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bool |
bDraggingWithGrabberSphere |
True if we're dragging using the grabber sphere, or false if we're using the laser (or world movement) |
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bool |
bHitResultIsPriorityType |
If the latest hitresult is hovering over a priority type |
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bool |
bIsDrivingVelocityOfSimulatedTransformables |
While dragging, true if we're dragging at least one simulated object that we're driving the velocities of. |
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bool |
bIsFirstDragUpdate |
True if this is the first update since we started dragging |
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bool |
bWasAssistingDrag |
True if we were assisting the other hand's drag the last time we did anything. |
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TWeakObjectPtr< UActorComponent > |
ClickingOnComponent |
General inputTrue if we're currently holding the 'SelectAndMove' button down after clicking on an actor |
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EViewportInteractionDraggingMode |
DraggingMode |
Object/world movementWhat we're currently dragging with this hand, if anything |
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TWeakObjectPtr< class USceneComponent > |
DraggingTransformGizmoComponent |
The gizmo component we're dragging right now |
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TWeakObjectPtr< class UViewportDragOperationComponent > |
DragOperationComponent |
The gizmo interaction we're doing with this hand |
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double |
DragRayLength |
Length of the ray that's dragging |
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double |
DragRayLengthVelocity |
How fast to adjust ray length every frame for inertial ray length changes |
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FVector |
DragTranslationVelocity |
How fast to move selected objects every frame for inertial translation |
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FTransform |
GizmoInterpolationSnapshotTransform |
A transform that we're interpolating from, toward the target transform. |
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FTransform |
GizmoLastTransform |
Where the gizmo was last frame. This is used for interpolation and smooth snapping |
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float |
GizmoRotationRadiansSinceDragStarted |
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float |
GizmoScaleSinceDragStarted |
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FVector |
GizmoSpaceDragDeltaFromStartOffset |
When dragging with an axis/plane constraint applied, this is the difference between the actual "delta from start" and the constrained "delta from start". |
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FVector |
GizmoSpaceFirstDragUpdateOffsetAlongAxis |
For a single axis drag, this is the cached local offset where the laser pointer ray intersected the axis line on the first frame of the drag |
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FBox |
GizmoStartLocalBounds |
Our gizmo bounds at the start of the interaction, in actor local space. |
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FTransform |
GizmoStartTransform |
Transform gizmo interactionWhere the gizmo was placed at the beginning of the current interaction |
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FTransform |
GizmoTargetTransform |
Where the gizmo wants to be right now, with snaps applied. |
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FTransform |
GizmoUnsnappedTargetTransform |
Where the gizmo wants to be right now, if no snaps were applied. |
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FVector |
GrabberSphereLocationAtDragStart |
Where the grabber sphere center point was when we first started the drag |
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TWeakObjectPtr< class USceneComponent > |
HoverHapticCheckLastHoveredGizmoComponent |
Gizmo handle that we hovered over last (used only for avoiding spamming of hover haptics!) |
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TWeakObjectPtr< class USceneComponent > |
HoveringOverTransformGizmoComponent |
Gizmo component that we're hovering over, or nullptr if not hovering over any |
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TOptional< FVector > |
HoverLocation |
Position the laser pointer impacted an interactive object at (UI, meshes, etc.) |
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FVector |
ImpactLocationAtDragStart |
Grabber sphere or laser pointer impact location at the drag start |
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FTransform |
InteractorTransformAtDragStart |
The transform of the interactor when we first started the drag |
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EViewportInteractionDraggingMode |
LastDraggingMode |
What we were doing last. Used for inertial movement. |
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UViewportDragOperation * |
LastDragOperation |
The last drag operation. |
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FVector |
LastDragToLocation |
Location that we dragged to last frame (end point of the ray) |
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TWeakObjectPtr< class UActorComponent > |
LastHoveredActorComponent |
The current component hovered by the laser pointer of this hand |
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TWeakObjectPtr< UWidgetComponent > |
LastHoveredWidgetComponent |
Hover feedbackThe widget component we last hovered over. |
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FVector |
LastHoverLocationOverUI |
The last location that we hovered over UI at in the world. |
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FTransform |
LastRoomSpaceTransform |
Room space hand transform from the previous frame |
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FTransform |
LastTransform |
Hand transform in world space from the previous frame |
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ELockedWorldDragMode |
LockedWorldDragMode |
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TOptional< FTransformGizmoHandlePlacement > |
OptionalHandlePlacement |
Which handle on the gizmo we're interacting with, if any |
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FTransform |
RoomSpaceTransform |
Your hand transform, in the local tracking space (unaffected by world scaling) |
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FVector |
StartHitLocationToTransformableCenter |
The offset between the hitlocation of the object selected to start dragging and its center. |
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FTransform |
Transform |
Positional dataYour hand (laser origin) in the virtual world in world space, usually driven by VR motion controllers |