Documentation for the Unreal C++ Plugin
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APixoVRHand Class Reference

APixoVRHand is an actor class that represents a hand in the VR environment. More...

#include <PixoVRHand.h>

Inheritance diagram for APixoVRHand:
[legend]

Public Member Functions

 APixoVRHand ()
 
void DeactivateTouchCooldown ()
 Deactivates the touch cooldown of the hand.
 
bool DenyDropping ()
 Deny dropping. If this is set to true the actor will not be dropped after releasing until set to false again.
 
bool DenyGrippingPixoVR (UGripMotionControllerComponent *GrippingController)
 Deny gripping. If this is set to true the actor can't be gripped anymore until set the false again.
 
bool DenyTriggerGripping ()
 Deny gripping after triggering grip.
 
bool DisablePhysicsOnDrop ()
 Disable Physics on Drop. When this is set to 'true' if user drops object it will disable physics else it will use default.
 
void GetOverlappingActor (FOverlappingInfo &OverlappingInfo)
 Gets the info of actor currently overlapping with the grab sphere.
 
TArray< FVector > GetRelativePointsArray (USplineComponent *FingerSpline, float Precision)
 Retrieves an array of relative points along the finger spline.
 
void GrabObject ()
 Grabs the object currently overlapped by grab sphere.
 
void GripMode (EPixoVRGripModeEnum &GripMode)
 Will be used to determine how to do the grabbing. Using normal attachment or a physics constraint.
 
void GripTriggerMode (EPixoVRGripTriggerModeEnum &GripTriggerMode)
 Will be used to determine how the gripping trigger should behave.
 
void GripTriggerTransform (UGripMotionControllerComponent *GrippingController, bool &UseCustomTransform, FTransform &CustomTransform)
 This specified transformation will be used when flag is set and a grip is happening.
 
void InitPixoVRHands (EControllerHand MotionSource, APixoVRCharacter *Character)
 
void ManuallyPutActorToHand (AActor *ActorRef)
 Manually puts an actor into the hand. Hand will try to grab this actor.
 
void OnGripObject (UGripMotionControllerComponent *GrippingController, AActor *GrippedActor)
 Will be called when user grabs an object.
 
void OnGripObjectRelease (UGripMotionControllerComponent *ReleasingController, AActor *GrippedActor)
 Will be called when the user releases an object.
 
void OnObjectOutOfRange (const FBPActorGripInformation &GripInformation, float Distance)
 Handling case when object physical constraint has been broken by range.
 
void OnObjectPaused ()
 This event runs when the user "pauses" this object. Pausing should turn off visibility and functionality of this object.
 
void OnObjectUnPaused ()
 This event runs when the user "unpauses" this object. Unpausing should turn on visibility and functionality of this object.
 
void OnTouchWidget (UWidgetComponent *WidgetComponent, UWidgetComponent *PreviousWidgetComponent)
 Called when the hand touches a widget component.
 
void OnTryGripObject (UGripMotionControllerComponent *GrippingController, AActor *GrippedActor)
 Will be called when user tried to grab the object.
 
void ReleaseHeldObjectOnOtherHand (AActor *HeldActor)
 Releases the held object on the other hand.
 
void ReleaseObject ()
 Releases the currently held object.
 
void SetupFingerTracePoints ()
 Sets up the cache of relative points for finger tracing. This function should be called during initialization to precalculate the relative points along each finger spline.
 
void SetWristMenuEnabled (bool Enabled)
 Enables or disables wrist menu.
 
virtual void Tick (float DeltaTime) override
 
void ToggleLaser (bool Visible)
 Toggles the visibility of the laser.
 
float TraceFingerForObstacle (TArray< FVector > RelativePointsArray)
 Traces the finger along the given array of relative points to check for obstacles.
 
void UpdateFingerData ()
 Updates the finger data by tracing each finger for obstacles and storing the normalized obstacle distances. This function should be when we trying to grip object.
 

Public Attributes

bool ChangeHandAnimationNearInteractableObject = false
 UPROPERTY(EditDefaultsOnly, Category = "Animation")
 
FFingerData FingerData
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Animation")
 
USphereComponent * GrabSphere
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")
 
EGrippableTypeChecker GrippableTypeChecker = EGrippableTypeChecker::Default
 Flag that indicated near which objects should we change animation.
 
UObjectHandHoldingObject
 UPROPERTY(BlueprintReadOnly, Replicated, Category = "PixoVR")
 
USkeletalMeshComponent * HandMesh
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")
 
EControllerHand HandMotionSource
 UPROPERTY(BlueprintReadWrite, Category = "Init", meta = (ExposeOnSpawn = "true"))
 
TArray< FVector > IndexPositionCache
 
USplineComponent * IndexSpline
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
bool InteractableObjectNearHand = false
 
bool IsObjectHighlightActive = false
 Show highlight if hand near object that we can grab.
 
bool IsWristMenuEnabled = false
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
UStaticMeshComponent * LaserMesh
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")
 
USoundCue * LaserSound
 UPROPERTY()
 
TArray< FVector > MiddlePositionCache
 
USplineComponent * MiddleSpline
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
UGripMotionControllerComponent * MotionController
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")
 
AActorOverlapedActor = nullptr
 
APixoVRCharacterOwningCharacter
 UPROPERTY(BlueprintReadWrite, Category = "Init")
 
TArray< FVector > PinkyPositionCache
 
USplineComponent * PinkySpline
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
TArray< FVector > RingPositionCache
 
USplineComponent * RingSpline
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
USceneComponentRoot
 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")
 
TArray< FVector > ThumbPositionCache
 
USplineComponent * ThumbSpline
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
UWidgetInteractionComponent * TouchComponent
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 
bool UseCustomAnimation = false
 UPROPERTY(BlueprintReadWrite, Category = "Animation")
 
UChildActorComponent * WristMenu
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
 

Protected Member Functions

virtual void BeginPlay () override
 

Protected Attributes

bool TouchComponentCooldownActive
 

Private Member Functions

 GENERATED_BODY ()
 

Detailed Description

APixoVRHand is an actor class that represents a hand in the VR environment.

UCLASS()

Definition at line 98 of file PixoVRHand.h.

Constructor & Destructor Documentation

◆ APixoVRHand()

APixoVRHand::APixoVRHand ( )

Definition at line 12 of file PixoVRHand.cpp.

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Member Function Documentation

◆ BeginPlay()

void APixoVRHand::BeginPlay ( )
overrideprotectedvirtual

Definition at line 317 of file PixoVRHand.cpp.

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◆ DeactivateTouchCooldown()

void APixoVRHand::DeactivateTouchCooldown ( )
BlueprintCallable

Deactivates the touch cooldown of the hand.

UFUNCTION(BlueprintCallable, Category = "TouchWidget")

Definition at line 180 of file PixoVRHand.cpp.

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◆ DenyDropping()

bool IPixoVRGripInterface::DenyDropping ( )
inheritedBlueprintNativeEventBlueprintCallable

Deny dropping. If this is set to true the actor will not be dropped after releasing until set to false again.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ DenyGrippingPixoVR()

bool IPixoVRGripInterface::DenyGrippingPixoVR ( UGripMotionControllerComponent * GrippingController)
inheritedBlueprintNativeEventBlueprintCallable

Deny gripping. If this is set to true the actor can't be gripped anymore until set the false again.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ DenyTriggerGripping()

bool IPixoVRGripInterface::DenyTriggerGripping ( )
inheritedBlueprintNativeEventBlueprintCallable

Deny gripping after triggering grip.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ DisablePhysicsOnDrop()

bool IPixoVRGripInterface::DisablePhysicsOnDrop ( )
inheritedBlueprintNativeEventBlueprintCallable

Disable Physics on Drop. When this is set to 'true' if user drops object it will disable physics else it will use default.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ GENERATED_BODY()

APixoVRHand::GENERATED_BODY ( )
private

◆ GetOverlappingActor()

void APixoVRHand::GetOverlappingActor ( FOverlappingInfo & OverlappingInfo)

Gets the info of actor currently overlapping with the grab sphere.

Parameters
OverlappingInfoThe struct to store the overlapping information.

Definition at line 466 of file PixoVRHand.cpp.

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◆ GetRelativePointsArray()

TArray< FVector > APixoVRHand::GetRelativePointsArray ( USplineComponent * FingerSpline,
float Precision )
BlueprintCallable

Retrieves an array of relative points along the finger spline.

Parameters
FingerSplineThe spline component representing the finger.
PrecisionThe number of points to generate along the spline.
Returns
An array of relative points along the finger spline.

UFUNCTION(BlueprintCallable, Category = "Animation")

Definition at line 229 of file PixoVRHand.cpp.

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◆ GrabObject()

void APixoVRHand::GrabObject ( )

Grabs the object currently overlapped by grab sphere.

UFUNCTION()

Definition at line 96 of file PixoVRHand.cpp.

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◆ GripMode()

void IPixoVRGripInterface::GripMode ( EPixoVRGripModeEnum & GripMode)
inheritedBlueprintNativeEventBlueprintCallable

Will be used to determine how to do the grabbing. Using normal attachment or a physics constraint.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ GripTriggerMode()

void IPixoVRGripInterface::GripTriggerMode ( EPixoVRGripTriggerModeEnum & GripTriggerMode)
inheritedBlueprintNativeEventBlueprintCallable

Will be used to determine how the gripping trigger should behave.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ GripTriggerTransform()

void IPixoVRGripInterface::GripTriggerTransform ( UGripMotionControllerComponent * GrippingController,
bool & UseCustomTransform,
FTransform & CustomTransform )
inheritedBlueprintNativeEventBlueprintCallable

This specified transformation will be used when flag is set and a grip is happening.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ InitPixoVRHands()

void APixoVRHand::InitPixoVRHands ( EControllerHand MotionSource,
APixoVRCharacter * Character )

Definition at line 423 of file PixoVRHand.cpp.

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◆ ManuallyPutActorToHand()

void APixoVRHand::ManuallyPutActorToHand ( AActor * ActorRef)

Manually puts an actor into the hand. Hand will try to grab this actor.

Parameters
ActorRefThe actor to put into the hand.

UFUNCTION()

Definition at line 153 of file PixoVRHand.cpp.

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◆ OnGripObject()

void IPixoVRGripInterface::OnGripObject ( UGripMotionControllerComponent * GrippingController,
AActor * GrippedActor )
inheritedBlueprintNativeEventBlueprintCallable

Will be called when user grabs an object.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ OnGripObjectRelease()

void IPixoVRGripInterface::OnGripObjectRelease ( UGripMotionControllerComponent * ReleasingController,
AActor * GrippedActor )
inheritedBlueprintNativeEventBlueprintCallable

Will be called when the user releases an object.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ OnObjectOutOfRange()

void APixoVRHand::OnObjectOutOfRange ( const FBPActorGripInformation & GripInformation,
float Distance )

Handling case when object physical constraint has been broken by range.

Parameters
GripInformationInformation about the grip for the held actor.
DistanceDistance between hand and the object.

UFUNCTION()

Definition at line 78 of file PixoVRHand.cpp.

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◆ OnObjectPaused()

void IPixoVRGripInterface::OnObjectPaused ( )
inheritedBlueprintNativeEventBlueprintCallable

This event runs when the user "pauses" this object. Pausing should turn off visibility and functionality of this object.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ OnObjectUnPaused()

void IPixoVRGripInterface::OnObjectUnPaused ( )
inheritedBlueprintNativeEventBlueprintCallable

This event runs when the user "unpauses" this object. Unpausing should turn on visibility and functionality of this object.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ OnTouchWidget()

void APixoVRHand::OnTouchWidget ( UWidgetComponent * WidgetComponent,
UWidgetComponent * PreviousWidgetComponent )
BlueprintCallable

Called when the hand touches a widget component.

Parameters
WidgetComponentThe widget component that was touched.
PreviousWidgetComponentThe previously touched widget component.

UFUNCTION(BlueprintCallable, Category = "TouchWidget")

Definition at line 169 of file PixoVRHand.cpp.

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◆ OnTryGripObject()

void IPixoVRGripInterface::OnTryGripObject ( UGripMotionControllerComponent * GrippingController,
AActor * GrippedActor )
inheritedBlueprintNativeEventBlueprintCallable

Will be called when user tried to grab the object.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PixoVR | Grip Interface")

◆ ReleaseHeldObjectOnOtherHand()

void APixoVRHand::ReleaseHeldObjectOnOtherHand ( AActor * HeldActor)

Releases the held object on the other hand.

Parameters
HeldActorThe actor that is being held.

UFUNCTION()

Definition at line 186 of file PixoVRHand.cpp.

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◆ ReleaseObject()

void APixoVRHand::ReleaseObject ( )

Releases the currently held object.

UFUNCTION()

Definition at line 137 of file PixoVRHand.cpp.

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◆ SetupFingerTracePoints()

void APixoVRHand::SetupFingerTracePoints ( )
BlueprintCallable

Sets up the cache of relative points for finger tracing. This function should be called during initialization to precalculate the relative points along each finger spline.

UFUNCTION(BlueprintCallable, Category = "Animation")

Definition at line 297 of file PixoVRHand.cpp.

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◆ SetWristMenuEnabled()

void APixoVRHand::SetWristMenuEnabled ( bool Enabled)
BlueprintCallable

Enables or disables wrist menu.

Parameters
EnabledIndicates whether the wrist menu should be enabled or not.

UFUNCTION(BlueprintCallable, Category = "WristMenu")

Definition at line 326 of file PixoVRHand.cpp.

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◆ Tick()

void APixoVRHand::Tick ( float DeltaTime)
overridevirtual

Definition at line 333 of file PixoVRHand.cpp.

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◆ ToggleLaser()

void APixoVRHand::ToggleLaser ( bool Visible)
BlueprintCallable

Toggles the visibility of the laser.

Parameters
VisibleIndicates whether the laser should be visible or not.

UFUNCTION(BlueprintCallable)

Definition at line 222 of file PixoVRHand.cpp.

◆ TraceFingerForObstacle()

float APixoVRHand::TraceFingerForObstacle ( TArray< FVector > RelativePointsArray)
BlueprintCallable

Traces the finger along the given array of relative points to check for obstacles.

Parameters
RelativePointsArrayThe array of relative points along the finger spline.
Returns
The normalized distance along the finger spline where an obstacle is encountered. Returns 0 if no obstacles are found, 1 if the entire spline is obstructed.

UFUNCTION(BlueprintCallable, Category = "Animation")

Definition at line 253 of file PixoVRHand.cpp.

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◆ UpdateFingerData()

void APixoVRHand::UpdateFingerData ( )
BlueprintCallable

Updates the finger data by tracing each finger for obstacles and storing the normalized obstacle distances. This function should be when we trying to grip object.

UFUNCTION(BlueprintCallable, Category = "Animation")

Definition at line 307 of file PixoVRHand.cpp.

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Member Data Documentation

◆ ChangeHandAnimationNearInteractableObject

bool APixoVRHand::ChangeHandAnimationNearInteractableObject = false
EditDefaultsOnly

UPROPERTY(EditDefaultsOnly, Category = "Animation")

Definition at line 325 of file PixoVRHand.h.

◆ FingerData

FFingerData APixoVRHand::FingerData
BlueprintReadWriteReplicatedEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Animation")

Definition at line 304 of file PixoVRHand.h.

◆ GrabSphere

USphereComponent* APixoVRHand::GrabSphere
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 124 of file PixoVRHand.h.

◆ GrippableTypeChecker

EGrippableTypeChecker APixoVRHand::GrippableTypeChecker = EGrippableTypeChecker::Default
EditDefaultsOnly

Flag that indicated near which objects should we change animation.

UPROPERTY(EditDefaultsOnly, Category = "Animation", meta = (EditCondition = "ChangeHandAnimationNearInteractableObject == true", EditConditionHides))

Definition at line 333 of file PixoVRHand.h.

◆ HandHoldingObject

UObject* APixoVRHand::HandHoldingObject
ReplicatedBlueprintReadOnly

UPROPERTY(BlueprintReadOnly, Replicated, Category = "PixoVR")

Definition at line 250 of file PixoVRHand.h.

◆ HandMesh

USkeletalMeshComponent* APixoVRHand::HandMesh
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 130 of file PixoVRHand.h.

◆ HandMotionSource

EControllerHand APixoVRHand::HandMotionSource
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Init", meta = (ExposeOnSpawn = "true"))

Definition at line 383 of file PixoVRHand.h.

◆ IndexPositionCache

TArray<FVector> APixoVRHand::IndexPositionCache

Definition at line 346 of file PixoVRHand.h.

◆ IndexSpline

USplineComponent* APixoVRHand::IndexSpline
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 148 of file PixoVRHand.h.

◆ InteractableObjectNearHand

bool APixoVRHand::InteractableObjectNearHand = false

Definition at line 342 of file PixoVRHand.h.

◆ IsObjectHighlightActive

bool APixoVRHand::IsObjectHighlightActive = false
EditDefaultsOnly

Show highlight if hand near object that we can grab.

UPROPERTY(EditDefaultsOnly, Category = "Animation", meta = (EditCondition = "ChangeHandAnimationNearInteractableObject == true", EditConditionHides))

Definition at line 341 of file PixoVRHand.h.

◆ IsWristMenuEnabled

bool APixoVRHand::IsWristMenuEnabled = false
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 185 of file PixoVRHand.h.

◆ LaserMesh

UStaticMeshComponent* APixoVRHand::LaserMesh
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 136 of file PixoVRHand.h.

◆ LaserSound

USoundCue* APixoVRHand::LaserSound

UPROPERTY()

Definition at line 264 of file PixoVRHand.h.

◆ MiddlePositionCache

TArray<FVector> APixoVRHand::MiddlePositionCache

Definition at line 347 of file PixoVRHand.h.

◆ MiddleSpline

USplineComponent* APixoVRHand::MiddleSpline
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 154 of file PixoVRHand.h.

◆ MotionController

UGripMotionControllerComponent* APixoVRHand::MotionController
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 118 of file PixoVRHand.h.

◆ OverlapedActor

AActor* APixoVRHand::OverlapedActor = nullptr

Definition at line 343 of file PixoVRHand.h.

◆ OwningCharacter

APixoVRCharacter* APixoVRHand::OwningCharacter
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Init")

Definition at line 389 of file PixoVRHand.h.

◆ PinkyPositionCache

TArray<FVector> APixoVRHand::PinkyPositionCache

Definition at line 349 of file PixoVRHand.h.

◆ PinkySpline

USplineComponent* APixoVRHand::PinkySpline
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 166 of file PixoVRHand.h.

◆ RingPositionCache

TArray<FVector> APixoVRHand::RingPositionCache

Definition at line 348 of file PixoVRHand.h.

◆ RingSpline

USplineComponent* APixoVRHand::RingSpline
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 160 of file PixoVRHand.h.

◆ Root

USceneComponent* APixoVRHand::Root
BlueprintReadWriteVisibleAnywhere

UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 112 of file PixoVRHand.h.

◆ ThumbPositionCache

TArray<FVector> APixoVRHand::ThumbPositionCache

Definition at line 345 of file PixoVRHand.h.

◆ ThumbSpline

USplineComponent* APixoVRHand::ThumbSpline
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 142 of file PixoVRHand.h.

◆ TouchComponent

UWidgetInteractionComponent* APixoVRHand::TouchComponent
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 172 of file PixoVRHand.h.

◆ TouchComponentCooldownActive

bool APixoVRHand::TouchComponentCooldownActive
protected

Definition at line 360 of file PixoVRHand.h.

◆ UseCustomAnimation

bool APixoVRHand::UseCustomAnimation = false
BlueprintReadWrite

UPROPERTY(BlueprintReadWrite, Category = "Animation")

Should we use custom animation instead advanced grab.

Definition at line 319 of file PixoVRHand.h.

◆ WristMenu

UChildActorComponent* APixoVRHand::WristMenu
BlueprintReadWriteEditAnywhere

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")

Definition at line 178 of file PixoVRHand.h.


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