A Demo Project for the UnrealEngineSDK
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PixoVRCircleProgress.h
Go to the documentation of this file.
1// Copyright(c) Pixo Group. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "PixoVRCircleProgress.generated.h"
7
9
14UCLASS()
15class PIXOCORE_API APixoVRCircleProgress : public AActor
16{
18
19public:
21
26 UFUNCTION(BlueprintCallable)
27 void UpdateCircle(float Percentage);
28
33 UFUNCTION(NetMulticast, Reliable)
34 void SetCircleProgressEnabled(bool bIsEnabled);
35
36protected:
37 virtual void BeginPlay() override;
38 virtual void Tick(float DeltaSeconds) override;
39
40 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
41 USceneComponent* SceneRoot;
42
43 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
44 UStaticMeshComponent* ProgressPlane;
45
46 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Setup)
47 float
48 VisibilityThresholdTime = 0.2f;
49
50private:
51 UPROPERTY()
52 UMaterialInstanceDynamic* ProgressMaterialInstance;
53
54 UPROPERTY()
55 UPixoVRLongHoldComponent* LongHoldComponent;
56};
Class representing a circular progress indicator in PixoVR. The circle progress can be updated to dis...
void SetCircleProgressEnabled(bool bIsEnabled)
Sets the enabled state of the circle progress.
UPixoVRLongHoldComponent * LongHoldComponent
UPROPERTY()
UMaterialInstanceDynamic * ProgressMaterialInstance
UPROPERTY()
UStaticMeshComponent * ProgressPlane
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
USceneComponent * SceneRoot
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
Component for handling long hold functionality in PixoVR. Allows execution of a function when a butto...