5#include "CoreMinimal.h"
6#include "PixoVRInteractiveObject.generated.h"
16 UPROPERTY(BlueprintReadWrite)
19 UPROPERTY(BlueprintReadWrite)
22 UPROPERTY(BlueprintReadWrite)
41 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
42 void ObjectActivated();
44 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
45 void ObjectDeactivated();
47 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
48 bool IsObjectActive();
50 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
53 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
54 void UpdateObjectHighlight(
bool Activate);
56 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
57 bool HoldItemByClick();
59 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
62 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
63 void SetDenyDropping(const
bool bDenyDropping);
65 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
66 bool CouldBeGrabbedByOtherHand();
Interface for PixoVR story object functionality.
void ObjectActivated()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
bool DenyDropping()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
TArray< FTransparentMaterialData > GetActorTransparentMaterialData()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
void SetDenyDropping(const bool bDenyDropping)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
bool CouldBeGrabbedByOtherHand()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
void ObjectDeactivated()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
bool IsObjectActive()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
bool HoldItemByClick()
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
void UpdateObjectHighlight(bool Activate)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
Struct used in Fadable component.
TArray< UMaterialInstance * > MI_OpaqueMaterials
UPROPERTY(BlueprintReadWrite)
UStaticMeshComponent * MeshRef
UPROPERTY(BlueprintReadWrite)
TArray< UMaterialInstance * > MI_TransparentMaterials
UPROPERTY(BlueprintReadWrite)