UUxtTapToPlaceComponent
Tap to place is a control used to transform objects at a distance. The control allows you to select an object you wish to place using far interaction. After that, the object will be locked to your gaze and will be placed against surfaces and other objects. Any subsequent far release will end placement, even if the pointer is not pointing at the object being placed.
class UUxtTapToPlaceComponent;
Header
#include <Behaviors/UxtTapToPlaceComponent.h>
Inheritance
Inherits from UActorComponent, IUxtFarTarget, IUxtFarHandler
Public Functions
Name | |
---|---|
UUxtTapToPlaceComponent() | |
USceneComponent * | GetTargetComponent() const |
void | SetTargetComponent(USceneComponent * Target) |
void | StartPlacement() |
void | EndPlacement() |
Protected Functions
Name | |
---|---|
virtual void | BeginPlay() override |
virtual void | TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) override |
virtual void | EndPlay(const EEndPlayReason::Type EndPlayReason) override |
virtual bool | IsFarFocusable_Implementation(const UPrimitiveComponent * Primitive) const override |
virtual bool | CanHandleFar_Implementation(UPrimitiveComponent * Primitive) const override |
virtual void | OnEnterFarFocus_Implementation(UUxtFarPointerComponent * Pointer) override |
virtual void | OnUpdatedFarFocus_Implementation(UUxtFarPointerComponent * Pointer) override |
virtual void | OnExitFarFocus_Implementation(UUxtFarPointerComponent * Pointer) override |
virtual void | OnFarPressed_Implementation(UUxtFarPointerComponent * Pointer) override |
virtual void | OnFarReleased_Implementation(UUxtFarPointerComponent * Pointer) override |
Public Attributes
Name | |
---|---|
FUxtTapToPlaceBeginFocusDelegate | OnBeginFocus |
FUxtTapToPlaceUpdateFocusDelegate | OnUpdateFocus |
FUxtTapToPlaceEndFocusDelegate | OnEndFocus |
FUxtTapToPlaceBeginPlacingDelegate | OnBeginPlacing |
FUxtTapToPlaceEndPlacingDelegate | OnEndPlacing |
TEnumAsByte< EUxtTapToPlaceOrientBehavior > | OrientationType |
TEnumAsByte< EUxtTapToPlaceMode > | PlacementType |
bool | KeepOrientationVertical |
float | HorizontalSurfaceThreshold |
float | DefaultPlacementDistance |
float | MaxRaycastDistance |
TEnumAsByte< ECollisionChannel > | TraceChannel |
bool | bInterpolatePose |
float | LerpTime |
bool | bUseDefaultSurfaceNormalOffset |
float | SurfaceNormalOffset |
Additional inherited members
Public Functions inherited from IUxtFarTarget
Name | |
---|---|
bool | IsFarFocusable(const UPrimitiveComponent * Primitive) const |
Public Functions inherited from IUxtFarHandler
Name | |
---|---|
bool | CanHandleFar(UPrimitiveComponent * Primitive) const |
void | OnEnterFarFocus(UUxtFarPointerComponent * Pointer) |
void | OnUpdatedFarFocus(UUxtFarPointerComponent * Pointer) |
void | OnExitFarFocus(UUxtFarPointerComponent * Pointer) |
void | OnFarPressed(UUxtFarPointerComponent * Pointer) |
void | OnFarDragged(UUxtFarPointerComponent * Pointer) |
void | OnFarReleased(UUxtFarPointerComponent * Pointer) |
Public Functions Documentation
function UUxtTapToPlaceComponent
UUxtTapToPlaceComponent()
function GetTargetComponent
USceneComponent * GetTargetComponent() const
Get the component to transform.
function SetTargetComponent
void SetTargetComponent(
USceneComponent * Target
)
Set the component to transform.
function StartPlacement
void StartPlacement()
Start placement of the target component.
function EndPlacement
void EndPlacement()
End placement of the target component.
Protected Functions Documentation
function BeginPlay
virtual void BeginPlay() override
function TickComponent
virtual void TickComponent(
float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction
) override
function EndPlay
virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason
) override
function IsFarFocusable_Implementation
virtual bool IsFarFocusable_Implementation(
const UPrimitiveComponent * Primitive
) const override
function CanHandleFar_Implementation
virtual bool CanHandleFar_Implementation(
UPrimitiveComponent * Primitive
) const override
function OnEnterFarFocus_Implementation
virtual void OnEnterFarFocus_Implementation(
UUxtFarPointerComponent * Pointer
) override
function OnUpdatedFarFocus_Implementation
virtual void OnUpdatedFarFocus_Implementation(
UUxtFarPointerComponent * Pointer
) override
function OnExitFarFocus_Implementation
virtual void OnExitFarFocus_Implementation(
UUxtFarPointerComponent * Pointer
) override
function OnFarPressed_Implementation
virtual void OnFarPressed_Implementation(
UUxtFarPointerComponent * Pointer
) override
function OnFarReleased_Implementation
virtual void OnFarReleased_Implementation(
UUxtFarPointerComponent * Pointer
) override
Public Attributes Documentation
variable OnBeginFocus
FUxtTapToPlaceBeginFocusDelegate OnBeginFocus;
Event raised when a pointer starts focusing the placeable object. bWasAlreadyFocused indicates if the object was already focused by another pointer.
variable OnUpdateFocus
FUxtTapToPlaceUpdateFocusDelegate OnUpdateFocus;
Event raised when a focusing pointer updates.
variable OnEndFocus
FUxtTapToPlaceEndFocusDelegate OnEndFocus;
Event raised when a pointer ends focusing the placeable object. bIsStillFocused indicates if the object is still focused by another pointer.
variable OnBeginPlacing
FUxtTapToPlaceBeginPlacingDelegate OnBeginPlacing;
Event raised when a placeable object is selected.
variable OnEndPlacing
FUxtTapToPlaceEndPlacingDelegate OnEndPlacing;
Event raised when a placeable object is deselected and placed.
variable OrientationType
TEnumAsByte< EUxtTapToPlaceOrientBehavior > OrientationType = EUxtTapToPlaceOrientBehavior::AlignToSurface;
How the object is oriented against hit surfaces.
variable PlacementType
TEnumAsByte< EUxtTapToPlaceMode > PlacementType = EUxtTapToPlaceMode::Head;
How the target should be placed, using head or far pointer.
variable KeepOrientationVertical
bool KeepOrientationVertical = false;
Whether the orientation of the object should pitch or roll.
variable HorizontalSurfaceThreshold
float HorizontalSurfaceThreshold = 10.0f;
Angle in degrees at which a surface is considered horizontal in AlignToSurface mode. Slightly increasing this value helps avoid jitter resulting from noise in depth data but it can cause objects to lean sideways when moved over slightly inclined surfaces.
variable DefaultPlacementDistance
float DefaultPlacementDistance = 150;
Distance to place the object at if no obstructing surface.
variable MaxRaycastDistance
float MaxRaycastDistance = 2000;
Max distance to cast to when checking for obstructing surfaces.
variable TraceChannel
TEnumAsByte< ECollisionChannel > TraceChannel = ECollisionChannel::ECC_Visibility;
Trace channel for raycast.
variable bInterpolatePose
bool bInterpolatePose = true;
Option to ignore interpolation between follow poses
variable LerpTime
float LerpTime = 0.1f;
Rate at which its owner will move toward default distance when angular leashing
variable bUseDefaultSurfaceNormalOffset
bool bUseDefaultSurfaceNormalOffset = true;
When false, use SurfaceNormalOffset. Otherwise, automatically calculate the offset value.
variable SurfaceNormalOffset
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Tap To Place", meta=(DisplayAfter="bUseDefaultSurfaceNormalOffset", EditCondition="!bUseDefaultSurfaceNormalOffset"))
float SurfaceNormalOffset = 0.0f;
The distance between the pivot point of the object and the surface on which the object is being placed.
Updated on 19 August 2021 at 17:42:52 Coordinated Universal Time