Class UUxtInputSimulationState
Simulation state for head movement and hand gestures.
Inheritance
Namespace:
Assembly: .dll
Syntax
public: class UUxtInputSimulationState
Constructors
| Improve this Doc View SourceUUxtInputSimulationState()
Declaration
public: UUxtInputSimulationState()
Fields
| Improve this Doc View SourceHandInputMode
If true, input will be interpreted as hand rotation instead of movement.
Declaration
public: EUxtInputSimulationHandMode HandInputMode= EUxtInputSimulationHandMode::Movement
Field Value
Type | Description |
---|---|
EUxtInputSimulationHandMode |
RelativeHeadOrientation
Head orientation relative to the character controller.
Declaration
public: FQuat RelativeHeadOrientation= FQuat::Identity
Field Value
Type | Description |
---|---|
FQuat |
RelativeHeadPosition
Head position relative to the character controller.
Declaration
public: FVector RelativeHeadPosition= FVector::ZeroVector
Field Value
Type | Description |
---|---|
FVector |
Methods
| Improve this Doc View SourceAddHandInput(EAxis::Type Axis, float Value)
Add hand movement or rotation, depending on hand input mode.
Declaration
public: void AddHandInput(EAxis::Type Axis, float Value)
Parameters
Type | Name | Description |
---|---|---|
EAxis::Type | Axis | |
float | Value |
AddHandMovementInput(EAxis::Type TranslationAxis, float Value)
Add hand movement input along a local axis to all controlled hands.
Declaration
public: void AddHandMovementInput(EAxis::Type TranslationAxis, float Value)
Parameters
Type | Name | Description |
---|---|---|
EAxis::Type | TranslationAxis | |
float | Value |
AddHandRotationInput(EAxis::Type RotationAxis, float Value)
Add hand rotation input about a local axis to all controlled hands.
Declaration
public: void AddHandRotationInput(EAxis::Type RotationAxis, float Value)
Parameters
Type | Name | Description |
---|---|---|
EAxis::Type | RotationAxis | |
float | Value |
GetControlledHands()
Find all hands that are currently controlled.
Declaration
public: TArray<EControllerHand> GetControlledHands() const
Returns
Type | Description |
---|---|
TArray<EControllerHand> |
GetTargetHandTransform(EControllerHand Hand, FTransform &TargetTransform, bool &bAnimate)
Get the current target transform for a hand. If bAnimate is true then the transform should be blended over time, otherwise the target transform should be applied immediately.
Declaration
public: void GetTargetHandTransform(EControllerHand Hand, FTransform &TargetTransform, bool &bAnimate) const
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand | |
FTransform & | TargetTransform | |
bool & | bAnimate |
GetTargetPose(EControllerHand Hand)
Get the current animation pose of a hand. If the hand is currently controlled by user input it will use the current target pose, otherwise the default pose is used.
Declaration
public: FName GetTargetPose(EControllerHand Hand) const
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
Returns
Type | Description |
---|---|
FName |
IsAnyHandControlled()
True if any hand is currently controlled by the user.
Declaration
public: bool IsAnyHandControlled() const
Returns
Type | Description |
---|---|
bool |
IsHandControlled(EControllerHand Hand)
True if the hand is currently controlled by the user.
Declaration
public: bool IsHandControlled(EControllerHand Hand) const
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
Returns
Type | Description |
---|---|
bool |
IsHandVisible(EControllerHand Hand)
True if the hand is currently visible.
Declaration
public: bool IsHandVisible(EControllerHand Hand) const
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
Returns
Type | Description |
---|---|
bool |
Reset()
Reset to default.
Declaration
public: void Reset()
ResetHandState(EControllerHand Hand)
Reset hand state to default.
Declaration
public: void ResetHandState(EControllerHand Hand)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
ResetTargetPose(EControllerHand Hand)
Reset the default target animation pose for a hand.
Declaration
public: void ResetTargetPose(EControllerHand Hand)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
SetDefaultHandLocation(EControllerHand Hand)
Set the mesh for the given hand to the default location.
Declaration
public: void SetDefaultHandLocation(EControllerHand Hand)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
SetDefaultHandRotation(EControllerHand Hand)
Set the rotation for the given hand to the rest rotation.
Declaration
public: void SetDefaultHandRotation(EControllerHand Hand)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand |
SetHandControlEnabled(EControllerHand Hand, bool bEnabled)
Enable control of a simulated hand by the user. Returns true if hand control was successfully changed.
Declaration
public: bool SetHandControlEnabled(EControllerHand Hand, bool bEnabled)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand | |
bool | bEnabled |
Returns
Type | Description |
---|---|
bool |
SetHandVisibility(EControllerHand Hand, bool bIsVisible)
Set the hand visibility.
Declaration
public: void SetHandVisibility(EControllerHand Hand, bool bIsVisible)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand | |
bool | bIsVisible |
SetTargetPose(EControllerHand Hand, FName PoseName)
Set the target animation pose for a hand.
Declaration
public: void SetTargetPose(EControllerHand Hand, FName PoseName)
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | Hand | |
FName | PoseName |
TogglePoseForControlledHands(FName PoseName)
Toggle the target pose for all currently controlled hands.
If all hands use the target pose already, all hands will reset to the default pose.
If any hand does NOT use the target pose already, all hands will use it.
Declaration
public: void TogglePoseForControlledHands(FName PoseName)
Parameters
Type | Name | Description |
---|---|---|
FName | PoseName |