UUxtPointerComponent
Base component for UXT pointers.
class UUxtPointerComponent;
Header
#include <Input/UxtPointerComponent.h>
Inheritance
Inherits from UActorComponent
Inherited by UUxtFarPointerComponent, UUxtNearPointerComponent
Public Functions
| Name | |
|---|---|
| UUxtPointerComponent() =default | |
| bool | GetFocusLocked() const |
| virtual void | SetFocusLocked(bool bLocked) |
Public Attributes
| Name | |
|---|---|
| UObject * | GetFocusTarget |
| FTransform | GetCursorTransform |
| EControllerHand | Hand |
Protected Attributes
| Name | |
|---|---|
| bool | bFocusLocked |
Public Functions Documentation
function UUxtPointerComponent
UUxtPointerComponent() =default
function GetFocusLocked
bool GetFocusLocked() const
Get the lock state of the pointer.
function SetFocusLocked
virtual void SetFocusLocked(
bool bLocked
)
Reimplemented by: UUxtFarPointerComponent::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.
Public Attributes Documentation
variable GetFocusTarget
UObject * GetFocusTarget;
Get the target currently being focused by the pointer, if any.
variable GetCursorTransform
FTransform GetCursorTransform;
Get the cursor transform.
variable Hand
EControllerHand Hand = EControllerHand::AnyHand;
The hand to be used for targeting. TODO: replace with generic input device.
Protected Attributes Documentation
variable bFocusLocked
bool bFocusLocked = false;
The lock state of the pointer.
Updated on 19 August 2021 at 17:42:52 Coordinated Universal Time