3#include "CoreMinimal.h"
4#include "Engine/Engine.h"
6#include "GameFramework/WorldSettings.h"
8#include "GS_Physics.generated.h"
10#if PHYSICS_INTERFACE_PHYSX
11#include "PhysXPublic.h"
18UCLASS(NotBlueprintable, ClassGroup = (
VRExpansionPlugin), hideCategories = TickSettings)
27 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
UCLASS(NotBlueprintable, ClassGroup = (VRExpansionPlugin))
UCLASS(NotBlueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = TickSettings)
FBPAdvancedPhysicsHandleSettings MultiHandPhysicsSettings
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
FBPAdvancedPhysicsHandleSettings SingleHandPhysicsSettings
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Physics Settings")
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")