public/0.12.xpublic/0.8.xpublic/0.9.xpublic/0.10.x
  • Features
  • API Documentation
  • API Documentation
  • UUxtFarPointerComponent

    Show / Hide Table of Contents
    • AUxtBasePressableButtonActor
    • AUxtHandInteractionActor
    • AUxtInputSimulationActor
    • AUxtPinchSliderActor
    • AUxtPressableButtonActor
    • AUxtPressableCheckButtonActor
    • AUxtPressableRadioButtonActor
    • AUxtPressableSwitchButtonActor
    • AUxtPressableToggleButtonActor
    • AUxtTextRenderActor
    • FScrollingCollectionProperties
    • FUxtAffordanceConfig
    • FUxtAffordanceInstance
    • FUxtButtonAudioBrush
    • FUxtButtonBrush
    • FUxtButtonVisualsBrush
    • FUxtFontCharacter
    • FUxtGrabPointerData
    • FUxtGrabPointerFocus
    • FUxtHandProximityMeshData
    • FUxtIconBrush
    • FUxtIconBrushCustomization
    • FUxtInputAnimationUtils
    • FUxtInputSimulationHandState
    • FUxtInteractionUtils
    • FUXToolsEditorModule
    • FUXToolsModule
    • FUXToolsShadersModule
    • FUXToolsWMRModule
    • FUxtPointerFocus
    • FUxtPointerFocusSearchResult
    • FUxtPokePointerFocus
    • FUxtPressableButtonComponentVisualizer
    • FUxtRuntimeSettingsButtonSet
    • FUxtTextBrush
    • FUxtTooltipSpawnerComponentVisualizer
    • FUxtWmrHandTracker
    • IUxtCollectionObject
    • IUxtFarHandler
    • IUxtFarTarget
    • IUxtGrabHandler
    • IUxtGrabTarget
    • IUxtHandTracker
    • IUxtPokeHandler
    • IUxtPokeTarget
    • UUxtBaseObjectCollection
    • UUxtBoundsControlComponent
    • UUxtBoundsControlConfig
    • UUxtCollectionObject
    • UUxtFaceUserConstraint
    • UUxtFarBeamComponent
    • UUxtFarCursorComponent
    • UUxtFarHandler
    • UUxtFarPointerComponent
    • UUxtFarTarget
    • UUxtFingerCursorComponent
    • UUxtFixedDistanceConstraint
    • UUxtFixedRotationToUserConstraint
    • UUxtFixedRotationToWorldConstraint
    • UUxtFollowComponent
    • UUxtFunctionLibrary
    • UUxtGrabHandler
    • UUxtGrabPointerDataFunctionLibrary
    • UUxtGrabTarget
    • UUxtGrabTargetComponent
    • UUxtHandConstraintComponent
    • UUxtHandTrackingFunctionLibrary
    • UUxtIconBrushEditorUtilityWidget
    • UUxtInputSimulationHeadMovementComponent
    • UUxtInputSimulationLocalPlayerSubsystem
    • UUxtInputSimulationState
    • UUxtInputSubsystem
    • UUxtInternalFunctionLibrary
    • UUxtMaintainApparentSizeConstraint
    • UUxtManipulatorComponentBase
    • UUxtMathUtilsFunctionLibrary
    • UUxtMinMaxScaleConstraint
    • UUxtMoveAxisConstraint
    • UUxtNearPointerComponent
    • UUxtPalmUpConstraintComponent
    • UUxtPinchSliderComponent
    • UUxtPointerComponent
    • UUxtPokeHandler
    • UUxtPokeTarget
    • UUxtPressableButtonComponent
    • UUxtRotationAxisConstraint
    • UUxtRuntimeSettings
    • UUxtTapToPlaceComponent
    • UUxtTextRenderComponent
    • UUxtToggleGroupComponent
    • UUxtTouchableVolumeComponent
    • UUxtTouchBasedHandTrackerComponent
    • UUxtTouchBasedHandTrackerSubsystem
    • UUxtTransformConstraint
    • UUxtUIElementComponent
    • UUxtWidgetComponent
    • UxtAffordanceInteractionCache
    • UxtConstraintManager
    • UxtManipulationMoveLogic
    • UXTools
    • UXToolsEditor
    • UXToolsInputSimulation
    • UXToolsRuntimeSettings
    • UXToolsShaders
    • UXToolsWMR
    • UxtTwoHandManipulationRotateLogic
    • UxtTwoHandManipulationScaleLogic

    Class 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.

    Inheritance
    System::Object
    UActorComponent
    UUxtPointerComponent
    UUxtFarPointerComponent
    Inherited Members
    UUxtPointerComponent::bFocusLocked
    UUxtPointerComponent::GetCursorTransform()
    UUxtPointerComponent::GetFocusLocked()
    UUxtPointerComponent::GetFocusTarget()
    UUxtPointerComponent::Hand
    UUxtPointerComponent::UUxtPointerComponent()
    Namespace:
    Assembly: .dll
    Syntax
    public: class UUxtFarPointerComponent : public xtPointerComponent

    Constructors

    | Improve this Doc View Source

    UUxtFarPointerComponent()

    Declaration
    public: UUxtFarPointerComponent()

    Fields

    | Improve this Doc View Source

    OnFarPointerDisabled

    Declaration
    public: FUxtFarPointerDisabledDelegate OnFarPointerDisabled
    Field Value
    Type Description
    FUxtFarPointerDisabledDelegate
    | Improve this Doc View Source

    OnFarPointerEnabled

    Declaration
    public: FUxtFarPointerEnabledDelegate OnFarPointerEnabled
    Field Value
    Type Description
    FUxtFarPointerEnabledDelegate
    | Improve this Doc View Source

    RayLength

    Pointer ray length from ray start.

    Declaration
    public: float RayLength= 500
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    RayStartOffset

    Start of the pointer ray expressed as an offset from the hand ray origin in the ray direction.

    Declaration
    public: float RayStartOffset= 5
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    TraceChannel

    Trace channel to be used in the pointer's line trace query.

    Declaration
    public: TEnumAsByte<ECollisionChannel> TraceChannel= ECollisionChannel::ECC_Visibility
    Field Value
    Type Description
    TEnumAsByte<ECollisionChannel>

    Methods

    | Improve this Doc View Source

    GetControllerOrientation()

    The underlying controller's orientation.

    Declaration
    public: FQuat GetControllerOrientation() const
    Returns
    Type Description
    FQuat
    | Improve this Doc View Source

    GetCursorTransform()

    Declaration
    public: virtual FTransform GetCursorTransform() const override
    Returns
    Type Description
    FTransform
    | Improve this Doc View Source

    GetFocusTarget()

    Declaration
    public: virtual UObject * GetFocusTarget() const override
    Returns
    Type Description
    UObject *
    | Improve this Doc View Source

    GetHitNormal()

    Current hit point normal or negative ray direction if there's no hit.

    Declaration
    public: FVector GetHitNormal() const
    Returns
    Type Description
    FVector
    | Improve this Doc View Source

    GetHitPoint()

    Current hit point location or ray end if there's no hit.

    Declaration
    public: FVector GetHitPoint() const
    Returns
    Type Description
    FVector
    | Improve this Doc View Source

    GetHitPrimitive()

    Primitive the pointer is currently hitting or null if none.

    Declaration
    public: UPrimitiveComponent * GetHitPrimitive() const
    Returns
    Type Description
    UPrimitiveComponent *
    | Improve this Doc View Source

    GetPointerOrientation()

    Orientation of the pointer ray.

    Declaration
    public: FQuat GetPointerOrientation() const
    Returns
    Type Description
    FQuat
    | Improve this Doc View Source

    GetPointerOrigin()

    Origin of the pointer ray as reported by the hand tracker. See GetRayStart() for actual start of the ray used for querying the scene.

    Declaration
    public: FVector GetPointerOrigin() const
    Returns
    Type Description
    FVector
    | Improve this Doc View Source

    GetRayStart()

    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.

    Declaration
    public: FVector GetRayStart() const
    Returns
    Type Description
    FVector
    | Improve this Doc View Source

    IsEnabled()

    Whether the pointer is currently enabled. Hit information is only valid while the pointer is enabled.

    Declaration
    public: bool IsEnabled() const
    Returns
    Type Description
    bool
    | Improve this Doc View Source

    IsPressed()

    Whether the pointer is currently pressed.

    Declaration
    public: bool IsPressed() const
    Returns
    Type Description
    bool
    | Improve this Doc View Source

    SetActive(bool bNewActive, bool bReset=false)

    Declaration
    public: virtual void SetActive(bool bNewActive, bool bReset=false) override
    Parameters
    Type Name Description
    bool bNewActive
    bool bReset
    | Improve this Doc View Source

    SetFocusLocked(bool bLocked)

    Set the lock state of the pointer. Locked pointers don't update their hit, remaining focused on the primitive they were hitting until unlocked.

    Declaration
    public: virtual void SetFocusLocked(bool bLocked) override
    Parameters
    Type Name Description
    bool bLocked
    Overrides
    UUxtPointerComponent::SetFocusLocked(bool bLocked)
    | Improve this Doc View Source

    TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)

    Declaration
    public: virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
    Parameters
    Type Name Description
    float DeltaTime
    ELevelTick TickType
    FActorComponentTickFunction * ThisTickFunction
    • Improve this Doc
    • View Source
    In This Article
    • Constructors
      • UUxtFarPointerComponent()
    • Fields
      • OnFarPointerDisabled
      • OnFarPointerEnabled
      • RayLength
      • RayStartOffset
      • TraceChannel
    • Methods
      • GetControllerOrientation()
      • GetCursorTransform()
      • GetFocusTarget()
      • GetHitNormal()
      • GetHitPoint()
      • GetHitPrimitive()
      • GetPointerOrientation()
      • GetPointerOrigin()
      • GetRayStart()
      • IsEnabled()
      • IsPressed()
      • SetActive(bool bNewActive, bool bReset=false)
      • SetFocusLocked(bool bLocked)
      • TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
    Back to top Generated by DocFX