UUxtFixedRotationToUserConstraint
Component for fixing the rotation of a manipulated object relative to the user
Usage: Attach to actor that the constraint should be applied to.
class UUxtFixedRotationToUserConstraint;
Header
#include <Interactions/Constraints/UxtFixedRotationToUserConstraint.h>
Inheritance
Inherits from UUxtTransformConstraint, UActorComponent
Public Functions
Name | |
---|---|
virtual void | Initialize(const FTransform & WorldPose) override |
virtual EUxtTransformMode | GetConstraintType() const override |
virtual void | ApplyConstraint(FTransform & Transform) const override |
Public Attributes
Name | |
---|---|
bool | bExcludeRoll |
Additional inherited members
Public Attributes inherited from UUxtTransformConstraint
Name | |
---|---|
int32 | HandType |
int32 | InteractionMode |
Protected Attributes inherited from UUxtTransformConstraint
Name | |
---|---|
FTransform | WorldPoseOnManipulationStart |
Public Functions Documentation
function Initialize
virtual void Initialize(
const FTransform & WorldPose
) override
Reimplements: UUxtTransformConstraint::Initialize
Intended to be called on manipulation started
function GetConstraintType
virtual EUxtTransformMode GetConstraintType() const override
Reimplements: UUxtTransformConstraint::GetConstraintType
Enabled manipulation modes.
function ApplyConstraint
virtual void ApplyConstraint(
FTransform & Transform
) const override
Reimplements: UUxtTransformConstraint::ApplyConstraint
Applies constraints to transforms during manipulation
Public Attributes Documentation
variable bExcludeRoll
bool bExcludeRoll = true;
Should roll be excluded from locking to the users orientation
Updated on 19 August 2021 at 17:42:51 Coordinated Universal Time