UCLASS(BlueprintType, Category = "VRGestures")
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#include <VRGestureComponent.h>
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| UGesturesDatabase () |
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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")
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bool | ImportSplineAsGesture (USplineComponent *HostSplineComponent, FString GestureName, bool bKeepSplineCurves=true, float SegmentLen=10.0f, bool bScaleToDatabase=true) |
| UFUNCTION(BlueprintCallable, Category = "VRGestures")
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void | RecalculateGestures (bool bScaleToDatabase=true) |
| UFUNCTION(BlueprintCallable, Category = "VRGestures")
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TArray< FVRGesture > | Gestures |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
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float | TargetGestureScale |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
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UCLASS(BlueprintType, Category = "VRGestures")
Items Database DataAsset, here we can save all of our game items
Definition at line 207 of file VRGestureComponent.h.
◆ UGesturesDatabase()
UGesturesDatabase::UGesturesDatabase |
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◆ FillSplineWithGesture()
void UGesturesDatabase::FillSplineWithGesture |
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UPARAM(ref) FVRGesture & | Gesture, |
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USplineComponent * | SplineComponent, |
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bool | bCenterPointsOnSpline = true, |
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bool | bScaleToBounds = false, |
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float | OptionalBounds = 0.0f, |
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bool | bUseCurvedPoints = true, |
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bool | bFillInSplineMeshComponents = true, |
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UStaticMesh * | Mesh = nullptr, |
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UMaterial * | MeshMat = nullptr ) |
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BlueprintCallable |
◆ GENERATED_BODY()
UGesturesDatabase::GENERATED_BODY |
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◆ ImportSplineAsGesture()
bool UGesturesDatabase::ImportSplineAsGesture |
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USplineComponent * | HostSplineComponent, |
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FString | GestureName, |
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bool | bKeepSplineCurves = true, |
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float | SegmentLen = 10.0f, |
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bool | bScaleToDatabase = true ) |
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BlueprintCallable |
◆ RecalculateGestures()
void UGesturesDatabase::RecalculateGestures |
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bool | bScaleToDatabase = true | ) |
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BlueprintCallable |
◆ Gestures
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EditAnywhereBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
Definition at line 218 of file VRGestureComponent.h.
◆ TargetGestureScale
float UGesturesDatabase::TargetGestureScale |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "VRGestures")
Definition at line 225 of file VRGestureComponent.h.
The documentation for this class was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Public/VRGestureComponent.h
- SDKDemo/Plugins/UnrealEngineSDK/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Private/VRGestureComponent.cpp