UCLASS(Blueprintable, meta = (ChildCanTick, BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))
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#include <OptionalRepSkeletalMeshActor.h>
UCLASS(Blueprintable, meta = (ChildCanTick, BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))
Definition at line 72 of file OptionalRepSkeletalMeshActor.h.
◆ UInversePhysicsSkeletalMeshComponent()
UInversePhysicsSkeletalMeshComponent::UInversePhysicsSkeletalMeshComponent |
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const FObjectInitializer & | ObjectInitializer | ) |
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◆ BlendInPhysicsInternalVR()
void UInversePhysicsSkeletalMeshComponent::BlendInPhysicsInternalVR |
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FTickFunction & | ThisTickFunction | ) |
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◆ CalcBounds()
virtual FBoxSphereBounds UInversePhysicsSkeletalMeshComponent::CalcBounds |
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const FTransform & | LocalToWorld | ) |
const |
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inlineoverridevirtual |
◆ EndPhysicsTickComponentVR()
◆ FinalizeAnimationUpdateVR()
void UInversePhysicsSkeletalMeshComponent::FinalizeAnimationUpdateVR |
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◆ GENERATED_BODY()
UInversePhysicsSkeletalMeshComponent::GENERATED_BODY |
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private |
◆ GetLocalBounds()
FBoxSphereBounds UInversePhysicsSkeletalMeshComponent::GetLocalBounds |
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const |
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inlineBlueprintPure |
◆ PerformBlendPhysicsBonesVR()
void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR |
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const TArray< FBoneIndexType > & | InRequiredBones, |
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TArray< FTransform > & | InBoneSpaceTransforms ) |
Normalize rotations. We want to remove any loss of precision due to accumulation of error. i.e. A componentSpace transform is the accumulation of all of its local space parents. The further down the chain, the greater the error. SpaceBases are used by external systems, we feed this to PhysX, send this to gameplay through bone and socket queries, etc. So this is a good place to make sure all transforms are normalized.
Definition at line 277 of file OptionalRepSkeletalMeshActor.cpp.
◆ PreReplication()
void UInversePhysicsSkeletalMeshComponent::PreReplication |
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IRepChangedPropertyTracker & | ChangedPropertyTracker | ) |
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overridevirtual |
◆ RegisterEndPhysicsTick()
void UInversePhysicsSkeletalMeshComponent::RegisterEndPhysicsTick |
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bool | bRegister | ) |
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overridevirtual |
◆ TickComponent()
void UInversePhysicsSkeletalMeshComponent::TickComponent |
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float | DeltaTime, |
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enum ELevelTick | TickType, |
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FActorComponentTickFunction * | ThisTickFunction ) |
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overridevirtual |
◆ FSkeletalMeshComponentEndPhysicsTickFunctionVR
◆ bReplicateMovement
bool UInversePhysicsSkeletalMeshComponent::bReplicateMovement |
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EditAnywhereReplicatedBlueprintReadWrite |
◆ EndPhysicsTickFunctionVR
The documentation for this class was generated from the following files: