A Demo Project for the UnrealEngineSDK
Loading...
Searching...
No Matches
ABaseGrippableStoryVolume Class Reference

This class can be used for cases when the user needs to apply Grip to specific areas that can have no specific meshes. More...

#include <BaseGrippableStoryVolume.h>

Inheritance diagram for ABaseGrippableStoryVolume:
[legend]

Public Member Functions

 ABaseGrippableStoryVolume ()
 
void ActivateHighlightOnActiveStep ()
 Event called to activate the highlight on the active step.
 
FBPAdvGripSettings AdvancedGripSettings ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual FBPAdvGripSettings AdvancedGripSettings_Implementation () override
 Implementation of the AdvancedGripSettings function from the IVRGripInterface interface. Get the advanced physics settings for this grip.
 
bool AllowsMultipleGrips ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual bool AllowsMultipleGrips_Implementation () override
 Implementation of the AllowsMultipleGrips function from the IVRGripInterface interface. Check if an object allows multiple grips at one time.
 
void AttachToHandObject (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation)
 Attaches the object to a hand.
 
virtual void BeginPlay () override
 
void CheckVelocity ()
 Checking if this object has stopped.
 
void ClosestGripSlotInRange (FVector WorldLocation, bool bSecondarySlot, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *CallingController=nullptr, FName OverridePrefix=NAME_None)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual void ClosestGripSlotInRange_Implementation (FVector WorldLocation, bool bSecondarySlot, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *CallingController=nullptr, FName OverridePrefix=NAME_None) override
 Implementation of the ClosestGripSlotInRange function from the IVRGripInterface interface. Get closest primary slot in range.
 
bool CouldBeGrabbedByOtherHand ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
bool DenyDropping ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
bool DenyGripping (UGripMotionControllerComponent *GripInitiator=nullptr)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface", meta = (DisplayName = "IsDenyingGrips"))
 
virtual bool DenyGripping_Implementation (UGripMotionControllerComponent *GripInitiator=nullptr) override
 Implementation of the DenyGripping function from the IVRGripInterface interface. Set up as deny instead of allow so that default allows for gripping.
 
void DetachObjectFromHand ()
 Detaches the object from the hand.
 
TArray< FTransparentMaterialDataGetActorTransparentMaterialData ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
 
bool GetGripScripts (TArray< UVRGripScriptBase * > &ArrayReference)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void GetGripStiffnessAndDamping (float &GripStiffnessOut, float &GripDampingOut)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual void GetGripStiffnessAndDamping_Implementation (float &GripStiffnessOut, float &GripDampingOut) override
 Implementation of the GetGripStiffnessAndDamping function from the IVRGripInterface interface. What grip stiffness and damping to use if using a physics constraint.
 
EPixoVRGripState GetObjectGripAnimation ()
 Gets the grip animation state of the object.
 
EGripCollisionType GetPrimaryGripType (bool bIsSlot)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual EGripCollisionType GetPrimaryGripType_Implementation (bool bIsSlot) override
 Implementation of the GetPrimaryGripType function from the IVRGripInterface interface. Grip type to use.
 
float GripBreakDistance ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual float GripBreakDistance_Implementation () override
 Implementation of the GripBreakDistance function from the IVRGripInterface interface. What distance to break a grip at (only relevent with physics enabled grips).
 
EGripLateUpdateSettings GripLateUpdateSetting ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual EGripLateUpdateSettings GripLateUpdateSetting_Implementation () override
 Implementation of the GripLateUpdateSetting function from the IVRGripInterface interface. Define the late update setting.
 
EGripMovementReplicationSettings GripMovementReplicationType ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual EGripMovementReplicationSettings GripMovementReplicationType_Implementation () override
 Implementation of the GripMovementReplicationType function from the IVRGripInterface interface. Define which movement repliation setting to use.
 
bool HoldItemByClick ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void IsHeld (TArray< FBPGripPair > &HoldingControllers, bool &bIsHeld)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual void IsHeld_Implementation (TArray< FBPGripPair > &HoldingControllers, bool &bIsHeld) override
 Implementation of the IsHeld function from the IVRGripInterface interface. Returns if the object is held and if so, which controllers are holding it.
 
bool IsObjectActive ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
virtual bool IsObjectActive_Implementation () override
 Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.
 
bool IsUsingCustomGripAnimation ()
 Checks if the object is using a custom grip animation.
 
virtual void Native_NotifyThrowGripDelegates (UGripMotionControllerComponent *Controller, bool bGripped, const FBPActorGripInformation &GripInformation, bool bWasSocketed=false)
 
void ObjectActivated ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
virtual void ObjectActivated_Implementation () override
 Implementation of the ObjectActivated function from the IPixoVRStoryObject interface.
 
void ObjectDeactivated ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
 
virtual void ObjectDeactivated_Implementation () override
 Implementation of the ObjectDeactivated function from the IPixoVRStoryObject interface.
 
void OnChildGrip (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
void OnChildGripRelease (UGripMotionControllerComponent *ReleasingController, const FBPActorGripInformation &GripInformation, bool bWasSocketed=false)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
void OnEndSecondaryUsed ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void OnEndUsed ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void OnGrip (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
virtual void OnGrip_Implementation (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation) override
 Implementation of the OnGrip function from the IVRGripInterface interface. Event triggered on the interfaced object when gripped.
 
void OnGrippedEvent (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation)
 Event triggered when the object is gripped.
 
void OnGripRelease (UGripMotionControllerComponent *ReleasingController, const FBPActorGripInformation &GripInformation, bool bWasSocketed=false)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
virtual void OnGripRelease_Implementation (UGripMotionControllerComponent *ReleasingController, const FBPActorGripInformation &GripInformation, bool bWasSocketed) override
 Implementation of the OnGripRelease function from the IVRGripInterface interface. Event triggered on the interfaced object when grip is released.
 
void OnHintActivated (bool Activate)
 Event called when a hint is activated.
 
void OnInput (FKey Key, EInputEvent KeyEvent)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void OnReleasedEvent (UGripMotionControllerComponent *ReleasingController, const FBPActorGripInformation &GripInformation, bool bWasSocketed)
 Event triggered when the object is released from the grip.
 
void OnSecondaryGrip (UGripMotionControllerComponent *GripOwningController, USceneComponent *SecondaryGripComponent, const FBPActorGripInformation &GripInformation)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
virtual void OnSecondaryGrip_Implementation (UGripMotionControllerComponent *GripOwningController, USceneComponent *SecondaryGripComponent, const FBPActorGripInformation &GripInformation) override
 Implementation of the OnSecondaryGrip function from the IVRGripInterface interface. Event triggered on the interfaced object when secondary gripped.
 
void OnSecondaryGripRelease (UGripMotionControllerComponent *GripOwningController, USceneComponent *ReleasingSecondaryGripComponent, const FBPActorGripInformation &GripInformation)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
virtual void OnSecondaryGripRelease_Implementation (UGripMotionControllerComponent *GripOwningController, USceneComponent *ReleasingSecondaryGripComponent, const FBPActorGripInformation &GripInformation) override
 Implementation of the OnSecondaryGripRelease function from the IVRGripInterface interface. Event triggered on the interfaced object when secondary grip is released.
 
void OnSecondaryUsed ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void OnUsed ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
bool RequestsSocketing (USceneComponent *&ParentToSocketTo, FName &OptionalSocketName, FTransform_NetQuantize &RelativeTransform)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
void ResetPosition ()
 Resetting object to the position it has ben grabbed off.
 
ESecondaryGripType SecondaryGripType ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual ESecondaryGripType SecondaryGripType_Implementation () override
 Implementation of the SecondaryGripType function from the IVRGripInterface interface. Secondary grip type.
 
void SetDenyDropping (const bool bDenyDropping)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
 
void SetHeld (UGripMotionControllerComponent *HoldingController, uint8 GripID, bool bIsHeld)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
virtual void SetHeld_Implementation (UGripMotionControllerComponent *HoldingController, uint8 GripID, bool bIsHeld) override
 Implementation of the SetHeld function from the IVRGripInterface interface. Sets is held, used by the plugin.
 
void SetIsActive (bool bNewIsActive)
 Setter for bIsActive property, also updates collision state for BoxCollisionComponent.
 
bool SimulateOnDrop ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual bool SimulateOnDrop_Implementation () override
 Implementation of the SimulateOnDrop function from the IVRGripInterface interface. Should this object simulate on drop.
 
void StartVelocityCheckTimer ()
 Stopping new velocity check timer.
 
void StepSkipped (FStoryStep SkippedStep, bool IsForward)
 Event called when a step is skipped.
 
void StopVelocityCheckTimer ()
 Stopping the current velocity check timer.
 
EGripInterfaceTeleportBehavior TeleportBehavior ()
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")
 
virtual EGripInterfaceTeleportBehavior TeleportBehavior_Implementation () override
 Implementation of the TeleportBehavior function from the IVRGripInterface interface. How an interfaced object behaves when teleporting.
 
void TickGrip (UGripMotionControllerComponent *GrippingController, const FBPActorGripInformation &GripInformation, float DeltaTime)
 UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")
 
void UpdateHandGripLogic (EHandGripLogic NewHandGripLogic)
 Updates the hand grip logic.
 
void UpdateObjectHighlight (bool Activate)
 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
 
virtual void UpdateObjectHighlight_Implementation (bool Activate) override
 Implementation of the UpdateObjectHighlight function from the IPixoVRStoryObject interface.
 

Public Attributes

bool AlwaysActive
 UPROPERTY(EditAnywhere, BlueprintReadWrite)
 
bool bActivateLocationResetAfterDrop { false }
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GrippableObject")
 
bool bCanResetPosition { true }
 UPROPERTY(BlueprintReadWrite, Category = "GrippableObject")
 
bool bDisablePhysicsOnCustomTransformAttach { true }
 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GrippableObject", meta=(EditCondition = "HandGripLogic == EHandGripLogic::AttachToHandWithCustomTransform", EditConditionHides))
 
bool bFeedbackEnabled
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect")
 
UBoxComponentBoxCollisionComponent
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
APixoVRHandCurrentHoldingHand
 UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "GrippableObject")
 
EHandGripLogic HandGripLogic
 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GrippableObject")
 
float HapticDuration
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect", meta=(EditCondition = "bFeedbackEnabled", EditConditionHides))
 
float HapticStrength
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect", meta=(EditCondition = "bFeedbackEnabled", EditConditionHides))
 
UHighlightComponentHighlightComponent
 UPROPERTY(EditAnywhere, BlueprintReadWrite)
 
UHintManagerHintManager
 UPROPERTY(BlueprintReadWrite)
 
FTransform ObjectTransformInLeftHand
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")
 
FTransform ObjectTransformInRightHand
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")
 
FOnActorStopped OnActorPositionResetDelegate
 UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable)
 
FOnActorStopped OnActorStoppedDelegate
 UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable)
 
FVROnDropSignature OnDropped
 UPROPERTY(BlueprintAssignable, Category = "Grip Events")
 
FVROnGripSignature OnGripped
 UPROPERTY(BlueprintAssignable, Category = "Grip Events")
 
FVROnGripSignature OnSecondaryGripAdded
 UPROPERTY(BlueprintAssignable, Category = "Grip Events")
 
FVROnGripSignature OnSecondaryGripRemoved
 UPROPERTY(BlueprintAssignable, Category = "Grip Events")
 
FTransform ResetTransform
 UPROPERTY(BlueprintReadOnly, Category = "GrippableObject")
 
UStaticMeshComponentStaticMeshComponent
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
UStoryComponentStory
 UPROPERTY(BlueprintReadWrite, EditAnywhere)
 
float VelocityCheckRate { 0.1f }
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")
 
FBPInterfaceProperties VRGripInterfaceSettings
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRGripInterface")
 

Protected Member Functions

void NewStepActivated (FStoryStep NewStep, bool IsForward)
 Callback function for when a new step is activated.
 
void NewSubStepActivated (FStoryStep NewSubStep)
 Callback function for when a new substep is activated.
 

Private Member Functions

 GENERATED_BODY ()
 
 GENERATED_IINTERFACE_BODY ()
 
void PlayHapticFeedbackEffect (UGripMotionControllerComponent *GripMotionControllerComponent) const
 Plays haptic feedback on specific controller.
 

Private Attributes

bool bIsActive
 Determines whether the volume is active, use SetIsActive to update its value.
 
bool bSaveResetTransformOnGrip { true }
 Flag for preventing this objet from saving ResetTransform.
 
FTimerHandle VelocityCheckTimer
 Internal timer for checking object's velocity in a given time.
 

Detailed Description

This class can be used for cases when the user needs to apply Grip to specific areas that can have no specific meshes.

UCLASS()

Definition at line 16 of file BaseGrippableStoryVolume.h.

Constructor & Destructor Documentation

◆ ABaseGrippableStoryVolume()

ABaseGrippableStoryVolume::ABaseGrippableStoryVolume ( )

Definition at line 6 of file BaseGrippableStoryVolume.cpp.

Here is the call graph for this function:

Member Function Documentation

◆ ActivateHighlightOnActiveStep()

void ABaseStoryActor::ActivateHighlightOnActiveStep ( )
inheritedBlueprintNativeEvent

Event called to activate the highlight on the active step.

UFUNCTION(BlueprintNativeEvent)

Here is the caller graph for this function:

◆ AdvancedGripSettings()

FBPAdvGripSettings IVRGripInterface::AdvancedGripSettings ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ AdvancedGripSettings_Implementation()

FBPAdvGripSettings ABaseGrippableStoryActor::AdvancedGripSettings_Implementation ( )
overridevirtualinherited

Implementation of the AdvancedGripSettings function from the IVRGripInterface interface. Get the advanced physics settings for this grip.

Definition at line 214 of file BaseGrippableStoryActor.cpp.

◆ AllowsMultipleGrips()

bool IVRGripInterface::AllowsMultipleGrips ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ AllowsMultipleGrips_Implementation()

bool ABaseGrippableStoryActor::AllowsMultipleGrips_Implementation ( )
overridevirtualinherited

Implementation of the AllowsMultipleGrips function from the IVRGripInterface interface. Check if an object allows multiple grips at one time.

Definition at line 232 of file BaseGrippableStoryActor.cpp.

◆ AttachToHandObject()

void ABaseGrippableStoryActor::AttachToHandObject ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintCallable

Attaches the object to a hand.

Parameters
GrippingControllerThe motion controller component that is gripping the object.
GripInformationInformation about the grip.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 263 of file BaseGrippableStoryActor.cpp.

Here is the caller graph for this function:

◆ BeginPlay()

void ABaseGrippableStoryActor::BeginPlay ( )
overridevirtualinherited

Reimplemented from ABaseStoryActor.

Definition at line 39 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:

◆ CheckVelocity()

void ABaseGrippableStoryActor::CheckVelocity ( )
inherited

Checking if this object has stopped.

UFUNCTION()

Definition at line 66 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ ClosestGripSlotInRange()

void IVRGripInterface::ClosestGripSlotInRange ( FVector WorldLocation,
bool bSecondarySlot,
bool & bHadSlotInRange,
FTransform & SlotWorldTransform,
FName & SlotName,
UGripMotionControllerComponent * CallingController = nullptr,
FName OverridePrefix = NAME_None )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

Called to get the closest grip socket in range

Parameters
WorldLocation- World Location to check near
bSecondarySlot- True if this is a check for a secondary slot or not
CallingController- Controller checking for the slot (can be used in overrides for per hand checks)
OverridePrefix- A different substring to check against in the socket names to find relevant ones

◆ ClosestGripSlotInRange_Implementation()

void ABaseGrippableStoryActor::ClosestGripSlotInRange_Implementation ( FVector WorldLocation,
bool bSecondarySlot,
bool & bHadSlotInRange,
FTransform & SlotWorldTransform,
FName & SlotName,
UGripMotionControllerComponent * CallingController = nullptr,
FName OverridePrefix = NAME_None )
overridevirtualinherited

Implementation of the ClosestGripSlotInRange function from the IVRGripInterface interface. Get closest primary slot in range.

Definition at line 224 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:

◆ CouldBeGrabbedByOtherHand()

bool IPixoVRStoryObject::CouldBeGrabbedByOtherHand ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can grab object from one hand to another.

◆ DenyDropping()

bool IPixoVRStoryObject::DenyDropping ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can drop this object.

◆ DenyGripping()

bool IVRGripInterface::DenyGripping ( UGripMotionControllerComponent * GripInitiator = nullptr)
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface", meta = (DisplayName = "IsDenyingGrips"))

◆ DenyGripping_Implementation()

bool ABaseGrippableStoryActor::DenyGripping_Implementation ( UGripMotionControllerComponent * GripInitiator = nullptr)
overridevirtualinherited

Implementation of the DenyGripping function from the IVRGripInterface interface. Set up as deny instead of allow so that default allows for gripping.

Parameters
GripInitiatorIs not guaranteed to be valid, check it for validity

Definition at line 172 of file BaseGrippableStoryActor.cpp.

◆ DetachObjectFromHand()

void ABaseGrippableStoryActor::DetachObjectFromHand ( )
inheritedBlueprintCallable

Detaches the object from the hand.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 284 of file BaseGrippableStoryActor.cpp.

Here is the caller graph for this function:

◆ GENERATED_BODY()

ABaseGrippableStoryVolume::GENERATED_BODY ( )
private

◆ GENERATED_IINTERFACE_BODY()

IVRGripInterface::GENERATED_IINTERFACE_BODY ( )
privateinherited

◆ GetActorTransparentMaterialData()

TArray< FTransparentMaterialData > IPixoVRStoryObject::GetActorTransparentMaterialData ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")

Gets data for fading actor.

◆ GetGripScripts()

bool IVRGripInterface::GetGripScripts ( TArray< UVRGripScriptBase * > & ArrayReference)
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GetGripStiffnessAndDamping()

void IVRGripInterface::GetGripStiffnessAndDamping ( float & GripStiffnessOut,
float & GripDampingOut )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GetGripStiffnessAndDamping_Implementation()

void ABaseGrippableStoryActor::GetGripStiffnessAndDamping_Implementation ( float & GripStiffnessOut,
float & GripDampingOut )
overridevirtualinherited

Implementation of the GetGripStiffnessAndDamping function from the IVRGripInterface interface. What grip stiffness and damping to use if using a physics constraint.

Definition at line 208 of file BaseGrippableStoryActor.cpp.

◆ GetObjectGripAnimation()

EPixoVRGripState IGripResponseAnimationInterface::GetObjectGripAnimation ( )
inheritedBlueprintCallableBlueprintNativeEvent

Gets the grip animation state of the object.

Returns
The grip animation state.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "GripResponseAnimationInterface")

◆ GetPrimaryGripType()

EGripCollisionType IVRGripInterface::GetPrimaryGripType ( bool bIsSlot)
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GetPrimaryGripType_Implementation()

EGripCollisionType ABaseGrippableStoryActor::GetPrimaryGripType_Implementation ( bool bIsSlot)
overridevirtualinherited

Implementation of the GetPrimaryGripType function from the IVRGripInterface interface. Grip type to use.

Definition at line 188 of file BaseGrippableStoryActor.cpp.

◆ GripBreakDistance()

float IVRGripInterface::GripBreakDistance ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GripBreakDistance_Implementation()

float ABaseGrippableStoryActor::GripBreakDistance_Implementation ( )
overridevirtualinherited

Implementation of the GripBreakDistance function from the IVRGripInterface interface. What distance to break a grip at (only relevent with physics enabled grips).

Definition at line 219 of file BaseGrippableStoryActor.cpp.

◆ GripLateUpdateSetting()

EGripLateUpdateSettings IVRGripInterface::GripLateUpdateSetting ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GripLateUpdateSetting_Implementation()

EGripLateUpdateSettings ABaseGrippableStoryActor::GripLateUpdateSetting_Implementation ( )
overridevirtualinherited

Implementation of the GripLateUpdateSetting function from the IVRGripInterface interface. Define the late update setting.

Definition at line 203 of file BaseGrippableStoryActor.cpp.

◆ GripMovementReplicationType()

EGripMovementReplicationSettings IVRGripInterface::GripMovementReplicationType ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ GripMovementReplicationType_Implementation()

EGripMovementReplicationSettings ABaseGrippableStoryActor::GripMovementReplicationType_Implementation ( )
overridevirtualinherited

Implementation of the GripMovementReplicationType function from the IVRGripInterface interface. Define which movement repliation setting to use.

Definition at line 198 of file BaseGrippableStoryActor.cpp.

◆ HoldItemByClick()

bool IPixoVRStoryObject::HoldItemByClick ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if you need to hold object by click or holding button.

◆ IsHeld()

void IVRGripInterface::IsHeld ( TArray< FBPGripPair > & HoldingControllers,
bool & bIsHeld )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ IsHeld_Implementation()

void ABaseGrippableStoryActor::IsHeld_Implementation ( TArray< FBPGripPair > & HoldingControllers,
bool & bIsHeld )
overridevirtualinherited

Implementation of the IsHeld function from the IVRGripInterface interface. Returns if the object is held and if so, which controllers are holding it.

Definition at line 151 of file BaseGrippableStoryActor.cpp.

◆ IsObjectActive()

bool IPixoVRStoryObject::IsObjectActive ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Returns whether object has active step/substep for current step/substep.

◆ IsObjectActive_Implementation()

bool ABaseStoryActor::IsObjectActive_Implementation ( )
overridevirtualinherited

Implementation of the IsObjectActive function from the IPixoVRStoryObject interface.

Returns
True if the object has an active step/substep for the current step/substep, false otherwise.

Definition at line 16 of file BaseStoryActor.cpp.

◆ IsUsingCustomGripAnimation()

bool IGripResponseAnimationInterface::IsUsingCustomGripAnimation ( )
inheritedBlueprintCallableBlueprintNativeEvent

Checks if the object is using a custom grip animation.

Returns
True if the object is using a custom grip animation, false otherwise.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "GripResponseAnimationInterface")

◆ Native_NotifyThrowGripDelegates()

void IVRGripInterface::Native_NotifyThrowGripDelegates ( UGripMotionControllerComponent * Controller,
bool bGripped,
const FBPActorGripInformation & GripInformation,
bool bWasSocketed = false )
virtualinherited

◆ NewStepActivated()

void ABaseStoryActor::NewStepActivated ( FStoryStep NewStep,
bool IsForward )
protectedinherited

Callback function for when a new step is activated.

Parameters
NewStepThe newly activated step.
IsForwardTrue if story moving forward, false if moving backward.

UFUNCTION()

Definition at line 98 of file BaseStoryActor.cpp.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ NewSubStepActivated()

void ABaseStoryActor::NewSubStepActivated ( FStoryStep NewSubStep)
protectedinherited

Callback function for when a new substep is activated.

Parameters
NewSubStepThe newly activated substep.

UFUNCTION()

Definition at line 115 of file BaseStoryActor.cpp.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ ObjectActivated()

void IPixoVRStoryObject::ObjectActivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object has active step/substep for current step/substep.

◆ ObjectActivated_Implementation()

void ABaseGrippableStoryActor::ObjectActivated_Implementation ( )
overridevirtualinherited

Implementation of the ObjectActivated function from the IPixoVRStoryObject interface.

Definition at line 80 of file BaseGrippableStoryActor.cpp.

◆ ObjectDeactivated()

void IPixoVRStoryObject::ObjectDeactivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object does not have active step/substep for current step/substep.

◆ ObjectDeactivated_Implementation()

void ABaseGrippableStoryVolume::ObjectDeactivated_Implementation ( )
overridevirtual

Implementation of the ObjectDeactivated function from the IPixoVRStoryObject interface.

Reimplemented from ABaseGrippableStoryActor.

Definition at line 34 of file BaseGrippableStoryVolume.cpp.

◆ OnChildGrip()

void IVRGripInterface::OnChildGrip ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnChildGripRelease()

void IVRGripInterface::OnChildGripRelease ( UGripMotionControllerComponent * ReleasingController,
const FBPActorGripInformation & GripInformation,
bool bWasSocketed = false )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnEndSecondaryUsed()

void IVRGripInterface::OnEndSecondaryUsed ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ OnEndUsed()

void IVRGripInterface::OnEndUsed ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ OnGrip()

void IVRGripInterface::OnGrip ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnGrip_Implementation()

void ABaseGrippableStoryActor::OnGrip_Implementation ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation )
overridevirtualinherited

Implementation of the OnGrip function from the IVRGripInterface interface. Event triggered on the interfaced object when gripped.

Definition at line 95 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:

◆ OnGrippedEvent()

void ABaseGrippableStoryActor::OnGrippedEvent ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintImplementableEvent

Event triggered when the object is gripped.

Parameters
GrippingControllerThe motion controller component that is gripping the object.
GripInformationInformation about the grip.

UFUNCTION(BlueprintImplementableEvent, Category = "Grip Events")

Here is the caller graph for this function:

◆ OnGripRelease()

void IVRGripInterface::OnGripRelease ( UGripMotionControllerComponent * ReleasingController,
const FBPActorGripInformation & GripInformation,
bool bWasSocketed = false )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnGripRelease_Implementation()

void ABaseGrippableStoryActor::OnGripRelease_Implementation ( UGripMotionControllerComponent * ReleasingController,
const FBPActorGripInformation & GripInformation,
bool bWasSocketed )
overridevirtualinherited

Implementation of the OnGripRelease function from the IVRGripInterface interface. Event triggered on the interfaced object when grip is released.

Definition at line 127 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:

◆ OnHintActivated()

void ABaseStoryActor::OnHintActivated ( bool Activate)
inheritedBlueprintNativeEvent

Event called when a hint is activated.

Parameters
ActivateTrue if the hint is being activated, false if it is being deactivated.

UFUNCTION(BlueprintNativeEvent)

Here is the caller graph for this function:

◆ OnInput()

void IVRGripInterface::OnInput ( FKey Key,
EInputEvent KeyEvent )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ OnReleasedEvent()

void ABaseGrippableStoryActor::OnReleasedEvent ( UGripMotionControllerComponent * ReleasingController,
const FBPActorGripInformation & GripInformation,
bool bWasSocketed )
inheritedBlueprintImplementableEvent

Event triggered when the object is released from the grip.

Parameters
ReleasingControllerThe motion controller component that released the object.
GripInformationInformation about the grip.
bWasSocketedIndicates if the object was socketed before release.

UFUNCTION(BlueprintImplementableEvent, Category = "Grip Events")

Here is the caller graph for this function:

◆ OnSecondaryGrip()

void IVRGripInterface::OnSecondaryGrip ( UGripMotionControllerComponent * GripOwningController,
USceneComponent * SecondaryGripComponent,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnSecondaryGrip_Implementation()

void ABaseGrippableStoryActor::OnSecondaryGrip_Implementation ( UGripMotionControllerComponent * GripOwningController,
USceneComponent * SecondaryGripComponent,
const FBPActorGripInformation & GripInformation )
overridevirtualinherited

Implementation of the OnSecondaryGrip function from the IVRGripInterface interface. Event triggered on the interfaced object when secondary gripped.

Definition at line 260 of file BaseGrippableStoryActor.cpp.

◆ OnSecondaryGripRelease()

void IVRGripInterface::OnSecondaryGripRelease ( UGripMotionControllerComponent * GripOwningController,
USceneComponent * ReleasingSecondaryGripComponent,
const FBPActorGripInformation & GripInformation )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ OnSecondaryGripRelease_Implementation()

void ABaseGrippableStoryActor::OnSecondaryGripRelease_Implementation ( UGripMotionControllerComponent * GripOwningController,
USceneComponent * ReleasingSecondaryGripComponent,
const FBPActorGripInformation & GripInformation )
overridevirtualinherited

Implementation of the OnSecondaryGripRelease function from the IVRGripInterface interface. Event triggered on the interfaced object when secondary grip is released.

Definition at line 261 of file BaseGrippableStoryActor.cpp.

◆ OnSecondaryUsed()

void IVRGripInterface::OnSecondaryUsed ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ OnUsed()

void IVRGripInterface::OnUsed ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ PlayHapticFeedbackEffect()

void ABaseGrippableStoryActor::PlayHapticFeedbackEffect ( UGripMotionControllerComponent * GripMotionControllerComponent) const
privateinherited

Plays haptic feedback on specific controller.

Parameters
GripMotionControllerComponentThe motion controller component that is gripping the object.

Definition at line 315 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ RequestsSocketing()

bool IVRGripInterface::RequestsSocketing ( USceneComponent *& ParentToSocketTo,
FName & OptionalSocketName,
FTransform_NetQuantize & RelativeTransform )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ ResetPosition()

void ABaseGrippableStoryActor::ResetPosition ( )
inheritedBlueprintCallable

Resetting object to the position it has ben grabbed off.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 55 of file BaseGrippableStoryActor.cpp.

Here is the caller graph for this function:

◆ SecondaryGripType()

ESecondaryGripType IVRGripInterface::SecondaryGripType ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ SecondaryGripType_Implementation()

ESecondaryGripType ABaseGrippableStoryActor::SecondaryGripType_Implementation ( )
overridevirtualinherited

Implementation of the SecondaryGripType function from the IVRGripInterface interface. Secondary grip type.

Definition at line 193 of file BaseGrippableStoryActor.cpp.

◆ SetDenyDropping()

void IPixoVRStoryObject::SetDenyDropping ( const bool bDenyDropping)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Update flag indicate whether if user can drop this object.

◆ SetHeld()

void IVRGripInterface::SetHeld ( UGripMotionControllerComponent * HoldingController,
uint8 GripID,
bool bIsHeld )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ SetHeld_Implementation()

void ABaseGrippableStoryActor::SetHeld_Implementation ( UGripMotionControllerComponent * HoldingController,
uint8 GripID,
bool bIsHeld )
overridevirtualinherited

Implementation of the SetHeld function from the IVRGripInterface interface. Sets is held, used by the plugin.

Definition at line 157 of file BaseGrippableStoryActor.cpp.

◆ SetIsActive()

void ABaseGrippableStoryVolume::SetIsActive ( bool bNewIsActive)
BlueprintCallable

Setter for bIsActive property, also updates collision state for BoxCollisionComponent.

UFUNCTION(BlueprintCallable, Category = "GrippableVolume")

Definition at line 17 of file BaseGrippableStoryVolume.cpp.

Here is the caller graph for this function:

◆ SimulateOnDrop()

bool IVRGripInterface::SimulateOnDrop ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ SimulateOnDrop_Implementation()

bool ABaseGrippableStoryActor::SimulateOnDrop_Implementation ( )
overridevirtualinherited

Implementation of the SimulateOnDrop function from the IVRGripInterface interface. Should this object simulate on drop.

Definition at line 183 of file BaseGrippableStoryActor.cpp.

◆ StartVelocityCheckTimer()

void ABaseGrippableStoryActor::StartVelocityCheckTimer ( )
inheritedBlueprintCallable

Stopping new velocity check timer.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 45 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:
Here is the caller graph for this function:

◆ StepSkipped()

void ABaseStoryActor::StepSkipped ( FStoryStep SkippedStep,
bool IsForward )
inheritedBlueprintNativeEvent

Event called when a step is skipped.

Parameters
SkippedStepThe skipped step.
IsForwardTrue if skipping story forward, false if skipping backward.

UFUNCTION(BlueprintNativeEvent)

Here is the caller graph for this function:

◆ StopVelocityCheckTimer()

void ABaseGrippableStoryActor::StopVelocityCheckTimer ( )
inheritedBlueprintCallable

Stopping the current velocity check timer.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 50 of file BaseGrippableStoryActor.cpp.

Here is the caller graph for this function:

◆ TeleportBehavior()

EGripInterfaceTeleportBehavior IVRGripInterface::TeleportBehavior ( )
inheritedBlueprintCallableBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRGripInterface")

◆ TeleportBehavior_Implementation()

EGripInterfaceTeleportBehavior ABaseGrippableStoryActor::TeleportBehavior_Implementation ( )
overridevirtualinherited

Implementation of the TeleportBehavior function from the IVRGripInterface interface. How an interfaced object behaves when teleporting.

Definition at line 178 of file BaseGrippableStoryActor.cpp.

◆ TickGrip()

void IVRGripInterface::TickGrip ( UGripMotionControllerComponent * GrippingController,
const FBPActorGripInformation & GripInformation,
float DeltaTime )
inheritedBlueprintNativeEvent

UFUNCTION(BlueprintNativeEvent, Category = "VRGripInterface")

◆ UpdateHandGripLogic()

void ABaseGrippableStoryActor::UpdateHandGripLogic ( EHandGripLogic NewHandGripLogic)
inheritedBlueprintCallable

Updates the hand grip logic.

Parameters
NewHandGripLogicThe new hand grip logic to set.

UFUNCTION(BlueprintCallable, Category = "GrippableObject")

Definition at line 237 of file BaseGrippableStoryActor.cpp.

Here is the caller graph for this function:

◆ UpdateObjectHighlight()

void IPixoVRStoryObject::UpdateObjectHighlight ( bool Activate)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")

Called to update object highlight.

◆ UpdateObjectHighlight_Implementation()

void ABaseGrippableStoryActor::UpdateObjectHighlight_Implementation ( bool Activate)
overridevirtualinherited

Implementation of the UpdateObjectHighlight function from the IPixoVRStoryObject interface.

Definition at line 300 of file BaseGrippableStoryActor.cpp.

Here is the call graph for this function:

Member Data Documentation

◆ AlwaysActive

bool ABaseGrippableStoryVolume::AlwaysActive
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Determines whether the volume is always active regardless of the story progress.

Definition at line 40 of file BaseGrippableStoryVolume.h.

◆ bActivateLocationResetAfterDrop

bool ABaseGrippableStoryActor::bActivateLocationResetAfterDrop { false }
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "GrippableObject")

Determines if object position should be reset after drop.

Definition at line 295 of file BaseGrippableStoryActor.h.

◆ bCanResetPosition

bool ABaseGrippableStoryActor::bCanResetPosition { true }
inheritedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "GrippableObject")

Flag for preventing this object from resetting position even if ResetPosition is called.

Definition at line 301 of file BaseGrippableStoryActor.h.

◆ bDisablePhysicsOnCustomTransformAttach

bool ABaseGrippableStoryActor::bDisablePhysicsOnCustomTransformAttach { true }
inheritedEditDefaultsOnlyBlueprintReadWrite

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GrippableObject", meta=(EditCondition = "HandGripLogic == EHandGripLogic::AttachToHandWithCustomTransform", EditConditionHides))

Flag for disabling physics when object is attached with custom transform

Definition at line 242 of file BaseGrippableStoryActor.h.

◆ bFeedbackEnabled

bool ABaseGrippableStoryActor::bFeedbackEnabled
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect")

Set true if feedback effect should be played when this actor is gripped or released.

Definition at line 274 of file BaseGrippableStoryActor.h.

◆ bIsActive

bool ABaseGrippableStoryVolume::bIsActive
private

Determines whether the volume is active, use SetIsActive to update its value.

Definition at line 52 of file BaseGrippableStoryVolume.h.

◆ BoxCollisionComponent

UBoxComponent* ABaseGrippableStoryVolume::BoxCollisionComponent
EditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Box collision component for defining the grip area.

Definition at line 33 of file BaseGrippableStoryVolume.h.

◆ bSaveResetTransformOnGrip

bool ABaseGrippableStoryActor::bSaveResetTransformOnGrip { true }
privateinherited

Flag for preventing this objet from saving ResetTransform.

Definition at line 369 of file BaseGrippableStoryActor.h.

◆ CurrentHoldingHand

APixoVRHand* ABaseGrippableStoryActor::CurrentHoldingHand
inheritedVisibleInstanceOnlyBlueprintReadWrite

UPROPERTY(VisibleInstanceOnly, BlueprintReadWrite, Category = "GrippableObject")

The currently holding hand reference.

Definition at line 248 of file BaseGrippableStoryActor.h.

◆ HandGripLogic

EHandGripLogic ABaseGrippableStoryActor::HandGripLogic
inheritedEditDefaultsOnlyBlueprintReadWrite

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "GrippableObject")

Logic for handling hand grip behavior.

Definition at line 236 of file BaseGrippableStoryActor.h.

◆ HapticDuration

float ABaseGrippableStoryActor::HapticDuration
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect", meta=(EditCondition = "bFeedbackEnabled", EditConditionHides))

Duration of haptic effect.

Definition at line 281 of file BaseGrippableStoryActor.h.

◆ HapticStrength

float ABaseGrippableStoryActor::HapticStrength
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Feedback Effect", meta=(EditCondition = "bFeedbackEnabled", EditConditionHides))

Strength of haptic effect.

Definition at line 288 of file BaseGrippableStoryActor.h.

◆ HighlightComponent

UHighlightComponent* ABaseStoryActor::HighlightComponent
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Component responsible for highlighting the actor.

Definition at line 39 of file BaseStoryActor.h.

◆ HintManager

UHintManager* ABaseStoryActor::HintManager
inheritedBlueprintReadWrite

UPROPERTY(BlueprintReadWrite)

Manager for handling hints related to the actor.

Definition at line 45 of file BaseStoryActor.h.

◆ ObjectTransformInLeftHand

FTransform ABaseGrippableStoryActor::ObjectTransformInLeftHand
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")

The object's transform when held in the left hand.

Definition at line 254 of file BaseGrippableStoryActor.h.

◆ ObjectTransformInRightHand

FTransform ABaseGrippableStoryActor::ObjectTransformInRightHand
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")

The object's transform when held in the right hand.

Definition at line 260 of file BaseGrippableStoryActor.h.

◆ OnActorPositionResetDelegate

FOnActorStopped ABaseGrippableStoryActor::OnActorPositionResetDelegate
inheritedBlueprintReadWriteBlueprintAssignableBlueprintCallable

UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable)

Delegate for actor position reset event.

Definition at line 330 of file BaseGrippableStoryActor.h.

◆ OnActorStoppedDelegate

FOnActorStopped ABaseGrippableStoryActor::OnActorStoppedDelegate
inheritedBlueprintReadWriteBlueprintAssignableBlueprintCallable

UPROPERTY(BlueprintReadWrite, BlueprintCallable, BlueprintAssignable)

Delegate for actor stopped event.

Definition at line 322 of file BaseGrippableStoryActor.h.

◆ OnDropped

FVROnDropSignature ABaseGrippableStoryActor::OnDropped
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Grip Events")

Called when a object is dropped

Definition at line 156 of file BaseGrippableStoryActor.h.

◆ OnGripped

FVROnGripSignature ABaseGrippableStoryActor::OnGripped
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Grip Events")

Called when a object is gripped

Definition at line 151 of file BaseGrippableStoryActor.h.

◆ OnSecondaryGripAdded

FVROnGripSignature ABaseGrippableStoryActor::OnSecondaryGripAdded
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Grip Events")

Called when an object we hold is secondary gripped

Definition at line 162 of file BaseGrippableStoryActor.h.

◆ OnSecondaryGripRemoved

FVROnGripSignature ABaseGrippableStoryActor::OnSecondaryGripRemoved
inheritedBlueprintAssignable

UPROPERTY(BlueprintAssignable, Category = "Grip Events")

Called when an object we hold is secondary dropped

Definition at line 168 of file BaseGrippableStoryActor.h.

◆ ResetTransform

FTransform ABaseGrippableStoryActor::ResetTransform
inheritedBlueprintReadOnly

UPROPERTY(BlueprintReadOnly, Category = "GrippableObject")

Transform for resetting position after object drop.

Definition at line 307 of file BaseGrippableStoryActor.h.

◆ StaticMeshComponent

UStaticMeshComponent* ABaseGrippableStoryActor::StaticMeshComponent
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 267 of file BaseGrippableStoryActor.h.

◆ Story

UStoryComponent* ABaseStoryActor::Story
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(BlueprintReadWrite, EditAnywhere)

Component responsible for managing the story.

Definition at line 32 of file BaseStoryActor.h.

◆ VelocityCheckRate

float ABaseGrippableStoryActor::VelocityCheckRate { 0.1f }
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "GrippableObject")

Rate for velocity check timer.

Definition at line 314 of file BaseGrippableStoryActor.h.

◆ VelocityCheckTimer

FTimerHandle ABaseGrippableStoryActor::VelocityCheckTimer
privateinherited

Internal timer for checking object's velocity in a given time.

Definition at line 371 of file BaseGrippableStoryActor.h.

◆ VRGripInterfaceSettings

FBPInterfaceProperties ABaseGrippableStoryActor::VRGripInterfaceSettings
inheritedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRGripInterface")

Settings for IVRGripInterface functions.

Definition at line 175 of file BaseGrippableStoryActor.h.


The documentation for this class was generated from the following files: