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Unreal Engine C++ API Reference > Editor > ViewportInteraction
Inheritance Hierarchy
- AActor
- ABaseTransformGizmo
References
Module | ViewportInteraction |
Header | /Engine/Source/Editor/ViewportInteraction/Public/VIBaseTransformGizmo.h |
Include | #include "VIBaseTransformGizmo.h" |
Syntax
UCLASS (Abstract, NotPlaceable)
class ABaseTransformGizmo : public AActor
Remarks
Base class for transform gizmo
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< TObjectPtr< class UGizmoHandleGroup > > | AllHandleGroups | All gizmo components |
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EGizmoHandleTypes | GizmoType | Current gizmo type |
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TObjectPtr< USceneComponent > | SceneComponent | Scene component root of this actor |
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FTimespan | SelectedAtTime | Real time that the gizmo was last attached to a selected set of objects. |
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TObjectPtr< class UViewportWorldInteraction > | WorldInteraction | Owning object |
Constructors
Type | Name | Description | |
---|---|---|---|
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Default constructor that sets up CDO properties |
Functions
Type | Name | Description | |
---|---|---|---|
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float | Updates the animation with the current time and selected time | |
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void | GetBoundingBoxEdge
(
const FBox& Box, |
Static: Given a bounding box and information about which edge to query, returns the vertex positions of that edge |
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EGizmoHandleTypes | GetGizmoType () |
Gets the current gizmo handle type |
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UViewportDragOperationComponent * | GetInteractionType
(
UActorComponent* DraggedComponent, |
Called by the world interaction system when one of our components is dragged by the user to find out what type of interaction to do. |
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UViewportWorldInteraction * | Gets the owner | |
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bool | Gets if the gizmo shows measurement texts | |
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bool | IsEditorOnly () |
|
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void | Call this when new objects become selected. This triggers an animation transition. | |
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void | SetOwnerWorldInteraction
(
UViewportWorldInteraction* InWorldInteraction |
Sets the owner |
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void | UpdateGizmo
(
const EGizmoHandleTypes InGizmoType, |
Called by the world interaction system after we've been spawned into the world, to allow us to create components and set everything up nicely for the selected objects that we'll be used to manipulate |
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void | UpdateHandleVisibility
(
const EGizmoHandleTypes InGizmoType, |
Updates the visibility of all the handles |