Show / Hide Table of Contents

    UUxtPointerComponent

    Base component for UXT pointers.

    class UUxtPointerComponent;
    

    Header

    #include <Input/UxtPointerComponent.h>

    Inheritance

    Inherits from UActorComponent

    Inherited by UUxtFarPointerComponent, UUxtNearPointerComponent

    Public Functions

    Name
    UUxtPointerComponent() =default
    bool GetFocusLocked() const
    virtual void SetFocusLocked(bool bLocked)

    Public Attributes

    Name
    UObject * GetFocusTarget
    FTransform GetCursorTransform
    EControllerHand Hand

    Protected Attributes

    Name
    bool bFocusLocked

    Public Functions Documentation

    function UUxtPointerComponent

    UUxtPointerComponent() =default
    

    function GetFocusLocked

    bool GetFocusLocked() const
    

    Get the lock state of the pointer.

    function SetFocusLocked

    virtual void SetFocusLocked(
        bool bLocked
    )
    

    Reimplemented by: UUxtFarPointerComponent::SetFocusLocked

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

    Public Attributes Documentation

    variable GetFocusTarget

    UObject * GetFocusTarget;
    

    Get the target currently being focused by the pointer, if any.

    variable GetCursorTransform

    FTransform GetCursorTransform;
    

    Get the cursor transform.

    variable Hand

    EControllerHand Hand = EControllerHand::AnyHand;
    

    The hand to be used for targeting. TODO: replace with generic input device.

    Protected Attributes Documentation

    variable bFocusLocked

    bool bFocusLocked = false;
    

    The lock state of the pointer.


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

    • Improve this Doc
    Back to top Generated by DocFX