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    Class UUxtPalmUpConstraintComponent

    Hand constraint component that becomes active if the hand is facing the player camera.

    The palm must be facing the camera for the constraint to be active. Optionally the hand can also be rejected if it isn't flat.

    Inheritance
    System::Object
    UActorComponent
    UUxtHandConstraintComponent
    UUxtPalmUpConstraintComponent
    Inherited Members
    UUxtHandConstraintComponent::BeginPlay()
    UUxtHandConstraintComponent::bMoveOwningActor
    UUxtHandConstraintComponent::GetGoalLocation()
    UUxtHandConstraintComponent::GetGoalRotation()
    UUxtHandConstraintComponent::GetHandBounds()
    UUxtHandConstraintComponent::GetTrackedHand()
    UUxtHandConstraintComponent::GoalMargin
    UUxtHandConstraintComponent::Hand
    UUxtHandConstraintComponent::IsConstraintActive()
    UUxtHandConstraintComponent::LocationLerpTime
    UUxtHandConstraintComponent::OffsetMode
    UUxtHandConstraintComponent::OnBeginTracking
    UUxtHandConstraintComponent::OnConstraintActivated
    UUxtHandConstraintComponent::OnConstraintDeactivated
    UUxtHandConstraintComponent::OnEndTracking
    UUxtHandConstraintComponent::RotationLerpTime
    UUxtHandConstraintComponent::RotationMode
    UUxtHandConstraintComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
    UUxtHandConstraintComponent::UUxtHandConstraintComponent()
    UUxtHandConstraintComponent::Zone
    Namespace:
    Assembly: .dll
    Syntax
    public: class UUxtPalmUpConstraintComponent : public xtHandConstraintComponent

    Constructors

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    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Palm Up Constraint", meta=(EditCondition="bRequireFlatHand", ClampMin="0.0", ClampMax="90.0"))

    Maximum allowed angle between palm and index/ring finger/palm triangle to be considered a flat hand.

    Declaration
    public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Palm Up Constraint", meta=(EditCondition="bRequireFlatHand", ClampMin="0.0", ClampMax="90.0")) float MaxFlatHandAngle
    Parameters
    Type Name Description
    EditAnywhere _u_uxt_palm_up_constraint_component_UPROPERTY_EditAnywhere_BlueprintReadWrite_Category_meta_
    BlueprintReadWrite _u_uxt_palm_up_constraint_component_UPROPERTY_EditAnywhere_BlueprintReadWrite_Category_meta_
    Category _u_uxt_palm_up_constraint_component_UPROPERTY_EditAnywhere_BlueprintReadWrite_Category_meta_
    meta _u_uxt_palm_up_constraint_component_UPROPERTY_EditAnywhere_BlueprintReadWrite_Category_meta_

    Fields

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    bRequireFlatHand

    If true then the hand needs to be flat to be accepted. The triangle between index, ring finger, and palm needs to be aligned with the palm within MaxFlatHandAngle.

    Declaration
    public: bool bRequireFlatHand= false
    Field Value
    Type Description
    bool
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    bRequireGaze

    If true then the user must be looking at their hand to be accepted. Head gaze will be used if an eye tracker is not available.

    Declaration
    public: bool bRequireGaze= false
    Field Value
    Type Description
    bool
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    MaxPalmAngle

    Maximum allowed angle between the negative palm normal and view vector. If the angle exceeds the limit the hand is not used.

    Declaration
    public: float MaxPalmAngle= 75.0f
    Field Value
    Type Description
    float

    Methods

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    IsHandUsableForConstraint(EControllerHand NewHand)

    Returns true if the given hand is eligible for the constraint. If the hand is rejected the constraint will be deactivated.

    Declaration
    public: virtual bool IsHandUsableForConstraint(EControllerHand NewHand) override
    Parameters
    Type Name Description
    EControllerHand NewHand
    Returns
    Type Description
    bool
    Overrides
    UUxtHandConstraintComponent::IsHandUsableForConstraint(EControllerHand NewHand)
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    In This Article
    • Constructors
      • UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Uxt Palm Up Constraint", meta=(EditCondition="bRequireFlatHand", ClampMin="0.0", ClampMax="90.0"))
    • Fields
      • bRequireFlatHand
      • bRequireGaze
      • MaxPalmAngle
    • Methods
      • IsHandUsableForConstraint(EControllerHand NewHand)
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