Class UUxtPalmUpConstraintComponent
Hand constraint component that becomes active if the hand is facing the player camera.
The palm must be facing the camera for the constraint to be active. Optionally the hand can also be rejected if it isn't flat.
Inheritance
System::Object
UActorComponent
UUxtPalmUpConstraintComponent
Inherited Members
Namespace:
Assembly: .dll
Syntax
public: class UUxtPalmUpConstraintComponent : public xtHandConstraintComponent
Fields
| Improve this Doc View SourcebRequireFlatHand
If true then the hand needs to be flat to be accepted. The triangle between index, ring finger, and palm needs to be aligned with the palm within MaxFlatHandAngle.
Declaration
public: bool bRequireFlatHand= false
Field Value
Type | Description |
---|---|
bool |
MaxFlatHandAngle
Maximum allowed angle between palm and index/ring finger/palm triangle to be considered a flat hand.
Declaration
public: float MaxFlatHandAngle= 45.0f
Field Value
Type | Description |
---|---|
float |
MaxPalmAngle
Maximum allowed angle between the negative palm normal and view vector. If the angle exceeds the limit the hand is not used.
Declaration
public: float MaxPalmAngle= 80.0f
Field Value
Type | Description |
---|---|
float |
Methods
| Improve this Doc View SourceIsHandUsableForConstraint(EControllerHand NewHand)
Returns true if the given hand is eligible for the constraint. If the hand is rejected the constraint will be deactivated.
Declaration
public: virtual bool IsHandUsableForConstraint(EControllerHand NewHand) const override
Parameters
Type | Name | Description |
---|---|---|
EControllerHand | NewHand |
Returns
Type | Description |
---|---|
bool |