A Demo Project for the UnrealEngineSDK
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UCLASS(meta = (BlueprintSpawnableComponent), ClassGroup = Physics) More...
#include <VREPhysicalAnimationComponent.h>
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< FWeldedBoneDriverData > | BoneDriverMap |
UPROPERTY() | |
float | SleepThresholdMultiplier |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver) | |
Private Member Functions | |
GENERATED_UCLASS_BODY () | |
UCLASS(meta = (BlueprintSpawnableComponent), ClassGroup = Physics)
Definition at line 40 of file VREPhysicalAnimationComponent.h.
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private |
FTransform UVREPhysicalAnimationComponent::GetRefPoseBoneRelativeTransform | ( | USkeletalMeshComponent * | SkeleMesh, |
FName | BoneName, | ||
FName | ParentBoneName ) |
Definition at line 73 of file VREPhysicalAnimationComponent.cpp.
FTransform UVREPhysicalAnimationComponent::GetWorldSpaceRefBoneTransform | ( | FReferenceSkeleton & | RefSkel, |
int32 | BoneIndex, | ||
int32 | ParentBoneIndex ) |
Definition at line 54 of file VREPhysicalAnimationComponent.cpp.
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BlueprintPure |
UFUNCTION(BlueprintPure, Category = PhysicalAnimation)
Definition at line 36 of file VREPhysicalAnimationComponent.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
Definition at line 41 of file VREPhysicalAnimationComponent.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
Definition at line 46 of file VREPhysicalAnimationComponent.cpp.
void UVREPhysicalAnimationComponent::SetupWeldedBoneDriver_Implementation | ( | bool | bReInit = false | ) |
Definition at line 89 of file VREPhysicalAnimationComponent.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = PhysicalAnimation)
Definition at line 31 of file VREPhysicalAnimationComponent.cpp.
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overridevirtual |
Definition at line 198 of file VREPhysicalAnimationComponent.cpp.
void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver | ( | float | DeltaTime | ) |
Definition at line 205 of file VREPhysicalAnimationComponent.cpp.
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BlueprintReadOnlyEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
The Base bone to use as the bone driver root
Definition at line 76 of file VREPhysicalAnimationComponent.h.
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BlueprintReadOnlyEditAnywhere |
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.
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BlueprintReadOnlyEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
Is the welded bone driver paused
Definition at line 52 of file VREPhysicalAnimationComponent.h.
TArray<FWeldedBoneDriverData> UVREPhysicalAnimationComponent::BoneDriverMap |
UPROPERTY()
Definition at line 81 of file VREPhysicalAnimationComponent.h.
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BlueprintReadOnlyEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeldedBoneDriver)
The threshold multiplier to set on the body
Definition at line 68 of file VREPhysicalAnimationComponent.h.