A Demo Project for the UnrealEngineSDK
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UCLASS(Blueprintable, ClassGroup = Common, hidecategories = Collision) More...
#include <VRPlayerStart.h>
Public Member Functions | |
AVRPlayerStart (const FObjectInitializer &ObjectInitializer) | |
void | FindBase () override |
virtual void | GetSimpleCollisionCylinder (float &CollisionRadius, float &CollisionHalfHeight) const override |
class USceneComponent * | GetVRRootComponent () const |
void | Validate () override |
Private Member Functions | |
GENERATED_BODY () | |
Private Attributes | |
class USceneComponent * | VRRootComp |
UPROPERTY() | |
UCLASS(Blueprintable, ClassGroup = Common, hidecategories = Collision)
A normal player start except I replaced the root component with a scene component so that the spawn transform will match our VR characters.
Definition at line 20 of file VRPlayerStart.h.
AVRPlayerStart::AVRPlayerStart | ( | const FObjectInitializer & | ObjectInitializer | ) |
Definition at line 6 of file VRPlayerStart.cpp.
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inlineoverride |
Definition at line 51 of file VRPlayerStart.h.
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private |
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inlineoverridevirtual |
Definition at line 37 of file VRPlayerStart.h.
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inline |
Returns VRRootComp subobject
Definition at line 34 of file VRPlayerStart.h.
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inlineoverride |
Definition at line 103 of file VRPlayerStart.h.
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private |
UPROPERTY()
Definition at line 28 of file VRPlayerStart.h.