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A Demo Project for the UnrealEngineSDK
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UCLASS(Blueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = ("Component Tick", Events, Physics, Lod, "Asset User Data", Collision)) More...
#include <HandSocketComponent.h>
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 UHandSocketComponent * | GetHandSocketComponentFromObject (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< FBPVRHandPoseBonePair > | CustomPoseDeltas |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation") | |
| TEnumAsByte< EVRAxis::Type > | FlipAxis |
| 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::Type > | MirrorAxis |
| 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 () | |
UCLASS(Blueprintable, ClassGroup = (VRExpansionPlugin), hideCategories = ("Component Tick", Events, Physics, Lod, "Asset User Data", Collision))
Definition at line 109 of file HandSocketComponent.h.
| UHandSocketComponent::UHandSocketComponent | ( | const FObjectInitializer & | ObjectInitializer | ) |
Definition at line 33 of file HandSocketComponent.cpp.
| UHandSocketComponent::~UHandSocketComponent | ( | ) |
Definition at line 732 of file HandSocketComponent.cpp.
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private |
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staticBlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data", meta = (bIgnoreSelf = "true"))
Converts an animation sequence into a pose snapshot
| 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.
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inline |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
Returns the target animation of the hand blended with the delta rotations if there are any
| 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.
| FTransform UHandSocketComponent::GetBoneTransformAtTime | ( | UAnimSequence * | MyAnimSequence, |
| int | BoneIdx, | ||
| bool | bUseRawDataOnly ) |
Definition at line 485 of file HandSocketComponent.cpp.
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inline |
Definition at line 383 of file HandSocketComponent.h.
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inline |
Definition at line 363 of file HandSocketComponent.h.
| FTransform UHandSocketComponent::GetHandRelativePlacement | ( | ) |
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inlinestaticBlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
Definition at line 435 of file HandSocketComponent.h.
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virtual |
Definition at line 382 of file HandSocketComponent.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
Definition at line 437 of file HandSocketComponent.cpp.
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inline |
Definition at line 343 of file HandSocketComponent.h.
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inlineoverridevirtual |
Overridden to return requirements tags
Definition at line 491 of file HandSocketComponent.h.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
Definition at line 72 of file HandSocketComponent.cpp.
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inline |
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overridevirtual |
Definition at line 499 of file HandSocketComponent.cpp.
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overridevirtual |
Definition at line 719 of file HandSocketComponent.cpp.
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overridevirtual |
Definition at line 16 of file HandSocketComponent.cpp.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 206 of file HandSocketComponent.h.
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EditDefaultsOnlyBlueprintReadWrite |
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 156 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 223 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (DisplayName = "Flip For Off Hand"))
Definition at line 190 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 174 of file HandSocketComponent.h.
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EditDefaultsOnlyBlueprintReadOnly |
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Hand Socket Data")
Definition at line 182 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 215 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data|Mirroring", meta = (editcondition = "bFlipForLeftHand"))
Definition at line 198 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 165 of file HandSocketComponent.h.
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ReplicatedEditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
Definition at line 514 of file HandSocketComponent.h.
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ReplicatedEditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
Definition at line 523 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
Definition at line 240 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
Definition at line 248 of file HandSocketComponent.h.
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VisibleDefaultsOnly |
UPROPERTY(VisibleDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")
Definition at line 132 of file HandSocketComponent.h.
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ReplicatedEditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
Tags that are set on this object
Definition at line 503 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 140 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
Definition at line 257 of file HandSocketComponent.h.
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EditDefaultsOnly |
UPROPERTY(EditDefaultsOnly, Category = "Hand Socket Data|Mirroring|Advanced")
Definition at line 125 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadOnly |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Hand Visualization")
Definition at line 265 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 232 of file HandSocketComponent.h.
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Socket Data")
Definition at line 148 of file HandSocketComponent.h.