Class UUxtNearPointerComponent
Adds poke and grab interactions to an actor. It keeps track of all overlapping poke targets and raises focus events on the closest one. Targets use the transform of pointers focusing them to drive their interactions.
Inheritance
System::Object
UActorComponent
UUxtNearPointerComponent
Namespace:
Assembly: .dll
Syntax
public: class UUxtNearPointerComponent : public xtPointerComponent
Constructors
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~UUxtNearPointerComponent()
Declaration
public: virtual ~UUxtNearPointerComponent()
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UUxtNearPointerComponent()
Declaration
public: UUxtNearPointerComponent()
Fields
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DebounceDepth
The distance the fingertip must be from a pokeable in order to fire a poke end event. This is used in order to distinguish the queries for poke begin and poke end so you cannot easily cause end touch to fire one frame and begin touch to fire on the next frame.
Declaration
public: float DebounceDepth= 0.5f
Field Value
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GrabFocus
Focus of the grab pointer
Declaration
protected: FUxtGrabPointerFocus * GrabFocus
Field Value
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GrabRadius
Declaration
public: float GrabRadius= 3.5f
Field Value
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PokeDepth
The depth beyond the front face at which a front face pokable no longer recieves poke events. While poking a front face pokable, if the near pointer moves beyond this depth, the pokable will receive a poke end event.
Declaration
public: float PokeDepth= 20.0f
Field Value
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PokeFocus
Focus of the poke pointer
Declaration
protected: FUxtPokePointerFocus * PokeFocus
Field Value
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PokeRadius
Declaration
public: float PokeRadius= 0.75f
Field Value
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ProximityRadius
Declaration
public: float ProximityRadius= 11.0f
Field Value
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TraceChannel
Declaration
public: TEnumAsByte<ECollisionChannel> TraceChannel= ECollisionChannel::ECC_Visibility
Field Value
Type |
Description |
TEnumAsByte<ECollisionChannel> |
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Methods
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BeginPlay()
Declaration
public: virtual void BeginPlay() override
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EndPlay(const EEndPlayReason::Type EndPlayReason)
Declaration
public: virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override
Parameters
Type |
Name |
Description |
const EEndPlayReason::Type |
EndPlayReason |
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Declaration
public: virtual FTransform GetCursorTransform() const override
Returns
Type |
Description |
FTransform |
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GetFocusedGrabTarget(FVector &OutClosestPointOnTarget)
Returns currently focused grab target or null if there is none.
Declaration
public: UObject * GetFocusedGrabTarget(FVector &OutClosestPointOnTarget) const
Parameters
Type |
Name |
Description |
FVector & |
OutClosestPointOnTarget |
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Returns
Type |
Description |
UObject * |
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GetFocusedPokeTarget(FVector &OutClosestPointOnTarget)
Returns currently focused poke target or null if there is none.
Declaration
public: UObject * GetFocusedPokeTarget(FVector &OutClosestPointOnTarget) const
Parameters
Type |
Name |
Description |
FVector & |
OutClosestPointOnTarget |
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Returns
Type |
Description |
UObject * |
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GetFocusTarget()
Declaration
public: virtual UObject * GetFocusTarget() const override
Returns
Type |
Description |
UObject * |
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Declaration
public: FTransform GetGrabPointerTransform() const
Returns
Type |
Description |
FTransform |
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GetIsPoking()
Declaration
public: bool GetIsPoking() const
Returns
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GetPokePointerRadius()
Declaration
public: float GetPokePointerRadius() const
Returns
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Declaration
public: FTransform GetPokePointerTransform() const
Returns
Type |
Description |
FTransform |
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IsGrabbing()
Declaration
public: bool IsGrabbing() 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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SetFocusedGrabTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
Set a focused grab target explicitly which will receive grasp events. If bEnableFocusLock is true, then the new focus target will be locked until released by calling SetFocusLocked.
Declaration
public: bool SetFocusedGrabTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
Parameters
Type |
Name |
Description |
UActorComponent * |
NewFocusedTarget |
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bool |
bEnableFocusLock |
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Returns
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SetFocusedPokeTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
Set a focused poke target explicitly which will receive grasp events. If bEnableFocusLock is true, then the new focus target will be locked until released by calling SetFocusLocked.
Declaration
public: bool SetFocusedPokeTarget(UActorComponent *NewFocusedTarget, bool bEnableFocusLock)
Parameters
Type |
Name |
Description |
UActorComponent * |
NewFocusedTarget |
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bool |
bEnableFocusLock |
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Returns
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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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UpdatePokeInteraction()
Update poke distances and detect if poking the target.
Declaration
public: void UpdatePokeInteraction()