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UGesturesDatabase Class ReferenceBlueprintType

UCLASS(BlueprintType, Category = "VRGestures") More...

#include <VRGestureComponent.h>

Inheritance diagram for UGesturesDatabase:
[legend]

Public Member Functions

 UGesturesDatabase ()
 
void FillSplineWithGesture (UPARAM(ref) FVRGesture &Gesture, USplineComponent *SplineComponent, bool bCenterPointsOnSpline=true, bool bScaleToBounds=false, float OptionalBounds=0.0f, bool bUseCurvedPoints=true, bool bFillInSplineMeshComponents=true, UStaticMesh *Mesh=nullptr, UMaterial *MeshMat=nullptr)
 UFUNCTION(BlueprintCallable, Category = "VRGestures")
 
bool ImportSplineAsGesture (USplineComponent *HostSplineComponent, FString GestureName, bool bKeepSplineCurves=true, float SegmentLen=10.0f, bool bScaleToDatabase=true)
 UFUNCTION(BlueprintCallable, Category = "VRGestures")
 
void RecalculateGestures (bool bScaleToDatabase=true)
 UFUNCTION(BlueprintCallable, Category = "VRGestures")
 

Public Attributes

TArray< FVRGestureGestures
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
 
float TargetGestureScale
 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

UCLASS(BlueprintType, Category = "VRGestures")

Items Database DataAsset, here we can save all of our game items

Definition at line 207 of file VRGestureComponent.h.

Constructor & Destructor Documentation

◆ UGesturesDatabase()

UGesturesDatabase::UGesturesDatabase ( )
inline

Definition at line 227 of file VRGestureComponent.h.

Member Function Documentation

◆ FillSplineWithGesture()

void UGesturesDatabase::FillSplineWithGesture ( UPARAM(ref) FVRGesture & Gesture,
USplineComponent * SplineComponent,
bool bCenterPointsOnSpline = true,
bool bScaleToBounds = false,
float OptionalBounds = 0.0f,
bool bUseCurvedPoints = true,
bool bFillInSplineMeshComponents = true,
UStaticMesh * Mesh = nullptr,
UMaterial * MeshMat = nullptr )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "VRGestures")

Definition at line 24 of file VRGestureComponent.cpp.

◆ GENERATED_BODY()

UGesturesDatabase::GENERATED_BODY ( )
private

◆ ImportSplineAsGesture()

bool UGesturesDatabase::ImportSplineAsGesture ( USplineComponent * HostSplineComponent,
FString GestureName,
bool bKeepSplineCurves = true,
float SegmentLen = 10.0f,
bool bScaleToDatabase = true )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "VRGestures")

Definition at line 531 of file VRGestureComponent.cpp.

Here is the call graph for this function:

◆ RecalculateGestures()

void UGesturesDatabase::RecalculateGestures ( bool bScaleToDatabase = true)
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "VRGestures")

Definition at line 523 of file VRGestureComponent.cpp.

Member Data Documentation

◆ Gestures

TArray<FVRGesture> UGesturesDatabase::Gestures
BlueprintReadWriteEditAnywhere

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

Definition at line 218 of file VRGestureComponent.h.

◆ TargetGestureScale

float UGesturesDatabase::TargetGestureScale
BlueprintReadWriteEditAnywhere

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

Definition at line 225 of file VRGestureComponent.h.


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