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    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

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    In This Article
    • Header
    • Inheritance
    • Public Functions
    • Public Attributes
    • Public Functions Documentation
      • function AUxtHandInteractionActor
      • function BeginPlay
      • function Tick
      • function GetHand
      • function SetHand
      • function GetTraceChannel
      • function SetTraceChannel
      • function GetPokeRadius
      • function SetPokeRadius
      • function GetRayStartOffset
      • function SetRayStartOffset
      • function GetRayLength
      • function SetRayLength
      • function GetHandVelocity
      • function GetHandAngularVelocity
    • Public Attributes Documentation
      • variable ProximityConeOffset
      • variable ProximityConeSideLength
      • variable bUseDefaultNearCursor
      • variable bUseDefaultFarCursor
      • variable bUseDefaultFarBeam
      • variable bShowNearCursorOnGrabTargets
      • variable ProximityConeAngle
      • variable ProximityConeAngleLerp
      • variable InteractionMode
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