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UPlayerAlignComponent Class ReferenceBlueprintable

Component that aligns an object to player. More...

#include <PlayerAlignComponent.h>

Inheritance diagram for UPlayerAlignComponent:
[legend]

Public Member Functions

 UPlayerAlignComponent ()
 

Public Attributes

float AlignmentSpeed
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")
 
bool bLockPitch
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")
 
bool bLockRoll
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")
 
bool bLockYaw
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")
 
APixoVRCharacterPixoVRCharacter
 UPROPERTY(BlueprintReadWrite, Replicated, Category = "PixovR | Align")
 
FRotator RotationOffset
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")
 

Protected Member Functions

virtual void BeginPlay () override
 
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

Component that aligns an object to player.

UCLASS(Blueprintable, ClassGroup=(PixoVR), meta=(BlueprintSpawnableComponent))

Definition at line 18 of file PlayerAlignComponent.h.

Constructor & Destructor Documentation

◆ UPlayerAlignComponent()

UPlayerAlignComponent::UPlayerAlignComponent ( )

Definition at line 10 of file PlayerAlignComponent.cpp.

Member Function Documentation

◆ BeginPlay()

void UPlayerAlignComponent::BeginPlay ( )
overrideprotectedvirtual

Definition at line 21 of file PlayerAlignComponent.cpp.

◆ GENERATED_BODY()

UPlayerAlignComponent::GENERATED_BODY ( )
private

◆ TickComponent()

void UPlayerAlignComponent::TickComponent ( float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )
overrideprotectedvirtual

Definition at line 26 of file PlayerAlignComponent.cpp.

Member Data Documentation

◆ AlignmentSpeed

float UPlayerAlignComponent::AlignmentSpeed
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")

The speed at which alignment occurs. A value of 0.0 means instant alignment.

Definition at line 70 of file PlayerAlignComponent.h.

◆ bLockPitch

bool UPlayerAlignComponent::bLockPitch
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")

Locks the local pitch rotation.

Definition at line 56 of file PlayerAlignComponent.h.

◆ bLockRoll

bool UPlayerAlignComponent::bLockRoll
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")

Locks the local roll rotation.

Definition at line 49 of file PlayerAlignComponent.h.

◆ bLockYaw

bool UPlayerAlignComponent::bLockYaw
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")

Locks the local yaw rotation.

Definition at line 63 of file PlayerAlignComponent.h.

◆ PixoVRCharacter

APixoVRCharacter* UPlayerAlignComponent::PixoVRCharacter
BlueprintReadWriteReplicated

UPROPERTY(BlueprintReadWrite, Replicated, Category = "PixovR | Align")

If this pawn is valid, this component will try to align to the specified pawn.

Definition at line 35 of file PlayerAlignComponent.h.

◆ RotationOffset

FRotator UPlayerAlignComponent::RotationOffset
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PixoVR | Align")

Offset to apply to the calculated rotation.

Definition at line 42 of file PlayerAlignComponent.h.


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