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