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UVREPhysicalAnimationComponent Class Reference

UCLASS(meta = (BlueprintSpawnableComponent), ClassGroup = Physics) More...

#include <VREPhysicalAnimationComponent.h>

Inheritance diagram for UVREPhysicalAnimationComponent:
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Public Member Functions

FTransform GetRefPoseBoneRelativeTransform (USkeletalMeshComponent *SkeleMesh, FName BoneName, FName ParentBoneName)
 
FTransform GetWorldSpaceRefBoneTransform (FReferenceSkeleton &RefSkel, int32 BoneIndex, int32 ParentBoneIndex)
 
bool IsWeldedBoneDriverPaused ()
 UFUNCTION(BlueprintPure, Category = PhysicalAnimation)
 
void RefreshWeldedBoneDriver ()
 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
 
void SetupWeldedBoneDriver (TArray< FName > BaseBoneNames)
 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
 
void SetupWeldedBoneDriver_Implementation (bool bReInit=false)
 
void SetWeldedBoneDriverPaused (bool bPaused)
 UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
 
virtual void TickComponent (float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
 
void UpdateWeldedBoneDriver (float DeltaTime)
 

Public Attributes

TArray< FName > BaseWeldedBoneDriverNames
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
 
bool bAutoSetPhysicsSleepSensitivity
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
 
bool bIsPaused
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
 
TArray< FWeldedBoneDriverDataBoneDriverMap
 UPROPERTY()
 
float SleepThresholdMultiplier
 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
 

Private Member Functions

 GENERATED_UCLASS_BODY ()
 

Detailed Description

UCLASS(meta = (BlueprintSpawnableComponent), ClassGroup = Physics)

Definition at line 40 of file VREPhysicalAnimationComponent.h.

Member Function Documentation

◆ GENERATED_UCLASS_BODY()

UVREPhysicalAnimationComponent::GENERATED_UCLASS_BODY ( )
private

◆ GetRefPoseBoneRelativeTransform()

FTransform UVREPhysicalAnimationComponent::GetRefPoseBoneRelativeTransform ( USkeletalMeshComponent * SkeleMesh,
FName BoneName,
FName ParentBoneName )

Definition at line 73 of file VREPhysicalAnimationComponent.cpp.

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◆ GetWorldSpaceRefBoneTransform()

FTransform UVREPhysicalAnimationComponent::GetWorldSpaceRefBoneTransform ( FReferenceSkeleton & RefSkel,
int32 BoneIndex,
int32 ParentBoneIndex )

Definition at line 54 of file VREPhysicalAnimationComponent.cpp.

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◆ IsWeldedBoneDriverPaused()

bool UVREPhysicalAnimationComponent::IsWeldedBoneDriverPaused ( )
BlueprintPure

UFUNCTION(BlueprintPure, Category = PhysicalAnimation)

Definition at line 36 of file VREPhysicalAnimationComponent.cpp.

◆ RefreshWeldedBoneDriver()

void UVREPhysicalAnimationComponent::RefreshWeldedBoneDriver ( )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)

Definition at line 41 of file VREPhysicalAnimationComponent.cpp.

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◆ SetupWeldedBoneDriver()

void UVREPhysicalAnimationComponent::SetupWeldedBoneDriver ( TArray< FName > BaseBoneNames)
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)

Definition at line 46 of file VREPhysicalAnimationComponent.cpp.

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◆ SetupWeldedBoneDriver_Implementation()

void UVREPhysicalAnimationComponent::SetupWeldedBoneDriver_Implementation ( bool bReInit = false)

Definition at line 89 of file VREPhysicalAnimationComponent.cpp.

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◆ SetWeldedBoneDriverPaused()

void UVREPhysicalAnimationComponent::SetWeldedBoneDriverPaused ( bool bPaused)
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)

Definition at line 31 of file VREPhysicalAnimationComponent.cpp.

◆ TickComponent()

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

Definition at line 198 of file VREPhysicalAnimationComponent.cpp.

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◆ UpdateWeldedBoneDriver()

void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver ( float DeltaTime)

Definition at line 205 of file VREPhysicalAnimationComponent.cpp.

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Member Data Documentation

◆ BaseWeldedBoneDriverNames

TArray<FName> UVREPhysicalAnimationComponent::BaseWeldedBoneDriverNames
EditAnywhereBlueprintReadOnly

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)

The Base bone to use as the bone driver root

Definition at line 76 of file VREPhysicalAnimationComponent.h.

◆ bAutoSetPhysicsSleepSensitivity

bool UVREPhysicalAnimationComponent::bAutoSetPhysicsSleepSensitivity
EditAnywhereBlueprintReadOnly

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)

IF true then we will auto adjust the sleep settings of the body so that it won't rest during welded bone driving

Definition at line 60 of file VREPhysicalAnimationComponent.h.

◆ bIsPaused

bool UVREPhysicalAnimationComponent::bIsPaused
EditAnywhereBlueprintReadOnly

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)

Is the welded bone driver paused

Definition at line 52 of file VREPhysicalAnimationComponent.h.

◆ BoneDriverMap

TArray<FWeldedBoneDriverData> UVREPhysicalAnimationComponent::BoneDriverMap

UPROPERTY()

Definition at line 81 of file VREPhysicalAnimationComponent.h.

◆ SleepThresholdMultiplier

float UVREPhysicalAnimationComponent::SleepThresholdMultiplier
EditAnywhereBlueprintReadOnly

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)

The threshold multiplier to set on the body

Definition at line 68 of file VREPhysicalAnimationComponent.h.


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