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    Struct FUxtPointerFocus

    Utility class that is used by components to manage different pointers and their focus targets.

    Namespace:
    Assembly: .dll
    Syntax
    public: struct FUxtPointerFocus

    Constructors

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    ~FUxtPointerFocus()

    Declaration
    public: virtual ~FUxtPointerFocus()

    Methods

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    ClearFocus(UUxtNearPointerComponent *Pointer)

    Clear the focused target.

    Declaration
    public: void ClearFocus(UUxtNearPointerComponent *Pointer)
    Parameters
    Type Name Description
    UUxtNearPointerComponent * Pointer
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    FindClosestPointOnComponent(UActorComponent *Target, const FVector &Point)

    Find the closest primitive and point on the owner of the given component.

    Declaration
    protected: FUxtPointerFocusSearchResult FindClosestPointOnComponent(UActorComponent *Target, const FVector &Point) const
    Parameters
    Type Name Description
    UActorComponent * Target
    const FVector & Point
    Returns
    Type Description
    FUxtPointerFocusSearchResult
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    FindClosestTarget(const TArray<FOverlapResult> &Overlaps, const FVector &Point)

    Find the closest target object, primitive, and point among the overlaps.

    Declaration
    protected: FUxtPointerFocusSearchResult FindClosestTarget(const TArray<FOverlapResult> &Overlaps, const FVector &Point) const
    Parameters
    Type Name Description
    const TArray<FOverlapResult> & Overlaps
    const FVector & Point
    Returns
    Type Description
    FUxtPointerFocusSearchResult
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    FindInterfaceComponent(AActor *Owner)

    Find a component of the actor that implements the required interface.

    Find a component of the actor that implements the given interface type.

    Declaration
    public: UActorComponent * FindInterfaceComponent(AActor *Owner) const
    Parameters
    Type Name Description
    AActor * Owner
    Returns
    Type Description
    UActorComponent *
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    GetClosestPointOnTarget(const UActorComponent *Target, const UPrimitiveComponent *Primitive, const FVector &Point, FVector &OutClosestPoint)

    Find the closest point on the given primitive using the distance function of the target interface.

    Declaration
    protected: virtual bool GetClosestPointOnTarget(const UActorComponent *Target, const UPrimitiveComponent *Primitive, const FVector &Point, FVector &OutClosestPoint) const =0
    Parameters
    Type Name Description
    const UActorComponent * Target
    const UPrimitiveComponent * Primitive
    const FVector & Point
    FVector & OutClosestPoint
    Returns
    Type Description
    bool
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    GetClosestTargetPoint()

    Get the closest point on the surface of the focused target

    Declaration
    public: const FVector & GetClosestTargetPoint() const
    Returns
    Type Description
    const FVector &
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    GetFocusedPrimitive()

    Get the currently focused primitive component

    Declaration
    public: UPrimitiveComponent * GetFocusedPrimitive() const
    Returns
    Type Description
    UPrimitiveComponent *
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    GetFocusedTarget()

    Get the currently focused target object.

    Declaration
    public: UObject * GetFocusedTarget() const
    Returns
    Type Description
    UObject *
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    GetFocusedTargetChecked()

    Get the currently focused target object. Returns null if the target does not implement the expected interface.

    Declaration
    public: UObject * GetFocusedTargetChecked() const
    Returns
    Type Description
    UObject *
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    GetInterfaceClass()

    Get the interface class that targets for the pointer must implement.

    Declaration
    protected: virtual UClass * GetInterfaceClass() const =0
    Returns
    Type Description
    UClass *
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    ImplementsTargetInterface(UObject *Target)

    Returns true if the given object implements the required target interface.

    Declaration
    protected: virtual bool ImplementsTargetInterface(UObject *Target) const =0
    Parameters
    Type Name Description
    UObject * Target
    Returns
    Type Description
    bool
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    RaiseEnterFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer)

    Notify the target object that it has entered focus.

    Declaration
    protected: virtual void RaiseEnterFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer) const =0
    Parameters
    Type Name Description
    UObject * Target
    UUxtNearPointerComponent * Pointer
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    RaiseExitFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer)

    Notify the target object that it has exited focus.

    Declaration
    protected: virtual void RaiseExitFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer) const =0
    Parameters
    Type Name Description
    UObject * Target
    UUxtNearPointerComponent * Pointer
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    RaiseUpdateFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer)

    Notify the focused target object that the pointer has been updated.

    Declaration
    protected: virtual void RaiseUpdateFocusEvent(UObject *Target, UUxtNearPointerComponent *Pointer) const =0
    Parameters
    Type Name Description
    UObject * Target
    UUxtNearPointerComponent * Pointer
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    SelectClosestPointOnTarget(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, UActorComponent *NewTarget)

    Select the closest primitive from the owner of the given target component. The target component will be the new focus, unless no usable primitive can be found.

    Declaration
    public: void SelectClosestPointOnTarget(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, UActorComponent *NewTarget)
    Parameters
    Type Name Description
    UUxtNearPointerComponent * Pointer
    const FTransform & PointerTransform
    UActorComponent * NewTarget
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    SelectClosestTarget(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, const TArray<FOverlapResult> &Overlaps)

    Select and set the focused target among the list of overlaps.

    Declaration
    public: void SelectClosestTarget(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, const TArray<FOverlapResult> &Overlaps)
    Parameters
    Type Name Description
    UUxtNearPointerComponent * Pointer
    const FTransform & PointerTransform
    const TArray<FOverlapResult> & Overlaps
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    SetFocus(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, UObject *NewTarget, UPrimitiveComponent *NewPrimitive, const FVector &NewClosestPointOnTarget)

    Set the focus to the given target object, primitive, and point on the target.

    Declaration
    protected: void SetFocus(UUxtNearPointerComponent *Pointer, const FTransform &PointerTransform, UObject *NewTarget, UPrimitiveComponent *NewPrimitive, const FVector &NewClosestPointOnTarget)
    Parameters
    Type Name Description
    UUxtNearPointerComponent * Pointer
    const FTransform & PointerTransform
    UObject * NewTarget
    UPrimitiveComponent * NewPrimitive
    const FVector & NewClosestPointOnTarget
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    UpdateClosestTarget(const FTransform &PointerTransform)

    Update the ClosestTargetPoint while focus is locked

    Declaration
    public: void UpdateClosestTarget(const FTransform &PointerTransform)
    Parameters
    Type Name Description
    const FTransform & PointerTransform
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    UpdateFocus(UUxtNearPointerComponent *Pointer)

    Notify the focused target of a pointer update.

    Declaration
    public: void UpdateFocus(UUxtNearPointerComponent *Pointer) const
    Parameters
    Type Name Description
    UUxtNearPointerComponent * Pointer
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