12#include "Runtime/Launch/Resources/Version.h"
13#include "VRSimpleCharacter.generated.h"
22 AVRSimpleCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
24 FORCEINLINE
void GenerateOffsetToWorld()
27 OffsetComponentToWorld = FTransform(CamRotOffset.Quaternion(), this->GetActorLocation(), this->GetActorScale3D());
32 virtual void RegenerateOffsetComponentToWorld(
bool bUpdateBounds,
bool bCalculatePureYaw)
override
34 GenerateOffsetToWorld();
38 virtual void BeginPlay()
override;
41 virtual bool TeleportTo(
const FVector& DestLocation,
const FRotator& DestRotation,
bool bIsATest =
false,
bool bNoCheck =
false)
override;
43 UPROPERTY(Category = VRSimpleCharacter, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess =
"true"))
50 virtual FVector GetTeleportLocation(FVector OriginalLocation) override;
virtual FVector GetTeleportLocation(FVector OriginalLocation)
UFUNCTION(BlueprintPure, Category = "VRGrip")
USceneComponent * VRSceneComponent
UPROPERTY(Category = VRSimpleCharacter, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAcces...
virtual void RegenerateOffsetComponentToWorld(bool bUpdateBounds, bool bCalculatePureYaw) override
UFUNCTION(BlueprintCallable, Category = "BaseVRCharacter|VRLocations")
FORCEINLINE void GenerateOffsetToWorld()
static FRotator GetHMDPureYaw_I(FRotator HMDRotation)