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    UUxtFarCursorComponent

    When added to an actor with a far pointer this component displays a flat ring cursor at the pointer's hit point oriented following the hit normal.

    class UUxtFarCursorComponent;
    

    Header

    #include <Controls/UxtFarCursorComponent.h>

    Inheritance

    Inherits from UUxtRingCursorComponent

    Public Functions

    Name
    UUxtFarCursorComponent()

    Protected Functions

    Name
    virtual void BeginPlay() override
    virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override
    virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) override

    Public Attributes

    Name
    float HoverDistance
    float IdleRadius
    float PressedRadius

    Public Functions Documentation

    function UUxtFarCursorComponent

    UUxtFarCursorComponent()
    

    Protected Functions Documentation

    function BeginPlay

    virtual void BeginPlay() override
    

    function EndPlay

    virtual void EndPlay(
        const EEndPlayReason::Type EndPlayReason
    ) override
    

    function TickComponent

    virtual void TickComponent(
        float DeltaTime,
        ELevelTick TickType,
        FActorComponentTickFunction * ThisTickFunction
    ) override
    

    Public Attributes Documentation

    variable HoverDistance

    float HoverDistance = 0.5f;
    

    Distance over the hit surface to place the cursor at.

    variable IdleRadius

    float IdleRadius = 0.6f;
    

    Cursor radius when idle at 1m from the camera. The actual radius will scale with the distance to the camera to keep a constant screen size.

    variable PressedRadius

    float PressedRadius = 0.42f;
    

    Cursor radius when pressed at 1m from the camera. The actual radius will scale with the distance to the camera to keep a constant screen size.


    Updated on 2 November 2021 at 11:40:26 Coordinated Universal Time

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