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API > API/Editor > API/Editor/VREditor
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AVREditorBaseActor
- AVREditorFloatingUI
References
| Module | VREditor |
| Header | /Engine/Source/Editor/VREditor/Public/VREditorBaseActor.h |
| Include | #include "VREditorBaseActor.h" |
Syntax
class AVREditorBaseActor : public AActor
Remarks
Represents an actor specifically for VR Editor that has roomspace transformation
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | Scale | How big the actor should be | |
| TObjectPtr< class UVREditorMode > | VRMode | The VR mode that owns this actor |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Default constructor which sets up safe defaults |
Functions
| Type | Name | Description | |
|---|---|---|---|
| EDockedTo | GetDockedTo () |
Returns what we're docked to, if anything | |
| EDockedTo | Returns what we were previously docked to | ||
| FTransform | Called when DockTo state is custom, needs to be implemented by derived classes | ||
| FTransform | MakeUITransformLockedToHand
(
UViewportInteractor* Interactor, |
Given a hand to lock to, returns a transform to place UI at that hand's location and orientation | |
| FTransform | MakeUITransformLockedToHand
(
UViewportInteractor* Interactor, |
Get a relative transform from the hand | |
| FTransform | Create a room transform with the RelativeOffset and LocalRotation | ||
| void | Start moving towards a transform | ||
| void | SetDockedTo
(
const EDockedTo NewDockedTo |
Sets what this UI is docked to | |
| void | SetLocalRotation
(
const FRotator& InRelativeRotation |
Sets the local rotation of the UI | |
| void | SetRelativeOffset
(
const FVector& InRelativeOffset |
Sets the relative offset of the UI | |
| void | SetTransform
(
const FTransform& Transform |
Sets the transf | |
| void | SetVRMode
(
UVREditorMode* InVRMode |
Sets the owning VR mode | |
| void | StopMoveTo () |
Abort moving to transform and move instant to MoveToTransform | |
| void | TickManually
(
float DeltaTime |
Called by the UI system to tick this UI every frame. | |
| void | TickMoveTo
(
const float DeltaTime |
Updates the lerp movement | |
| void | UpdateFadingState
(
const float DeltaTime |
Called after spawning, and every Tick, to update opacity of the actor, has to be implemented by the derived actor | |
| void | Called every tick to keep the UI position up to date |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EDockedTo | Possible UI attachment points |