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UHandSocketComponent Class ReferenceBlueprintable

UCLASS(Blueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = ("Component Tick", Events, Physics, Lod, "Asset User Data", Collision)) More...

#include <HandSocketComponent.h>

Inheritance diagram for UHandSocketComponent:
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Public Member Functions

 UHandSocketComponent (const FObjectInitializer &ObjectInitializer)
 
 ~UHandSocketComponent ()
 
TEnumAsByte< EAxis::Type > GetAsEAxis (TEnumAsByte< EVRAxis::Type > InAxis)
 
bool GetBlendedPoseSnapShot (FPoseSnapshot &PoseSnapShot, USkeletalMeshComponent *TargetMesh=nullptr, bool bSkipRootBone=false, bool bFlipHand=false)
 UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
 
FTransform GetBoneTransformAtTime (UAnimSequence *MyAnimSequence, int BoneIdx, bool bUseRawDataOnly)
 
TEnumAsByte< EAxis::Type > GetCrossAxis ()
 
FVector GetFlipVector ()
 
FTransform GetHandRelativePlacement ()
 
virtual FTransform GetHandSocketTransform (UGripMotionControllerComponent *QueryController, bool bIgnoreOnlySnapMesh=false)
 
FTransform GetMeshRelativeTransform (bool bIsRightHand, bool bUseParentScale=false, bool bUseMirrorScale=false)
 UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
 
FVector GetMirrorVector ()
 
virtual void GetOwnedGameplayTags (FGameplayTagContainer &TagContainer) const override
 
UAnimSequence * GetTargetAnimation ()
 UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
 
void MirrorHandTransform (FTransform &ReturnTrans, FTransform &relTrans)
 
virtual void OnRegister () override
 
virtual void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker) override
 
virtual void Serialize (FArchive &Ar) override
 

Static Public Member Functions

static bool GetAnimationSequenceAsPoseSnapShot (UAnimSequence *InAnimationSequence, FPoseSnapshot &OutPoseSnapShot, USkeletalMeshComponent *TargetMesh=nullptr, bool bSkipRootBone=false, bool bFlipHand=false)
 UFUNCTION(BlueprintCallable, Category = "Hand Socket Data", meta = (bIgnoreSelf = "true"))
 
static UHandSocketComponentGetHandSocketComponentFromObject (UObject *ObjectToCheck, FName SocketName)
 UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
 

Public Attributes

bool bAlwaysInRange
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bDecoupleMeshPlacement
 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bDisabled
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bFlipForLeftHand
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (DisplayName = "Flip For Off Hand"))
 
bool bIgnoreAttachBone
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bLeftHandDominant
 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Hand Socket Data")
 
bool bMatchRotation
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bOnlyFlipRotation
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (editcondition = "bFlipForLeftHand"))
 
bool bOnlySnapMesh
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
bool bRepGameplayTags
 UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 
bool bReplicateMovement
 UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 
bool bUseCustomPoseDeltas
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
 
TArray< FBPVRHandPoseBonePairCustomPoseDeltas
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
 
TEnumAsByte< EVRAxis::TypeFlipAxis
 UPROPERTY(VisibleDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")
 
FGameplayTagContainer GameplayTags
 UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 
FTransform HandRelativePlacement
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
UAnimSequence * HandTargetAnimation
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
 
TEnumAsByte< EVRAxis::TypeMirrorAxis
 UPROPERTY(EditDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")
 
FVector MirroredScale
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Hand Visualization")
 
float OverrideDistance
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 
FName SlotPrefix
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

UCLASS(Blueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = ("Component Tick", Events, Physics, Lod, "Asset User Data", Collision))

Definition at line 109 of file HandSocketComponent.h.

Constructor & Destructor Documentation

◆ UHandSocketComponent()

UHandSocketComponent::UHandSocketComponent ( const FObjectInitializer & ObjectInitializer)

Definition at line 33 of file HandSocketComponent.cpp.

◆ ~UHandSocketComponent()

UHandSocketComponent::~UHandSocketComponent ( )

Definition at line 732 of file HandSocketComponent.cpp.

Member Function Documentation

◆ GENERATED_BODY()

UHandSocketComponent::GENERATED_BODY ( )
private

◆ GetAnimationSequenceAsPoseSnapShot()

bool UHandSocketComponent::GetAnimationSequenceAsPoseSnapShot ( UAnimSequence * InAnimationSequence,
FPoseSnapshot & OutPoseSnapShot,
USkeletalMeshComponent * TargetMesh = nullptr,
bool bSkipRootBone = false,
bool bFlipHand = false )
staticBlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Hand Socket Data", meta = (bIgnoreSelf = "true"))

Converts an animation sequence into a pose snapshot

Parameters
InAnimationSequence- Sequence to convert to a pose snapshot
OutPoseSnapShot- Snapshot returned by this function
TargetMesh- Targetmesh to check the skeleton of
bSkipRootBone- If true we will skip the root bone (IE: Hand_r) and only apply the children poses (Full body)
bFlipHand- If true we will mirror the pose, this is primarily to apply to a left hand from a right

Definition at line 77 of file HandSocketComponent.cpp.

◆ GetAsEAxis()

TEnumAsByte< EAxis::Type > UHandSocketComponent::GetAsEAxis ( TEnumAsByte< EVRAxis::Type > InAxis)
inline

Definition at line 321 of file HandSocketComponent.h.

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◆ GetBlendedPoseSnapShot()

bool UHandSocketComponent::GetBlendedPoseSnapShot ( FPoseSnapshot & PoseSnapShot,
USkeletalMeshComponent * TargetMesh = nullptr,
bool bSkipRootBone = false,
bool bFlipHand = false )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")

Returns the target animation of the hand blended with the delta rotations if there are any

Parameters
PoseSnapShot- Snapshot generated by this function
TargetMesh- Targetmesh to check the skeleton of
bSkipRootBone- If true we will skip the root bone (IE: Hand_r) and only apply the children poses (Full body)
bFlipHand- If true we will mirror the pose, this is primarily to apply to a left hand from a right

Definition at line 186 of file HandSocketComponent.cpp.

◆ GetBoneTransformAtTime()

FTransform UHandSocketComponent::GetBoneTransformAtTime ( UAnimSequence * MyAnimSequence,
int BoneIdx,
bool bUseRawDataOnly )

Definition at line 485 of file HandSocketComponent.cpp.

◆ GetCrossAxis()

TEnumAsByte< EAxis::Type > UHandSocketComponent::GetCrossAxis ( )
inline

Definition at line 383 of file HandSocketComponent.h.

◆ GetFlipVector()

FVector UHandSocketComponent::GetFlipVector ( )
inline

Definition at line 363 of file HandSocketComponent.h.

◆ GetHandRelativePlacement()

FTransform UHandSocketComponent::GetHandRelativePlacement ( )

Definition at line 365 of file HandSocketComponent.cpp.

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◆ GetHandSocketComponentFromObject()

static UHandSocketComponent * UHandSocketComponent::GetHandSocketComponentFromObject ( UObject * ObjectToCheck,
FName SocketName )
inlinestaticBlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")

Definition at line 435 of file HandSocketComponent.h.

◆ GetHandSocketTransform()

FTransform UHandSocketComponent::GetHandSocketTransform ( UGripMotionControllerComponent * QueryController,
bool bIgnoreOnlySnapMesh = false )
virtual

Definition at line 382 of file HandSocketComponent.cpp.

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◆ GetMeshRelativeTransform()

FTransform UHandSocketComponent::GetMeshRelativeTransform ( bool bIsRightHand,
bool bUseParentScale = false,
bool bUseMirrorScale = false )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")

Definition at line 437 of file HandSocketComponent.cpp.

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◆ GetMirrorVector()

FVector UHandSocketComponent::GetMirrorVector ( )
inline

Definition at line 343 of file HandSocketComponent.h.

◆ GetOwnedGameplayTags()

virtual void UHandSocketComponent::GetOwnedGameplayTags ( FGameplayTagContainer & TagContainer) const
inlineoverridevirtual

Overridden to return requirements tags

Definition at line 491 of file HandSocketComponent.h.

◆ GetTargetAnimation()

UAnimSequence * UHandSocketComponent::GetTargetAnimation ( )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")

Definition at line 72 of file HandSocketComponent.cpp.

◆ MirrorHandTransform()

void UHandSocketComponent::MirrorHandTransform ( FTransform & ReturnTrans,
FTransform & relTrans )
inline

Definition at line 307 of file HandSocketComponent.h.

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◆ OnRegister()

void UHandSocketComponent::OnRegister ( )
overridevirtual

Definition at line 499 of file HandSocketComponent.cpp.

◆ PreReplication()

void UHandSocketComponent::PreReplication ( IRepChangedPropertyTracker & ChangedPropertyTracker)
overridevirtual

Definition at line 719 of file HandSocketComponent.cpp.

◆ Serialize()

void UHandSocketComponent::Serialize ( FArchive & Ar)
overridevirtual

Definition at line 16 of file HandSocketComponent.cpp.

Member Data Documentation

◆ bAlwaysInRange

bool UHandSocketComponent::bAlwaysInRange
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 206 of file HandSocketComponent.h.

◆ bDecoupleMeshPlacement

bool UHandSocketComponent::bDecoupleMeshPlacement
BlueprintReadWriteEditDefaultsOnly

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 156 of file HandSocketComponent.h.

◆ bDisabled

bool UHandSocketComponent::bDisabled
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 223 of file HandSocketComponent.h.

◆ bFlipForLeftHand

bool UHandSocketComponent::bFlipForLeftHand
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (DisplayName = "Flip For Off Hand"))

Definition at line 190 of file HandSocketComponent.h.

◆ bIgnoreAttachBone

bool UHandSocketComponent::bIgnoreAttachBone
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 174 of file HandSocketComponent.h.

◆ bLeftHandDominant

bool UHandSocketComponent::bLeftHandDominant
BlueprintReadOnlyEditDefaultsOnly

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Hand Socket Data")

Definition at line 182 of file HandSocketComponent.h.

◆ bMatchRotation

bool UHandSocketComponent::bMatchRotation
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 215 of file HandSocketComponent.h.

◆ bOnlyFlipRotation

bool UHandSocketComponent::bOnlyFlipRotation
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (editcondition = "bFlipForLeftHand"))

Definition at line 198 of file HandSocketComponent.h.

◆ bOnlySnapMesh

bool UHandSocketComponent::bOnlySnapMesh
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 165 of file HandSocketComponent.h.

◆ bRepGameplayTags

bool UHandSocketComponent::bRepGameplayTags
BlueprintReadWriteEditAnywhereReplicated

UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")

Definition at line 514 of file HandSocketComponent.h.

◆ bReplicateMovement

bool UHandSocketComponent::bReplicateMovement
BlueprintReadWriteEditAnywhereReplicated

UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")

Definition at line 523 of file HandSocketComponent.h.

◆ bUseCustomPoseDeltas

bool UHandSocketComponent::bUseCustomPoseDeltas
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")

Definition at line 240 of file HandSocketComponent.h.

◆ CustomPoseDeltas

TArray<FBPVRHandPoseBonePair> UHandSocketComponent::CustomPoseDeltas
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")

Definition at line 248 of file HandSocketComponent.h.

◆ FlipAxis

TEnumAsByte<EVRAxis::Type> UHandSocketComponent::FlipAxis
VisibleDefaultsOnly

UPROPERTY(VisibleDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")

Definition at line 132 of file HandSocketComponent.h.

◆ GameplayTags

FGameplayTagContainer UHandSocketComponent::GameplayTags
BlueprintReadWriteEditAnywhereReplicated

UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")

Tags that are set on this object

Definition at line 503 of file HandSocketComponent.h.

◆ HandRelativePlacement

FTransform UHandSocketComponent::HandRelativePlacement
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 140 of file HandSocketComponent.h.

◆ HandTargetAnimation

UAnimSequence* UHandSocketComponent::HandTargetAnimation
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")

Definition at line 257 of file HandSocketComponent.h.

◆ MirrorAxis

TEnumAsByte<EVRAxis::Type> UHandSocketComponent::MirrorAxis
EditDefaultsOnly

UPROPERTY(EditDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")

Definition at line 125 of file HandSocketComponent.h.

◆ MirroredScale

FVector UHandSocketComponent::MirroredScale
EditAnywhereBlueprintReadOnly

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Hand Visualization")

Definition at line 265 of file HandSocketComponent.h.

◆ OverrideDistance

float UHandSocketComponent::OverrideDistance
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 232 of file HandSocketComponent.h.

◆ SlotPrefix

FName UHandSocketComponent::SlotPrefix
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")

Definition at line 148 of file HandSocketComponent.h.


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