Class AUxtInputSimulationActor
Actor that produces head pose and hand animations for the input simulation subsystem.
Inheritance
System::Object
AActor
AUxtInputSimulationActor
Namespace:
Assembly: .dll
public: class AUxtInputSimulationActor
Fields
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If true, adds default input bindings for input simulation.
Declaration
public: uint32 bAddDefaultInputBindings
Field Value
Methods
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Declaration
public: virtual void BeginPlay() override
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Declaration
public: UUxtInputSimulationHeadMovementComponent * GetHeadMovement() const
Returns
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Declaration
public: USkeletalMeshComponent * GetLeftHand() const
Returns
Type |
Description |
USkeletalMeshComponent * |
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Declaration
public: USkeletalMeshComponent * GetRightHand() const
Returns
Type |
Description |
USkeletalMeshComponent * |
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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 |
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Returns
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True if the hand is currently controlled by the user.
Declaration
public: bool IsHandControlled(EControllerHand Hand) const
Parameters
Type |
Name |
Description |
EControllerHand |
Hand |
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Returns
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True if the hand is currently visible.
Declaration
public: bool IsHandVisible(EControllerHand Hand) const
Parameters
Type |
Name |
Description |
EControllerHand |
Hand |
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Returns
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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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Set the target animation pose for a hand.
Declaration
public: void SetTargetPose(EControllerHand Hand, FName PoseName)
Parameters
Type |
Name |
Description |
EControllerHand |
Hand |
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FName |
PoseName |
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Declaration
public: virtual void Tick(float DeltaSeconds) override
Parameters
Type |
Name |
Description |
float |
DeltaSeconds |
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