A Demo Project for the UnrealEngineSDK
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UCLASS(config = Game, BlueprintType) More...
#include <VRVehiclePawn.h>
Public Member Functions | |
virtual bool | ForceSecondaryPossession (AController *NewController) |
UFUNCTION(BlueprintCallable, Category = "Pawn") | |
virtual void | OnRep_Controller () override |
virtual bool | SetBindToInput (AController *CController, bool bBindToInput) |
UFUNCTION(BlueprintCallable, Category = "Pawn") | |
Private Member Functions | |
GENERATED_BODY () | |
UCLASS(config = Game, BlueprintType)
This override of the base pawn allows for dual pawn usage in engine. It adds two new functions: SetBindToInput to bind input locally to the pawn and ForceSecondaryPossession which fakes possession so the player can control the pawn as if they were locally possessed into it in a multiplayer enviroment (no lag).
Definition at line 22 of file VRVehiclePawn.h.
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inlinevirtualBlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Pawn")
Definition at line 131 of file VRVehiclePawn.h.
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private |
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inlineoverridevirtual |
Call this function to detach safely pawn from its controller, knowing that we will be destroyed soon.
Definition at line 45 of file VRVehiclePawn.h.
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inlinevirtualBlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Pawn")
Definition at line 76 of file VRVehiclePawn.h.