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  • Features
  • API Documentation
  • API Documentation
  • UUxtInputSimulationState

    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 UUxtInputSimulationState

    Simulation state for head movement and hand gestures.

    Inheritance
    System::Object
    UObject
    UUxtInputSimulationState
    Namespace:
    Assembly: .dll
    Syntax
    public: class UUxtInputSimulationState

    Constructors

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    UUxtInputSimulationState()

    Declaration
    public: UUxtInputSimulationState()

    Fields

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    HandInputMode

    If true, input will be interpreted as hand rotation instead of movement.

    Declaration
    public: EUxtInputSimulationHandMode HandInputMode= EUxtInputSimulationHandMode::Movement
    Field Value
    Type Description
    EUxtInputSimulationHandMode
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    RelativeHeadOrientation

    Head orientation relative to the character controller.

    Declaration
    public: FQuat RelativeHeadOrientation= FQuat::Identity
    Field Value
    Type Description
    FQuat
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    RelativeHeadPosition

    Head position relative to the character controller.

    Declaration
    public: FVector RelativeHeadPosition= FVector::ZeroVector
    Field Value
    Type Description
    FVector

    Methods

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    AddHandInput(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
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    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
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    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
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    GetControlledHands()

    Find all hands that are currently controlled.

    Declaration
    public: TArray<EControllerHand> GetControlledHands() const
    Returns
    Type Description
    TArray<EControllerHand>
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    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
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    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
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    IsAnyHandControlled()

    True if any hand is currently controlled by the user.

    Declaration
    public: bool IsAnyHandControlled() const
    Returns
    Type Description
    bool
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    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
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    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
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    Reset()

    Reset to default.

    Declaration
    public: void Reset()
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    ResetHandState(EControllerHand Hand)

    Reset hand state to default.

    Declaration
    public: void ResetHandState(EControllerHand Hand)
    Parameters
    Type Name Description
    EControllerHand Hand
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    ResetTargetPose(EControllerHand Hand)

    Reset the default target animation pose for a hand.

    Declaration
    public: void ResetTargetPose(EControllerHand Hand)
    Parameters
    Type Name Description
    EControllerHand Hand
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    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
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    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
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    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
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    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
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    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
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    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
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    In This Article
    • Constructors
      • UUxtInputSimulationState()
    • Fields
      • HandInputMode
      • RelativeHeadOrientation
      • RelativeHeadPosition
    • Methods
      • AddHandInput(EAxis::Type Axis, float Value)
      • AddHandMovementInput(EAxis::Type TranslationAxis, float Value)
      • AddHandRotationInput(EAxis::Type RotationAxis, float Value)
      • GetControlledHands()
      • GetTargetHandTransform(EControllerHand Hand, FTransform &TargetTransform, bool &bAnimate)
      • GetTargetPose(EControllerHand Hand)
      • IsAnyHandControlled()
      • IsHandControlled(EControllerHand Hand)
      • IsHandVisible(EControllerHand Hand)
      • Reset()
      • ResetHandState(EControllerHand Hand)
      • ResetTargetPose(EControllerHand Hand)
      • SetDefaultHandLocation(EControllerHand Hand)
      • SetDefaultHandRotation(EControllerHand Hand)
      • SetHandControlEnabled(EControllerHand Hand, bool bEnabled)
      • SetHandVisibility(EControllerHand Hand, bool bIsVisible)
      • SetTargetPose(EControllerHand Hand, FName PoseName)
      • TogglePoseForControlledHands(FName PoseName)
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