A Demo Project for the UnrealEngineSDK
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PixoVRPlayerController.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"
7#include "Components/TimelineComponent.h"
8#include "PixoVRPlayerController.generated.h"
9
13UCLASS()
14class PIXOCORE_API APixoVRPlayerController : public AVRPlayerController
15{
16 GENERATED_BODY()
17
18public:
20
21 virtual void BeginPlay() override;
22 virtual void Tick(float DeltaTime) override;
23
24 /* Fade */
25
26 UFUNCTION(Client, Reliable)
27 void ClientFadeIn(float FadeDuration);
28
29 UFUNCTION(BlueprintCallable, Category = "Fade")
30 void FadeIn(float FadeDuration = 1.0f);
31
32 UFUNCTION(Client, Reliable)
33 void ClientFadeOut(float FadeDuration);
34
35 UFUNCTION(BlueprintCallable, Category = "Fade")
36 void FadeOut(float FadeDuration = 1.0f);
37
38 UFUNCTION(BlueprintCallable, Category = "Haptic")
39 void PlayHapticFeedback(bool RightHand, float Duration, float Strength);
40
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fade")
42 UCurveFloat* ChangingFadeOpacityCurve;
43
44private:
45 UFUNCTION()
46 void FadeOpacityTimelineProgress(float Value);
47
48 void ImmediateFadeIn();
49 void ImmediateFadeOut();
50
51 FTimeline FadeTimeline;
52};
@ FadeIn
@ FadeOut
A custom player controller class for PixoVR.
void ClientFadeIn(float FadeDuration)
UFUNCTION(Client, Reliable)
UCurveFloat * ChangingFadeOpacityCurve
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Fade")
void ClientFadeOut(float FadeDuration)
UFUNCTION(Client, Reliable)