆ UpdatePlayerPostion()

void UVR_MovementComponent::UpdatePlayerPostion ( )
virtual

Updates Actor location to the GetCapsuleComponent() location.

Parameters
CurrentCameraPositionis a Current Camera Position
DeviceRotationis current rotation of the HMD

◆ UpdateRoomScalePosition()

void UVR_MovementComponent::UpdateRoomScalePosition ( )
virtual

Moves GetCapsuleComponent() to the camera by adding world offset

◆ UpdateVRMode()

void UVR_MovementComponent::UpdateVRMode ( )
virtual

Member Data Documentation

◆ 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

EGetComponentBy UVR_MovementComponent::GetCapsuleCollisionBy

◆ GetPlayerCameraBy

EGetComponentBy UVR_MovementComponent::GetPlayerCameraBy

◆ GetPlayerVROriginBy

EGetComponentBy UVR_MovementComponent::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: