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Unreal Engine C++ API Reference > Editor > VREditor
Inheritance Hierarchy
- UEditorWorldExtension
- UVREditorModeBase
- UVREditorMode
References
Module | VREditor |
Header | /Engine/Source/Editor/VREditor/Public/VREditorMode.h |
Include | #include "VREditorMode.h" |
Syntax
UCLASS (Abstract, Transient)
class UVREditorMode : public UVREditorModeBase
Remarks
VR Editor Mode. Extends editor viewports with functionality for VR controls and object manipulation
Variables
Type | Name | Description | |
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FTimespan | AppTimeModeEntered | App time that we entered this mode |
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TObjectPtr< class UVREditorAutoScaler > | AutoScalerSystem | Automatic scale system |
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TObjectPtr< class AVREditorAvatarActor > | AvatarActor | Avatar visuals Actor with components to represent the VR avatar in the world, including motion controller meshes |
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bool | bIsFlashlightOn | If there is currently a flashlight in the scene |
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bool | bIsFullyInitialized | True if VR mode is fully initialized and ready to render |
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bool | bWantsToExitMode | True if we currently want to exit VR mode. |
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EGizmoHandleTypes | CurrentGizmoType | The current Gizmo type that is used for the TransformGizmo Actor |
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USpotLightComponent * | FlashlightComponent | Flashlight Spotlight for the flashlight |
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TSoftClassPtr< UVREditorInteractor > | InteractorClass | The controller to use when UnrealEd is in VR mode. |
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TArray< TObjectPtr< UVREditorInteractor > > | Interactors | Interactors |
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int32 | MotionControllerID | Input The Unreal controller ID for the motion controllers we're using |
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FOnPlaceDraggedMaterial | OnPlaceDraggedMaterialEvent | Event broadcast when a material is placed |
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FOnPlacePreviewActor | OnPlacePreviewActorEvent | Event broadcast when a preview actor is placed |
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FOnVREditingModeExit | OnVREditingModeExit_Handler | Used to override dockable area restoration behavior |
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TObjectPtr< class UVREditorPlacement > | PlacementSystem | |
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TObjectPtr< class AVREditorTeleporter > | TeleportActor | Teleporter system |
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TSoftClassPtr< AVREditorTeleporter > | TeleporterClass | The teleporter to use when UnrealEd is in VR mode. |
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FOnVRTickHandle | TickHandle | Subsystems registered |
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TObjectPtr< class UVREditorUISystem > | UISystem | Subsystems VR UI system |
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TWeakPtr< class SWindow > | VREditorWindowWeakPtr | The VR editor window, if it's open right now |
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TObjectPtr< class UViewportWorldInteraction > | WorldInteraction | World interaction World interaction manager |
Constructors
Type | Name | Description | |
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Default constructor |
Functions
Type | Name | Description | |
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void | ||
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void | BeginEntry () |
Startup/Shutdown |
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UStaticMeshComponent * | CreateMesh
(
AActor* OwningActor, |
Helper functions to create a static mesh |
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UStaticMeshComponent * | CreateMesh
(
AActor* OwningActor, |
|
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UStaticMeshComponent * | CreateMotionControllerMesh
(
AActor* OwningActor, |
Create a static motion controller mesh for the current HMD platform |
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void | Will update the TransformGizmo Actor with the next Gizmo type | |
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void | FinishEntry () |
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const UVREditorAssetContainer & | Gets the container for all the assets of VREditor. | |
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FLinearColor | Gets the color. | |
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EGizmoHandleTypes | Gets the current Gizmo handle type | |
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ISequencer * | Returns the currently active sequencer | |
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float | Get the default near clipping plane for VR editing. | |
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UVREditorInteractor * | GetHandInteractor
(
const EControllerHand ControllerHand |
Gets the hand interactor |
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FName | ||
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int32 | Returns the Unreal controller ID for the motion controllers we're using | |
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FTransform | Gets the transform of the user's HMD in room space | |
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const FSavedEditorState & | Gets the saved editor state from entering the mode | |
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AVREditorTeleporter * | Get Teleporter | |
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FTimespan | Returns the time since the VR Editor mode was last entered | |
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UVREditorUISystem & | GetUISystem () |
Gets access to the VR UI system |
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const UVREditorUISystem & | GetUISystem () |
Gets access to the VR UI system (const) |
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const TArray< UVREditorInteractor * > | ||
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const UViewportWorldInteraction & | Gets access to the world interaction system (const) | |
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UViewportWorldInteraction & | Gets access to the world interaction system | |
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float | Gets the world scale factor, which can be multiplied by a scale vector to convert to room space | |
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bool | Return true if currently aiming to teleport. | |
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bool | Returns if the VR Mode is in debug mode. | |
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bool | Returns whether or not the flashlight is visible | |
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bool | If the mode was completely initialized | |
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bool | IsHandAimingTowardsCapsule
(
UViewportInteractor* Interactor, |
|
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bool | IsInGameView () |
Returns whether game view is currently active. |
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bool | IsShowingRadialMenu
(
const UVREditorInteractor* Interactor |
Lets other modules know if the radial menu is visible on a given interactor so input should be handled differently |
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bool | ||
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UVREditorAssetContainer & | Loads and returns the container for all the assets of VREditor. | |
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bool | ||
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FOnPlaceDraggedMaterial & | ||
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FOnPlacePreviewActor & | ||
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FOnVRTickHandle & | OnTickHandle () |
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FOnToggleVRModeDebug & | ||
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T | OvershootEaseOut
(
T Alpha, |
|
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void | PlaySound
(
USoundBase* SoundBase, |
Plays sound at location. |
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void | PostTick
(
const float DeltaTime |
Tick after the ViewportWorldInteraction is ticked |
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void | PreTick
(
const float DeltaTime |
Tick before the ViewportWorldInteraction is ticked |
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void | RefreshActorPreviewWidget
(
TSharedRef< SWidget > InWidget, |
Refresh the current actor preview widget on an in-world UI panel |
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void | RefreshVREditorSequencer
(
ISequencer* InCurrentSequencer |
Runtime and plugin modules can force VR Editor to refresh using this function |
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void | SaveSequencerSettings
(
bool bInKeyAllEnabled, |
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void | SetGameView
(
bool bGameView |
Display the scene more closely to how it would appear at runtime (as opposed to edit time). |
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void | SetHMDDeviceTypeOverride
(
FName InOverrideType |
Overrides the HMD device type, which is otherwise derived from the XR system name. |
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void | SetRoomTransform
(
const FTransform& NewRoomTransform |
Sets a new transform for the room, in world space. |
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void | ||
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bool | ||
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void | Snaps the current selected actor to the ground | |
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void | Call this to start exiting VR mode | |
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void | Toggles the debug mode. | |
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void | ToggleFlashlight
(
UVREditorInteractor* Interactor |
Spawns a flashlight on the specified hand |
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void | TransitionWorld
(
UWorld* NewWorld, |
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bool | Check whether the UISystem exists | |
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void | UpdateExternalSlateUI
(
TSharedRef< SWidget > InWidget, |
General way to spawn an external Slate UI from a radial menu |
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void | UpdateExternalUMGUI
(
const FVREditorFloatingUICreationContext& CreationContext |
General way to spawn an external UMG UI from a radial menu |
Overridden from UVREditorModeBase
Type | Name | Description | |
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TSharedRef< FBaseSavedEditorState > | Derived classes can override this to return a derived state struct, and add their own saved state. | |
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void | Enter () |
When the user actually enters the VR Editor mode |
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void | Exit
(
bool bShouldDisableStereo |
When the user leaves the VR Editor mode |
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FTransform | Gets the world space transform of the HMD (head) | |
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bool | GetLaserForHand
(
EControllerHand InHand, |
Gives start and end points in world space for an active laser, or returns false if there is no active laser for the specified hand. |
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FTransform | Gets the world space transform of the calibrated VR room origin. | |
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void | Init () |
Initialize the VREditor |
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void | Shutdown () |
Shutdown the VREditor |
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bool | Returns true if the user wants to exit this mode |
Classes
Type | Name | Description | |
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FOnPlaceDraggedMaterial | Delegate to be called when a material is placed | |
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FOnPlacePreviewActor | Delegate to be called when a preview actor is placed | |
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FOnToggleVRModeDebug | Delegate to be called when the debug mode is toggled. | |
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FOnVRTickHandle | * Gets the tick handle to give external systems the change to be ticked right after the ViewportWorldInteraction is ticked | |
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FSavedEditorState | Saved information about the editor and viewport we possessed, so we can restore it after exiting VR mode |
Enums
Type | Name | Description | |
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EColors | Color types. |
Typedefs
Name | Description |
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FOnVREditingModeExit |
Constants
Name | Description |
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AssetContainerPath | The asset container path |
bDebugModeEnabled | Whether currently in debug mode or not. |