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    UUxtFaceUserConstraint

    Component for fixing the rotation of a manipulated object such that it always faces (or faces away from) the user

    Usage: Attach to actor that the constraint should be applied to.

    class UUxtFaceUserConstraint;
    

    Header

    #include <Interactions/Constraints/UxtFaceUserConstraint.h>

    Inheritance

    Inherits from UUxtTransformConstraint, UActorComponent

    Public Functions

    Name
    virtual EUxtTransformMode GetConstraintType() const
    virtual void ApplyConstraint(FTransform & Transform) const

    Public Attributes

    Name
    bool bFaceAway

    Additional inherited members

    Public Functions inherited from UUxtTransformConstraint

    Name
    virtual void virtual void Initialize(const FTransform & WorldPose)

    Public Attributes inherited from UUxtTransformConstraint

    Name
    int32 HandType
    int32 InteractionMode

    Protected Attributes inherited from UUxtTransformConstraint

    Name
    FTransform WorldPoseOnManipulationStart

    Public Functions Documentation

    function GetConstraintType

    virtual EUxtTransformMode GetConstraintType() const
    

    Reimplements: UUxtTransformConstraint::GetConstraintType

    Enabled manipulation modes.

    function ApplyConstraint

    virtual void ApplyConstraint(
        FTransform & Transform
    ) const
    

    Reimplements: UUxtTransformConstraint::ApplyConstraint

    Applies constraints to transforms during manipulation

    Public Attributes Documentation

    variable bFaceAway

    bool bFaceAway = false;
    

    Option to use this constraint to face away from the user.


    Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time

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