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Represents an actor specifically for VR Editor that has roomspace transformation
| Name | AVREditorBaseActor |
| Type | class |
| Header File | /Engine/Source/Editor/VREditor/Public/VREditorBaseActor.h |
| Include Path | #include "VREditorBaseActor.h" |
Syntax
UCLASS ()
class AVREditorBaseActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AVREditorBaseActor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AVREditorBaseActor() |
Default constructor which sets up safe defaults | VREditorBaseActor.h |
Enums
Public
| Name | Remarks |
|---|---|
| EDockedTo | Possible UI attachment points |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsMoving | bool | If the UI is currently moving | VREditorBaseActor.h | |
| DockedTo | EDockedTo | What the UI is attached to | VREditorBaseActor.h | |
| LastDockedUIToWorld | TOptional< FTransform > | When docked, our transform last frame. This is used for smoothing | VREditorBaseActor.h | |
| LocalRotation | FRotator | Local rotation of the UI | VREditorBaseActor.h | |
| MoveToAlpha | float | Current lerp alpha | VREditorBaseActor.h | |
| MoveToResultDock | EDockedTo | Dock state to switch to when finished moving | VREditorBaseActor.h | |
| MoveToTime | float | Total time to move to the end transform | VREditorBaseActor.h | |
| MoveToTransform | FTransform | The end transform to move to | VREditorBaseActor.h | |
| PreviousDockedTo | EDockedTo | What was the UI previously attached to | VREditorBaseActor.h | |
| RelativeOffset | FVector | Relative offset of the UI | VREditorBaseActor.h | |
| StartMoveToTransform | FTransform | The actor transform when started moving | VREditorBaseActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EDockedTo GetDockedTo() |
Returns what we're docked to, if anything | VREditorBaseActor.h | |
EDockedTo GetPreviouslyDockedTo() |
Returns what we were previously docked to | VREditorBaseActor.h | |
FTransform MakeUITransformLockedToHand
(
UViewportInteractor* Interactor, |
Get a relative transform from the hand | VREditorBaseActor.h | |
void MoveTo
(
const FTransform& ResultTransform, |
Start moving towards a transform | VREditorBaseActor.h | |
void SetDockedTo
(
const EDockedTo NewDockedTo |
Sets what this UI is docked to | VREditorBaseActor.h | |
void SetLocalRotation
(
const FRotator& InRelativeRotation |
Sets the local rotation of the UI | VREditorBaseActor.h | |
void SetRelativeOffset
(
const FVector& InRelativeOffset |
Sets the relative offset of the UI | VREditorBaseActor.h | |
virtual void SetTransform
(
const FTransform& Transform |
Sets the transf | VREditorBaseActor.h | |
void SetVRMode
(
UVREditorMode* InVRMode |
Sets the owning VR mode | VREditorBaseActor.h | |
void StopMoveTo() |
Abort moving to transform and move instant to MoveToTransform | VREditorBaseActor.h | |
virtual void TickManually
(
float DeltaTime |
Called by the UI system to tick this UI every frame. | VREditorBaseActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FTransform MakeCustomUITransform() |
Called when DockTo state is custom, needs to be implemented by derived classes | VREditorBaseActor.h | |
FTransform MakeUITransformLockedToHand
(
UViewportInteractor* Interactor, |
Given a hand to lock to, returns a transform to place UI at that hand's location and orientation | VREditorBaseActor.h | |
FTransform MakeUITransformLockedToRoom() |
Create a room transform with the RelativeOffset and LocalRotation | VREditorBaseActor.h | |
void TickMoveTo
(
const float DeltaTime |
Updates the lerp movement | VREditorBaseActor.h | |
virtual 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 | VREditorBaseActor.h | |
void UpdateTransformIfDocked() |
Called every tick to keep the UI position up to date | VREditorBaseActor.h |