UUxtFarPointerComponent
Component that casts a ray for the given hand-tracked hand and raises far interaction events on the far targets hit. A far target is an actor or component implementing the UUxtFarTarget interface.
class UUxtFarPointerComponent;
Header
#include <Input/UxtFarPointerComponent.h>
Inheritance
Inherits from UUxtPointerComponent, UActorComponent
Public Functions
Name | |
---|---|
UUxtFarPointerComponent() | |
FVector | GetPointerOrigin() const |
FQuat | GetPointerOrientation() const |
FVector | GetRayStart() const |
UPrimitiveComponent * | GetHitPrimitive() const |
FVector | GetHitPoint() const |
FVector | GetHitNormal() const |
bool | IsPressed() const |
bool | IsEnabled() const |
virtual void | SetActive(bool bNewActive, bool bReset =false) override |
virtual void | TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) override |
virtual void | SetFocusLocked(bool bLocked) override |
virtual UObject * | GetFocusTarget() const override |
virtual FTransform | GetCursorTransform() const override |
Public Attributes
Name | |
---|---|
TEnumAsByte< ECollisionChannel > | TraceChannel |
float | RayStartOffset |
float | RayLength |
FUxtFarPointerEnabledDelegate | OnFarPointerEnabled |
FUxtFarPointerDisabledDelegate | OnFarPointerDisabled |
Additional inherited members
Public Functions inherited from UUxtPointerComponent
Name | |
---|---|
UUxtPointerComponent() =default | |
bool | GetFocusLocked() const |
Public Attributes inherited from UUxtPointerComponent
Name | |
---|---|
EControllerHand | Hand |
Protected Attributes inherited from UUxtPointerComponent
Name | |
---|---|
bool | bFocusLocked |
Public Functions Documentation
function UUxtFarPointerComponent
UUxtFarPointerComponent()
function GetPointerOrigin
FVector GetPointerOrigin() const
Origin of the pointer ray as reported by the hand tracker. See GetRayStart() for actual start of the ray used for querying the scene.
function GetPointerOrientation
FQuat GetPointerOrientation() const
Orientation of the pointer ray.
function GetRayStart
FVector GetRayStart() const
Start of the ray used for querying the scene. This is the pointer origin shifted by the ray start offset in the pointer forward direction.
function GetHitPrimitive
UPrimitiveComponent * GetHitPrimitive() const
Primitive the pointer is currently hitting or null if none.
function GetHitPoint
FVector GetHitPoint() const
Current hit point location or ray end if there's no hit.
function GetHitNormal
FVector GetHitNormal() const
Current hit point normal or negative ray direction if there's no hit.
function IsPressed
bool IsPressed() const
Whether the pointer is currently pressed.
function IsEnabled
bool IsEnabled() const
Whether the pointer is currently enabled. Hit information is only valid while the pointer is enabled.
function SetActive
virtual void SetActive(
bool bNewActive,
bool bReset =false
) override
function TickComponent
virtual void TickComponent(
float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction
) override
function SetFocusLocked
virtual void SetFocusLocked(
bool bLocked
) override
Reimplements: UUxtPointerComponent::SetFocusLocked
Set the lock state of the pointer. Locked pointers don't update their hit, remaining focused on the primitive they were hitting until unlocked.
function GetFocusTarget
virtual UObject * GetFocusTarget() const override
function GetCursorTransform
virtual FTransform GetCursorTransform() const override
Public Attributes Documentation
variable TraceChannel
TEnumAsByte< ECollisionChannel > TraceChannel = ECollisionChannel::ECC_Visibility;
Trace channel to be used in the pointer's line trace query.
variable RayStartOffset
float RayStartOffset = 5;
Start of the pointer ray expressed as an offset from the hand ray origin in the ray direction.
variable RayLength
float RayLength = 500;
Pointer ray length from ray start.
variable OnFarPointerEnabled
FUxtFarPointerEnabledDelegate OnFarPointerEnabled;
variable OnFarPointerDisabled
FUxtFarPointerDisabledDelegate OnFarPointerDisabled;
Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time