UUxtFarCursorComponent
When added to an actor with a far pointer this component displays a flat ring cursor at the pointer's hit point oriented following the hit normal.
class UUxtFarCursorComponent;
Header
#include <Controls/UxtFarCursorComponent.h>
Inheritance
Inherits from UUxtRingCursorComponent
Public Functions
Name | |
---|---|
UUxtFarCursorComponent() |
Protected Functions
Name | |
---|---|
virtual void | BeginPlay() override |
virtual void | EndPlay(const EEndPlayReason::Type EndPlayReason) override |
virtual void | TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) override |
Public Attributes
Name | |
---|---|
float | HoverDistance |
float | IdleRadius |
float | PressedRadius |
Public Functions Documentation
function UUxtFarCursorComponent
UUxtFarCursorComponent()
Protected Functions Documentation
function BeginPlay
virtual void BeginPlay() override
function EndPlay
virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason
) override
function TickComponent
virtual void TickComponent(
float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction
) override
Public Attributes Documentation
variable HoverDistance
float HoverDistance = 0.5f;
Distance over the hit surface to place the cursor at.
variable IdleRadius
float IdleRadius = 0.6f;
Cursor radius when idle at 1m from the camera. The actual radius will scale with the distance to the camera to keep a constant screen size.
variable PressedRadius
float PressedRadius = 0.42f;
Cursor radius when pressed at 1m from the camera. The actual radius will scale with the distance to the camera to keep a constant screen size.
Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time