A Demo Project for the UnrealEngineSDK
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GrippableCharacter.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4#include "CoreMinimal.h"
5#include "GameFramework/Character.h"
7#include "GrippableCharacter.generated.h"
8
9UCLASS()
10class VREXPANSIONPLUGIN_API AGrippableCharacter : public ACharacter
11{
12 GENERATED_BODY()
13
14public:
15 AGrippableCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
16
17 // A reference to the grippable character that can be used instead of casting the root, BP doesn't like the class override.
18 UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
19 UGrippableSkeletalMeshComponent * GrippableMeshReference;
20
21 // A Custom bone to use on the character mesh as the originator for the perception systems sight sense
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
23 FName ViewOriginationSocket;
24
25 virtual void GetActorEyesViewPoint(FVector& Location, FRotator& Rotation) const override;
27};
FName ViewOriginationSocket
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
UGrippableSkeletalMeshComponent * GrippableMeshReference
UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly,...
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent, ChildCanTick), ClassGroup = (VRExpansionPl...