A Demo Project for the UnrealEngineSDK
Loading...
Searching...
No Matches
PixoVRInteractiveObject.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 "PixoVRInteractiveObject.generated.h"
7
11USTRUCT(BlueprintType)
13{
16 UPROPERTY(BlueprintReadWrite)
18
19 UPROPERTY(BlueprintReadWrite)
20 TArray<UMaterialInstance*> MI_OpaqueMaterials;
21
22 UPROPERTY(BlueprintReadWrite)
23 TArray<UMaterialInstance*> MI_TransparentMaterials;
25};
26
27UINTERFACE(MinimalAPI)
28class UPixoVRStoryObject : public UInterface
31};
32
36class PIXOCORE_API IPixoVRStoryObject
37{
38 GENERATED_BODY()
39
40public:
41 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
42 void ObjectActivated();
44 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
45 void ObjectDeactivated();
46
47 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
48 bool IsObjectActive();
49
50 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
51 TArray<FTransparentMaterialData> GetActorTransparentMaterialData();
52
53 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
54 void UpdateObjectHighlight(bool Activate);
55
56 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
57 bool HoldItemByClick();
58
59 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
60 bool DenyDropping();
62 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
63 void SetDenyDropping(const bool bDenyDropping);
64
65 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
66 bool CouldBeGrabbedByOtherHand();
67};
Interface for PixoVR story object functionality.
GENERATED_BODY()
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")
UINTERFACE(MinimalAPI)
GENERATED_BODY()
Struct used in Fadable component.
TArray< UMaterialInstance * > MI_OpaqueMaterials
UPROPERTY(BlueprintReadWrite)
UStaticMeshComponent * MeshRef
UPROPERTY(BlueprintReadWrite)
TArray< UMaterialInstance * > MI_TransparentMaterials
UPROPERTY(BlueprintReadWrite)