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