A Demo Project for the UnrealEngineSDK
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GS_Physics.h
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1#pragma once
2
3#include "CoreMinimal.h"
4#include "Engine/Engine.h"
5#include "VRGripScriptBase.h"
6#include "GameFramework/WorldSettings.h"
8#include "GS_Physics.generated.h"
9
10#if PHYSICS_INTERFACE_PHYSX
11#include "PhysXPublic.h"
12#endif // WITH_PHYSX
13
14
18UCLASS(NotBlueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = TickSettings)
19class VREXPANSIONPLUGIN_API UGS_Physics : public UGS_Default
20{
22public:
23
24 UGS_Physics(const FObjectInitializer& ObjectInitializer);
25
26 // Grip settings to use when a single hand is gripping, overrides interface defaults
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
28 FBPAdvancedPhysicsHandleSettings SingleHandPhysicsSettings;
29
30 // Grip settings to use when multiple hands are gripping
31 // Overrides interface defaults
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
33 FBPAdvancedPhysicsHandleSettings MultiHandPhysicsSettings;
34
36 void UpdateDualHandInfo(UGripMotionControllerComponent* GrippingController = nullptr, bool bRecreate = true);
37
38 virtual void HandlePostPhysicsHandle(UGripMotionControllerComponent* GrippingController, FBPActorPhysicsHandleInformation* HandleInfo) override;
39 //virtual void HandlePrePhysicsHandle(UGripMotionControllerComponent* GrippingController, const FBPActorGripInformation &GripInfo, FBPActorPhysicsHandleInformation* HandleInfo, FTransform& KinPose) override;
40
41 virtual void OnGrip_Implementation(UGripMotionControllerComponent* GrippingController, const FBPActorGripInformation& GripInformation) override;
42 virtual void OnGripRelease_Implementation(UGripMotionControllerComponent* ReleasingController, const FBPActorGripInformation& GripInformation, bool bWasSocketed = false) override;
43};
UCLASS(NotBlueprintable, ClassGroup = (VRExpansionPlugin))
Definition GS_Default.h:17
UCLASS(NotBlueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = TickSettings)
Definition GS_Physics.h:23
FBPAdvancedPhysicsHandleSettings MultiHandPhysicsSettings
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
Definition GS_Physics.h:44
FBPAdvancedPhysicsHandleSettings SingleHandPhysicsSettings
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
Definition GS_Physics.h:35
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = MotionController)
virtual void HandlePostPhysicsHandle(UGripMotionControllerComponent *GrippingController, FBPActorPhysicsHandleInformation *HandleInfo)
virtual void OnGripRelease_Implementation(UGripMotionControllerComponent *ReleasingController, const FBPActorGripInformation &GripInformation, bool bWasSocketed=false)
virtual void OnGrip_Implementation(UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation)
USTRUCT(BlueprintType, Category = "VRExpansionLibrary")
USTRUCT(BlueprintType, Category = "VRExpansionLibrary")
USTRUCT(BlueprintType, Category = "VRExpansionLibrary")