A Demo Project for the UnrealEngineSDK
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UVRExpansionFunctionLibrary Member List

This is the complete list of members for UVRExpansionFunctionLibrary, including all inherited members.

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