AUxtHandInteractionActor
Actor that drives hand interactions with components that implement the far, grab and poke target interfaces. A hand has two interaction modes:
- Near: interactions performed by poking or grabbing targets directly.
- Far: interactions performed by pointing at far targets from a distance via a hand ray. The actor transitions between modes depending on whether there is a grab or poke target within the near activation distance.
class AUxtHandInteractionActor;
Header
#include <Input/UxtHandInteractionActor.h>
Inheritance
Inherits from AActor
Public Functions
| Name | |
|---|---|
| AUxtHandInteractionActor(const FObjectInitializer & ObjectInitializer) | |
| virtual void | BeginPlay() override | 
| virtual void | Tick(float DeltaTime) override | 
| EControllerHand | GetHand() const | 
| void | SetHand(EControllerHand NewHand) | 
| ECollisionChannel | GetTraceChannel() const | 
| void | SetTraceChannel(ECollisionChannel NewTraceChannel) | 
| float | GetPokeRadius() const | 
| void | SetPokeRadius(float NewPokeRadius) | 
| float | GetRayStartOffset() const | 
| void | SetRayStartOffset(float NewRayStartOffset) | 
| float | GetRayLength() const | 
| void | SetRayLength(float NewRayLength) | 
| FVector | GetHandVelocity() const | 
| FVector | GetHandAngularVelocity() const | 
Public Attributes
| Name | |
|---|---|
| float | ProximityConeOffset | 
| float | ProximityConeSideLength | 
| bool | bUseDefaultNearCursor | 
| bool | bUseDefaultFarCursor | 
| bool | bUseDefaultFarBeam | 
| bool | bShowNearCursorOnGrabTargets | 
| float | ProximityConeAngle | 
| float | ProximityConeAngleLerp | 
| int32 | InteractionMode | 
Public Functions Documentation
function AUxtHandInteractionActor
AUxtHandInteractionActor(
    const FObjectInitializer & ObjectInitializer
)
function BeginPlay
virtual void BeginPlay() override
function Tick
virtual void Tick(
    float DeltaTime
) override
function GetHand
inline EControllerHand GetHand() const
function SetHand
void SetHand(
    EControllerHand NewHand
)
function GetTraceChannel
inline ECollisionChannel GetTraceChannel() const
function SetTraceChannel
void SetTraceChannel(
    ECollisionChannel NewTraceChannel
)
function GetPokeRadius
inline float GetPokeRadius() const
function SetPokeRadius
void SetPokeRadius(
    float NewPokeRadius
)
function GetRayStartOffset
inline float GetRayStartOffset() const
function SetRayStartOffset
void SetRayStartOffset(
    float NewRayStartOffset
)
function GetRayLength
inline float GetRayLength() const
function SetRayLength
void SetRayLength(
    float NewRayLength
)
function GetHandVelocity
inline FVector GetHandVelocity() const
function GetHandAngularVelocity
inline FVector GetHandAngularVelocity() const
Public Attributes Documentation
variable ProximityConeOffset
float ProximityConeOffset = 8.0f;
variable ProximityConeSideLength
float ProximityConeSideLength = 35.0f;
variable bUseDefaultNearCursor
bool bUseDefaultNearCursor = true;
Create default visuals for the near cursor. Changes to this value after BeginPlay have no effect.
variable bUseDefaultFarCursor
bool bUseDefaultFarCursor = true;
Create default visuals for the far cursor. Changes to this value after BeginPlay have no effect.
variable bUseDefaultFarBeam
bool bUseDefaultFarBeam = true;
Create default visuals for the far beam. Changes to this value after BeginPlay have no effect.
variable bShowNearCursorOnGrabTargets
bool bShowNearCursorOnGrabTargets = false;
Show the near cursor on grab targets. Changes to this value after BeginPlay have no effect.
variable ProximityConeAngle
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Hand Interaction", AdvancedDisplay, meta=(ClampMin="0.0", ClampMax="90.0"))
float ProximityConeAngle;
variable ProximityConeAngleLerp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Hand Interaction", AdvancedDisplay, meta=(ClampMin="0.0", ClampMax="1.0"))
float ProximityConeAngleLerp = 0.9f;
variable InteractionMode
UPROPERTY(Transient, EditAnywhere, BlueprintReadWrite, Category="Uxt Hand Interaction", meta=(Bitmask, BitmaskEnum=EUxtInteractionMode))
int32 InteractionMode;
Active interaction modes
Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time