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AVRVehiclePawn Class ReferenceBlueprintType

UCLASS(config = Game, BlueprintType) More...

#include <VRVehiclePawn.h>

Inheritance diagram for AVRVehiclePawn:
[legend]

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 ()
 

Detailed Description

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.

Member Function Documentation

◆ ForceSecondaryPossession()

virtual bool AVRVehiclePawn::ForceSecondaryPossession ( AController * NewController)
inlinevirtualBlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Pawn")

Definition at line 131 of file VRVehiclePawn.h.

◆ GENERATED_BODY()

AVRVehiclePawn::GENERATED_BODY ( )
private

◆ OnRep_Controller()

virtual void AVRVehiclePawn::OnRep_Controller ( )
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.

◆ SetBindToInput()

virtual bool AVRVehiclePawn::SetBindToInput ( AController * CController,
bool bBindToInput )
inlinevirtualBlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Pawn")

Definition at line 76 of file VRVehiclePawn.h.


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