Documentation for the Unreal C++ Plugin
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ADynamicHieghtFloor Class Reference

A class that automatically raises/lowers the floor level, thus changing the height of the player. To use it: More...

#include <DynamicHieghtFloor.h>

Inheritance diagram for ADynamicHieghtFloor:
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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< FTransparentMaterialDataGetActorTransparentMaterialData ()
 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 ()
 

Detailed Description

A class that automatically raises/lowers the floor level, thus changing the height of the player. To use it:

  1. Add a custom collision to the project, set it as an ObjectType for BoxCollision
  2. Add a block for this type of collision to the player The class needs to be revised because different helmets return different position values due to the use of XRSystem.
    Todo
    Rename to ADynamicHeightFloor

UCLASS()

Definition at line 24 of file DynamicHieghtFloor.h.

Constructor & Destructor Documentation

◆ ADynamicHieghtFloor()

ADynamicHieghtFloor::ADynamicHieghtFloor ( )

Definition at line 13 of file DynamicHieghtFloor.cpp.

Member Function Documentation

◆ AdjustCameraHeight()

void ADynamicHieghtFloor::AdjustCameraHeight ( )
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Dynamic Floor")

Definition at line 30 of file DynamicHieghtFloor.cpp.

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◆ BeginPlay()

void ADynamicHieghtFloor::BeginPlay ( )
overrideprotectedvirtual

Definition at line 21 of file DynamicHieghtFloor.cpp.

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◆ CouldBeGrabbedByOtherHand()

bool IPixoVRStoryObject::CouldBeGrabbedByOtherHand ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can grab object from one hand to another.

◆ CouldBeGrabbedWithTwoHands()

bool IPixoVRStoryObject::CouldBeGrabbedWithTwoHands ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ DenyDropping()

bool IPixoVRStoryObject::DenyDropping ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if user can drop this object.

◆ EnableOnePressDetach()

void IPixoVRStoryObject::EnableOnePressDetach ( bool Enable)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ GENERATED_BODY()

ADynamicHieghtFloor::GENERATED_BODY ( )
private

◆ GetActorTransparentMaterialData()

TArray< FTransparentMaterialData > IPixoVRStoryObject::GetActorTransparentMaterialData ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Fadable")

Gets data for fading actor.

◆ GetObjectGrabTransform()

FTransform IPixoVRStoryObject::GetObjectGrabTransform ( APixoVRHand * GrabbedHand)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Gets current world transform relative to selected hand for this object.

◆ GetTwoHandProperties()

FTwoHandProperties IPixoVRStoryObject::GetTwoHandProperties ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ GrabWithTwoHands()

void IPixoVRStoryObject::GrabWithTwoHands ( UMotionControllerComponent * GrabbingController)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ HoldItemByClick()

bool IPixoVRStoryObject::HoldItemByClick ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if you need to hold object by click or holding button.

◆ IsGrabbingWrongActorActive()

bool IPixoVRStoryObject::IsGrabbingWrongActorActive ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if should send notification when the wrong interactable actor grabbed.

◆ IsObjectActive()

bool IPixoVRStoryObject::IsObjectActive ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Returns whether object has active step/substep for current step/substep.

◆ IsObjectHeldWithTwoHands()

bool IPixoVRStoryObject::IsObjectHeldWithTwoHands ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ ObjectActivated()

void IPixoVRStoryObject::ObjectActivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object has active step/substep for current step/substep.

◆ ObjectDeactivated()

void IPixoVRStoryObject::ObjectDeactivated ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Story")

Called if object does not have active step/substep for current step/substep.

◆ ReleaseItemByPress()

bool IPixoVRStoryObject::ReleaseItemByPress ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Determines if you need to release object by press button.

◆ ReleaseTwoHands()

void IPixoVRStoryObject::ReleaseTwoHands ( UMotionControllerComponent * ReleasingController)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ ResetTwoHandsHoldingFunctionality()

void IPixoVRStoryObject::ResetTwoHandsHoldingFunctionality ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior|Two Hands")

◆ SendWrongGrabbingNotification()

void IPixoVRStoryObject::SendWrongGrabbingNotification ( )
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Called to send wrong grabbing notification.

◆ SetDenyDropping()

void IPixoVRStoryObject::SetDenyDropping ( const bool bDenyDropping)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Grip Behavior")

Update flag indicate whether if user can drop this object.

◆ SetFloorHeight()

void ADynamicHieghtFloor::SetFloorHeight ( float Height)
BlueprintCallable

UFUNCTION(BlueprintCallable, Category = "Dynamic Floor")

Definition at line 51 of file DynamicHieghtFloor.cpp.

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◆ UpdateObjectHighlight()

void IPixoVRStoryObject::UpdateObjectHighlight ( bool Activate)
inheritedBlueprintNativeEventBlueprintCallable

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Hint")

Called to update object highlight.

Member Data Documentation

◆ BoxCollision

class UBoxComponent* ADynamicHieghtFloor::BoxCollision
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Definition at line 59 of file DynamicHieghtFloor.h.

◆ DesiredCameraHeight

float ADynamicHieghtFloor::DesiredCameraHeight = 175.f
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite)

Definition at line 48 of file DynamicHieghtFloor.h.


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