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

    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 UUxtNearPointerComponent

    Adds poke and grab interactions to an actor. It keeps track of all overlapping poke targets and raises focus events on the closest one. Targets use the transform of pointers focusing them to drive their interactions.

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

    Constructors

    | Improve this Doc View Source

    ~UUxtNearPointerComponent()

    Declaration
    public: virtual ~UUxtNearPointerComponent()
    | Improve this Doc View Source

    UUxtNearPointerComponent()

    Declaration
    public: UUxtNearPointerComponent()

    Fields

    | Improve this Doc View Source

    DebounceDepth

    The distance the fingertip must be from a pokeable in order to fire a poke end event. This is used in order to distinguish the queries for poke begin and poke end so you cannot easily cause end touch to fire one frame and begin touch to fire on the next frame.

    Declaration
    public: float DebounceDepth= 0.5f
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    GrabFocus

    Focus of the grab pointer

    Declaration
    protected: FUxtGrabPointerFocus * GrabFocus
    Field Value
    Type Description
    FUxtGrabPointerFocus *
    | Improve this Doc View Source

    GrabRadius

    Declaration
    public: float GrabRadius= 3.5f
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    PokeDepth

    The depth beyond the front face at which a front face pokable no longer recieves poke events. While poking a front face pokable, if the near pointer moves beyond this depth, the pokable will receive a poke end event.

    Declaration
    public: float PokeDepth= 30.0f
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    PokeFocus

    Focus of the poke pointer

    Declaration
    protected: FUxtPokePointerFocus * PokeFocus
    Field Value
    Type Description
    FUxtPokePointerFocus *
    | Improve this Doc View Source

    PokeRadius

    Declaration
    public: float PokeRadius= 0.75f
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    ProximityRadius

    Declaration
    public: float ProximityRadius= 20.0f
    Field Value
    Type Description
    float
    | Improve this Doc View Source

    TraceChannel

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

    Methods

    | Improve this Doc View Source

    BeginPlay()

    Declaration
    public: virtual void BeginPlay() override
    | Improve this Doc View Source

    EndPlay(const EEndPlayReason::Type EndPlayReason)

    Declaration
    public: virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override
    Parameters
    Type Name Description
    const EEndPlayReason::Type EndPlayReason
    | Improve this Doc View Source

    GetCursorTransform()

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

    GetFocusedGrabPrimitive(FVector &OutClosestPointOnTarget, FVector &Normal)

    Returns currently focused grab primitive or null if there is none.

    Declaration
    public: UPrimitiveComponent * GetFocusedGrabPrimitive(FVector &OutClosestPointOnTarget, FVector &Normal) const
    Parameters
    Type Name Description
    FVector & OutClosestPointOnTarget
    FVector & Normal
    Returns
    Type Description
    UPrimitiveComponent *
    | Improve this Doc View Source

    GetFocusedGrabTarget(FVector &OutClosestPointOnTarget, FVector &Normal)

    Returns currently focused grab target or null if there is none.

    Declaration
    public: UObject * GetFocusedGrabTarget(FVector &OutClosestPointOnTarget, FVector &Normal) const
    Parameters
    Type Name Description
    FVector & OutClosestPointOnTarget
    FVector & Normal
    Returns
    Type Description
    UObject *
    | Improve this Doc View Source

    GetFocusedPokePrimitive(FVector &OutClosestPointOnTarget, FVector &Normal)

    Returns currently focused poke primitive or null if there is none.

    Declaration
    public: UPrimitiveComponent * GetFocusedPokePrimitive(FVector &OutClosestPointOnTarget, FVector &Normal) const
    Parameters
    Type Name Description
    FVector & OutClosestPointOnTarget
    FVector & Normal
    Returns
    Type Description
    UPrimitiveComponent *
    | Improve this Doc View Source

    GetFocusedPokeTarget(FVector &OutClosestPointOnTarget, FVector &Normal)

    Returns currently focused poke target or null if there is none.

    Declaration
    public: UObject * GetFocusedPokeTarget(FVector &OutClosestPointOnTarget, FVector &Normal) const
    Parameters
    Type Name Description
    FVector & OutClosestPointOnTarget
    FVector & Normal
    Returns
    Type Description
    UObject *
    | Improve this Doc View Source

    GetFocusTarget()

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

    GetGrabPointerTransform()

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

    GetIsPoking()

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

    GetPokePointerRadius()

    Declaration
    public: float GetPokePointerRadius() const
    Returns
    Type Description
    float
    | Improve this Doc View Source

    GetPokePointerTransform()

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

    IsGrabbing()

    Declaration
    public: bool IsGrabbing() 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

    SetFocusedGrabTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)

    Set a focused grab target explicitly which will receive grasp events. If bEnableFocusLock is true, then the new focus target will be locked until released by calling SetFocusLocked.

    Declaration
    public: bool SetFocusedGrabTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
    Parameters
    Type Name Description
    UActorComponent * NewFocusedTarget
    bool bEnableFocusLock
    Returns
    Type Description
    bool
    | Improve this Doc View Source

    SetFocusedPokeTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)

    Set a focused poke target explicitly which will receive grasp events. If bEnableFocusLock is true, then the new focus target will be locked until released by calling SetFocusLocked.

    Declaration
    public: bool SetFocusedPokeTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
    Parameters
    Type Name Description
    UActorComponent * NewFocusedTarget
    bool bEnableFocusLock
    Returns
    Type Description
    bool
    | 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

    UpdatePokeInteraction()

    Update poke distances and detect if poking the target.

    Declaration
    public: void UpdatePokeInteraction()
    • Improve this Doc
    • View Source
    In This Article
    • Constructors
      • ~UUxtNearPointerComponent()
      • UUxtNearPointerComponent()
    • Fields
      • DebounceDepth
      • GrabFocus
      • GrabRadius
      • PokeDepth
      • PokeFocus
      • PokeRadius
      • ProximityRadius
      • TraceChannel
    • Methods
      • BeginPlay()
      • EndPlay(const EEndPlayReason::Type EndPlayReason)
      • GetCursorTransform()
      • GetFocusedGrabPrimitive(FVector &OutClosestPointOnTarget, FVector &Normal)
      • GetFocusedGrabTarget(FVector &OutClosestPointOnTarget, FVector &Normal)
      • GetFocusedPokePrimitive(FVector &OutClosestPointOnTarget, FVector &Normal)
      • GetFocusedPokeTarget(FVector &OutClosestPointOnTarget, FVector &Normal)
      • GetFocusTarget()
      • GetGrabPointerTransform()
      • GetIsPoking()
      • GetPokePointerRadius()
      • GetPokePointerTransform()
      • IsGrabbing()
      • SetActive(bool bNewActive, bool bReset=false)
      • SetFocusedGrabTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
      • SetFocusedPokeTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
      • TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
      • UpdatePokeInteraction()
    Back to top Generated by DocFX