Class UUxtFarPointerComponent
Component that casts a ray for the given hand-tracked hand and raises far interaction events on the far targets hit. A far target is an actor or component implementing the UUxtFarTarget interface.
Inheritance
System::Object
UActorComponent
UUxtFarPointerComponent
Namespace:
Assembly: .dll
Syntax
public: class UUxtFarPointerComponent : public xtPointerComponent
Constructors
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UUxtFarPointerComponent()
Declaration
public: UUxtFarPointerComponent()
Fields
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OnFarPointerDisabled
Declaration
public: FUxtFarPointerDisabledDelegate OnFarPointerDisabled
Field Value
Type |
Description |
FUxtFarPointerDisabledDelegate |
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OnFarPointerEnabled
Declaration
public: FUxtFarPointerEnabledDelegate OnFarPointerEnabled
Field Value
Type |
Description |
FUxtFarPointerEnabledDelegate |
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RayLength
Pointer ray length from ray start.
Declaration
public: float RayLength= 500
Field Value
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RayStartOffset
Start of the pointer ray expressed as an offset from the hand ray origin in the ray direction.
Declaration
public: float RayStartOffset= 5
Field Value
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TraceChannel
Trace channel to be used in the pointer's line trace query.
Declaration
public: TEnumAsByte<ECollisionChannel> TraceChannel= ECollisionChannel::ECC_Visibility
Field Value
Type |
Description |
TEnumAsByte<ECollisionChannel> |
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Methods
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Declaration
public: virtual FTransform GetCursorTransform() const override
Returns
Type |
Description |
FTransform |
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GetFocusTarget()
Declaration
public: virtual UObject * GetFocusTarget() const override
Returns
Type |
Description |
UObject * |
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GetHitNormal()
Current hit point normal or negative ray direction if there's no hit.
Declaration
public: FVector GetHitNormal() const
Returns
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GetHitPoint()
Current hit point location or ray end if there's no hit.
Declaration
public: FVector GetHitPoint() const
Returns
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GetHitPrimitive()
Primitive the pointer is currently hitting or null if none.
Declaration
public: UPrimitiveComponent * GetHitPrimitive() const
Returns
Type |
Description |
UPrimitiveComponent * |
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GetPointerOrientation()
Orientation of the pointer ray.
Declaration
public: FQuat GetPointerOrientation() const
Returns
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GetPointerOrigin()
Origin of the pointer ray as reported by the hand tracker. See GetRayStart() for actual start of the ray used for querying the scene.
Declaration
public: FVector GetPointerOrigin() const
Returns
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GetRayStart()
Start of the ray used for querying the scene. This is the pointer origin shifted by the ray start offset in the pointer forward direction.
Declaration
public: FVector GetRayStart() const
Returns
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IsEnabled()
Whether the pointer is currently enabled. Hit information is only valid while the pointer is enabled.
Declaration
public: bool IsEnabled() const
Returns
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IsPressed()
Whether the pointer is currently pressed.
Declaration
public: bool IsPressed() const
Returns
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SetActive(bool bNewActive, bool bReset=false)
Declaration
public: virtual void SetActive(bool bNewActive, bool bReset=false) override
Parameters
Type |
Name |
Description |
bool |
bNewActive |
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bool |
bReset |
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SetFocusLocked(bool bLocked)
Set the lock state of the pointer. Locked pointers don't update their hit, remaining focused on the primitive they were hitting until unlocked.
Declaration
public: virtual void SetFocusLocked(bool bLocked) override
Parameters
Type |
Name |
Description |
bool |
bLocked |
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Overrides
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TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
Declaration
public: virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override
Parameters
Type |
Name |
Description |
float |
DeltaTime |
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ELevelTick |
TickType |
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FActorComponentTickFunction * |
ThisTickFunction |
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