v1.2.26 |
Documentation for the Unreal C++ Plugin
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A class that automatically raises/lowers the floor level, thus changing the height of the player. To use it: More...
#include <DynamicHieghtFloor.h>
Public Member Functions | |
ADynamicHieghtFloor () | |
void | AdjustCameraHeight () |
UFUNCTION(BlueprintCallable, Category = "Dynamic Floor") | |
bool | CouldBeGrabbedByOtherHand () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
bool | CouldBeGrabbedWithTwoHands () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
bool | DenyDropping () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
void | EnableOnePressDetach (bool Enable) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
TArray< FTransparentMaterialData > | GetActorTransparentMaterialData () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable") | |
FTransform | GetObjectGrabTransform (APixoVRHand *GrabbedHand) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
FTwoHandProperties | GetTwoHandProperties () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
void | GrabWithTwoHands (UMotionControllerComponent *GrabbingController) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
bool | HoldItemByClick () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
bool | IsGrabbingWrongActorActive () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
bool | IsObjectActive () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story") | |
bool | IsObjectHeldWithTwoHands () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
void | ObjectActivated () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story") | |
void | ObjectDeactivated () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story") | |
bool | ReleaseItemByPress () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
void | ReleaseTwoHands (UMotionControllerComponent *ReleasingController) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
void | ResetTwoHandsHoldingFunctionality () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands") | |
void | SendWrongGrabbingNotification () |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
void | SetDenyDropping (const bool bDenyDropping) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior") | |
void | SetFloorHeight (float Height) |
UFUNCTION(BlueprintCallable, Category = "Dynamic Floor") | |
void | UpdateObjectHighlight (bool Activate) |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint") | |
Public Attributes | |
class UBoxComponent * | BoxCollision |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
float | DesiredCameraHeight = 175.f |
UPROPERTY(EditAnywhere, BlueprintReadWrite) | |
Protected Member Functions | |
virtual void | BeginPlay () override |
Private Member Functions | |
GENERATED_BODY () | |
A class that automatically raises/lowers the floor level, thus changing the height of the player. To use it:
UCLASS()
Definition at line 24 of file DynamicHieghtFloor.h.
ADynamicHieghtFloor::ADynamicHieghtFloor | ( | ) |
Definition at line 13 of file DynamicHieghtFloor.cpp.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Dynamic Floor")
Definition at line 30 of file DynamicHieghtFloor.cpp.
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overrideprotectedvirtual |
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if user can grab object from one hand to another.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if user can drop this object.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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private |
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")
Gets data for fading actor.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Gets current world transform relative to selected hand for this object.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if you need to hold object by click or holding button.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if should send notification when the wrong interactable actor grabbed.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Returns whether object has active step/substep for current step/substep.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Called if object has active step/substep for current step/substep.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")
Called if object does not have active step/substep for current step/substep.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Determines if you need to release object by press button.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Called to send wrong grabbing notification.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")
Update flag indicate whether if user can drop this object.
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Dynamic Floor")
Definition at line 51 of file DynamicHieghtFloor.cpp.
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inheritedBlueprintNativeEventBlueprintCallable |
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")
Called to update object highlight.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Definition at line 59 of file DynamicHieghtFloor.h.
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BlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite)
Definition at line 48 of file DynamicHieghtFloor.h.