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UInversePhysicsSkeletalMeshComponent Class ReferenceBlueprintable

UCLASS(Blueprintable, meta = (ChildCanTick, BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin)) More...

#include <OptionalRepSkeletalMeshActor.h>

Inheritance diagram for UInversePhysicsSkeletalMeshComponent:
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Public Member Functions

 UInversePhysicsSkeletalMeshComponent (const FObjectInitializer &ObjectInitializer)
 
void BlendInPhysicsInternalVR (FTickFunction &ThisTickFunction)
 
virtual FBoxSphereBounds CalcBounds (const FTransform &LocalToWorld) const override
 
void EndPhysicsTickComponentVR (FSkeletalMeshComponentEndPhysicsTickFunctionVR &ThisTickFunction)
 
void FinalizeAnimationUpdateVR ()
 
FBoxSphereBounds GetLocalBounds () const
 UFUNCTION(BlueprintPure, Category = "VRExpansionFunctions")
 
void PerformBlendPhysicsBonesVR (const TArray< FBoneIndexType > &InRequiredBones, TArray< FTransform > &InBoneSpaceTransforms)
 
virtual void PreReplication (IRepChangedPropertyTracker &ChangedPropertyTracker) override
 
virtual void RegisterEndPhysicsTick (bool bRegister) override
 
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 

Public Attributes

bool bReplicateMovement
 UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")
 
FSkeletalMeshComponentEndPhysicsTickFunctionVR EndPhysicsTickFunctionVR
 

Private Member Functions

 GENERATED_BODY ()
 

Friends

struct FSkeletalMeshComponentEndPhysicsTickFunctionVR
 

Detailed Description

UCLASS(Blueprintable, meta = (ChildCanTick, BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))

Definition at line 72 of file OptionalRepSkeletalMeshActor.h.

Constructor & Destructor Documentation

◆ UInversePhysicsSkeletalMeshComponent()

UInversePhysicsSkeletalMeshComponent::UInversePhysicsSkeletalMeshComponent ( const FObjectInitializer & ObjectInitializer)

Definition at line 73 of file OptionalRepSkeletalMeshActor.cpp.

Member Function Documentation

◆ BlendInPhysicsInternalVR()

void UInversePhysicsSkeletalMeshComponent::BlendInPhysicsInternalVR ( FTickFunction & ThisTickFunction)

Definition at line 137 of file OptionalRepSkeletalMeshActor.cpp.

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◆ CalcBounds()

virtual FBoxSphereBounds UInversePhysicsSkeletalMeshComponent::CalcBounds ( const FTransform & LocalToWorld) const
inlineoverridevirtual

Definition at line 98 of file OptionalRepSkeletalMeshActor.h.

◆ EndPhysicsTickComponentVR()

void UInversePhysicsSkeletalMeshComponent::EndPhysicsTickComponentVR ( FSkeletalMeshComponentEndPhysicsTickFunctionVR & ThisTickFunction)

Definition at line 95 of file OptionalRepSkeletalMeshActor.cpp.

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◆ FinalizeAnimationUpdateVR()

void UInversePhysicsSkeletalMeshComponent::FinalizeAnimationUpdateVR ( )

Definition at line 181 of file OptionalRepSkeletalMeshActor.cpp.

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◆ GENERATED_BODY()

UInversePhysicsSkeletalMeshComponent::GENERATED_BODY ( )
private

◆ GetLocalBounds()

FBoxSphereBounds UInversePhysicsSkeletalMeshComponent::GetLocalBounds ( ) const
inlineBlueprintPure

UFUNCTION(BlueprintPure, Category = "VRExpansionFunctions")

Definition at line 111 of file OptionalRepSkeletalMeshActor.h.

◆ PerformBlendPhysicsBonesVR()

void UInversePhysicsSkeletalMeshComponent::PerformBlendPhysicsBonesVR ( const TArray< FBoneIndexType > & InRequiredBones,
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.

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◆ PreReplication()

void UInversePhysicsSkeletalMeshComponent::PreReplication ( IRepChangedPropertyTracker & ChangedPropertyTracker)
overridevirtual

Definition at line 85 of file OptionalRepSkeletalMeshActor.cpp.

◆ RegisterEndPhysicsTick()

void UInversePhysicsSkeletalMeshComponent::RegisterEndPhysicsTick ( bool bRegister)
overridevirtual

Definition at line 446 of file OptionalRepSkeletalMeshActor.cpp.

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◆ TickComponent()

void UInversePhysicsSkeletalMeshComponent::TickComponent ( float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )
overridevirtual

Update the end group and tick priority

Definition at line 470 of file OptionalRepSkeletalMeshActor.cpp.

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Friends And Related Symbol Documentation

◆ FSkeletalMeshComponentEndPhysicsTickFunctionVR

Definition at line 93 of file OptionalRepSkeletalMeshActor.h.

Member Data Documentation

◆ bReplicateMovement

bool UInversePhysicsSkeletalMeshComponent::bReplicateMovement
ReplicatedEditAnywhereBlueprintReadWrite

UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")

Definition at line 88 of file OptionalRepSkeletalMeshActor.h.

◆ EndPhysicsTickFunctionVR

FSkeletalMeshComponentEndPhysicsTickFunctionVR UInversePhysicsSkeletalMeshComponent::EndPhysicsTickFunctionVR

Definition at line 92 of file OptionalRepSkeletalMeshActor.h.


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