A Demo Project for the UnrealEngineSDK
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This is the complete list of members for UVRExpansionFunctionLibrary, including all inherited members.
AddSceneComponentByClass(UObject *Outer, TSubclassOf< USceneComponent > Class, const FTransform &ComponentRelativeTransform) | UVRExpansionFunctionLibrary | static |
AreComponentsIgnoringCollisions(UObject *WorldContextObject, UPrimitiveComponent *Prim1, UPrimitiveComponent *Prim2) | UVRExpansionFunctionLibrary | static |
BPQuat_FindBetween(FVector Vec1, FVector Vec2) | UVRExpansionFunctionLibrary | inlinestatic |
BreakTransform_NetQuantize(const FTransform_NetQuantize &InTransform, FVector &Location, FRotator &Rotation, FVector &Scale) | UVRExpansionFunctionLibrary | static |
Conv_FVectorToFVectorNetQuantize(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
Conv_FVectorToFVectorNetQuantize10(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
Conv_FVectorToFVectorNetQuantize100(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
Conv_GripPairToGripID(const FBPGripPair &GripPair) | UVRExpansionFunctionLibrary | static |
Conv_GripPairToMotionController(const FBPGripPair &GripPair) | UVRExpansionFunctionLibrary | static |
Conv_TransformToTransformNetQuantize(const FTransform &InTransform) | UVRExpansionFunctionLibrary | static |
EqualEqual_FBPActorGripInformation(const FBPActorGripInformation &A, const FBPActorGripInformation &B) | UVRExpansionFunctionLibrary | static |
GENERATED_BODY() | UVRExpansionFunctionLibrary | private |
GetFirstGameplayTagWithExactParent(FGameplayTag DirectParentTag, const FGameplayTagContainer &BaseContainer, FGameplayTag &FoundTag) | UVRExpansionFunctionLibrary | inlinestatic |
GetGameViewportClient(UObject *WorldContextObject) | UVRExpansionFunctionLibrary | static |
GetGripSlotInRangeByTypeName(FName SlotType, AActor *Actor, FVector WorldLocation, float MaxRange, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *QueryController=nullptr) | UVRExpansionFunctionLibrary | static |
GetGripSlotInRangeByTypeName_Component(FName SlotType, USceneComponent *Component, FVector WorldLocation, float MaxRange, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *QueryController=nullptr) | UVRExpansionFunctionLibrary | static |
GetHandFromMotionSourceName(FName MotionSource, EControllerHand &Hand) | UVRExpansionFunctionLibrary | inlinestatic |
GetHMDPureYaw(FRotator HMDRotation) | UVRExpansionFunctionLibrary | static |
GetHMDPureYaw_I(FRotator HMDRotation) | UVRExpansionFunctionLibrary | inlinestatic |
GetHMDType() | UVRExpansionFunctionLibrary | static |
GetIsActorMovable(AActor *ActorToCheck) | UVRExpansionFunctionLibrary | static |
GetIsHMDConnected() | UVRExpansionFunctionLibrary | static |
GetIsHMDWorn() | UVRExpansionFunctionLibrary | static |
GetPeak_PeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter) | UVRExpansionFunctionLibrary | inlinestatic |
IsActiveGrip(const FBPActorGripInformation &Grip) | UVRExpansionFunctionLibrary | static |
IsComponentIgnoringCollision(UObject *WorldContextObject, UPrimitiveComponent *Prim1) | UVRExpansionFunctionLibrary | static |
IsInVREditorPreview() | UVRExpansionFunctionLibrary | static |
IsInVREditorPreviewOrGame() | UVRExpansionFunctionLibrary | static |
LowPassFilter_Exponential(FVector lastAverage, FVector newSample, FVector &newAverage, float sampleFactor=0.25f) | UVRExpansionFunctionLibrary | static |
LowPassFilter_RollingAverage(FVector lastAverage, FVector newSample, FVector &newAverage, int32 numSamples=10) | UVRExpansionFunctionLibrary | static |
MakeTransform_NetQuantize(FVector Location, FRotator Rotation, FVector Scale) | UVRExpansionFunctionLibrary | static |
MakeVector_NetQuantize(FVector InVector) | UVRExpansionFunctionLibrary | static |
MakeVector_NetQuantize10(FVector InVector) | UVRExpansionFunctionLibrary | static |
MakeVector_NetQuantize100(FVector InVector) | UVRExpansionFunctionLibrary | static |
MatchesAnyTagsWithDirectParentTag(FGameplayTag DirectParentTag, const FGameplayTagContainer &BaseContainer, const FGameplayTagContainer &OtherContainer) | UVRExpansionFunctionLibrary | inlinestatic |
NonAuthorityMinimumAreaRectangle(UObject *WorldContextObject, const TArray< FVector > &InVerts, const FVector &SampleSurfaceNormal, FVector &OutRectCenter, FRotator &OutRectRotation, float &OutSideLengthX, float &OutSideLengthY, bool bDebugDraw=false) | UVRExpansionFunctionLibrary | static |
RemoveActorCollisionIgnore(UObject *WorldContextObject, AActor *Actor1) | UVRExpansionFunctionLibrary | static |
RemoveObjectCollisionIgnore(UObject *WorldContextObject, UPrimitiveComponent *Prim1) | UVRExpansionFunctionLibrary | static |
ResetEuroSmoothingFilter(UPARAM(ref) FBPEuroLowPassFilter &TargetEuroFilter) | UVRExpansionFunctionLibrary | inlinestatic |
ResetPeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter) | UVRExpansionFunctionLibrary | inlinestatic |
RotateAroundPivot(FRotator RotationDelta, FVector OriginalLocation, FRotator OriginalRotation, FVector PivotPoint, FVector &NewLocation, FRotator &NewRotation, bool bUseOriginalYawOnly=true) | UVRExpansionFunctionLibrary | inlinestatic |
RunEuroSmoothingFilter(UPARAM(ref) FBPEuroLowPassFilter &TargetEuroFilter, FVector InRawValue, const float DeltaTime, FVector &SmoothedValue) | UVRExpansionFunctionLibrary | inlinestatic |
SetActorsIgnoreAllCollision(UObject *WorldContextObject, AActor *Actor1=nullptr, AActor *Actor2=nullptr, bool bIgnoreCollision=true) | UVRExpansionFunctionLibrary | static |
SetObjectsIgnoreCollision(UObject *WorldContextObject, UPrimitiveComponent *Prim1=nullptr, FName OptionalBoneName1=NAME_None, bool bAddChildBones1=false, UPrimitiveComponent *Prim2=nullptr, FName OptionalBoneName2=NAME_None, bool bAddChildBones2=false, bool bIgnoreCollision=true) | UVRExpansionFunctionLibrary | static |
SmoothUpdateLaserSpline(USplineComponent *LaserSplineComponent, TArray< USplineMeshComponent * > LaserSplineMeshComponents, FVector InStartLocation, FVector InEndLocation, FVector InForward, float LaserRadius) | UVRExpansionFunctionLibrary | inlinestatic |
UpdatePeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter, FVector NewSample) | UVRExpansionFunctionLibrary | inlinestatic |