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API > API/Plugins > API/Plugins/XRCreative
| Name | AXRCreativeAvatar |
| Type | class |
| Header File | /Engine/Plugins/Experimental/XRCreativeFramework/Source/XRCreative/Public/XRCreativeAvatar.h |
| Include Path | #include "XRCreativeAvatar.h" |
Syntax
UCLASS ()
class AXRCreativeAvatar : public APawn
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → APawn → AXRCreativeAvatar
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AXRCreativeAvatar
(
const FObjectInitializer& ObjectInitializer |
XRCreativeAvatar.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddInputMappingContext
(
UInputMappingContext* Context, |
Adds an explicitly provided Input Mapping Context to the input system. | XRCreativeAvatar.h |
|
void BP_OnVRInitialize() |
Called when In-Editor VR mode is started. In-Editor equivalent to Begin Play. | XRCreativeAvatar.h |
|
void ClearAllInputMappings() |
XRCreativeAvatar.h |
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void ConfigureToolset
(
UXRCreativeToolset* InToolset |
XRCreativeAvatar.h | ||
FTransform GetHeadTransform() |
XRCreativeAvatar.h |
|
|
FTransform GetHeadTransformRoomSpace() |
XRCreativeAvatar.h |
|
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bool GetLaserForHand
(
EControllerHand InHand, |
XRCreativeAvatar.h | ||
const TArray< TObjectPtr< UXRCreativeTool > > & GetTools() |
XRCreativeAvatar.h | ||
const UXRCreativeToolset * GetToolset() |
XRCreativeAvatar.h | ||
ALevelSequenceActor * OpenLevelSequence
(
ULevelSequence* LevelSequence |
XRCreativeAvatar.h |
|
|
virtual void PlayHapticEffect
(
UHapticFeedbackEffect_Base* HapticEffect, |
Play haptic feedback asset on a given hand - only left and right supported | XRCreativeAvatar.h |
|
void RegisterObjectForInput
(
UObject* Object |
Registers the given object with the Avatar's Input Component This allows dynamic input bindings such as input events in blueprints to work correctly Note: Ensure you call UnregisterObjectForInput when you are finished with the object otherwise input events will still fire until GC actually destroys the object | XRCreativeAvatar.h |
|
void RemoveInputMappingContext
(
UInputMappingContext* Context, |
Removes an explicitly provided Input Mapping Context to the input system. | XRCreativeAvatar.h |
|
void SetComponentTickInEditor
(
UActorComponent* Component, |
XRCreativeAvatar.h |
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AActor * SpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
Includes special handling to not dirty editor worlds. | XRCreativeAvatar.h |
|
AActor * SpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
XRCreativeAvatar.h | ||
void StopHapticEffect
(
EControllerHand Hand, |
Instantly stop a haptic feedback for a given hand - only left and right supported | XRCreativeAvatar.h |
|
void UnregisterObjectForInput
(
UObject* Object |
Unregisters the given object with the Avatar's Input Component | XRCreativeAvatar.h |
|
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
XRCreativeAvatar.h | ||
virtual void GetActorEyesViewPoint
(
FVector& Location, |
XRCreativeAvatar.h | ||
virtual bool HasLocalNetOwner() |
XRCreativeAvatar.h | ||
virtual void OnConstruction
(
const FTransform& InTransform |
XRCreativeAvatar.h | ||
virtual void Tick
(
float InDeltaSeconds |
XRCreativeAvatar.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
XRCreativeAvatar.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Gets the input interface for the currently active input method. | XRCreativeAvatar.h | ||
void HandleSessionShutdown
(
TSharedRef< IConcertClientSession > InSession |
XRCreativeAvatar.h | ||
void HandleSessionStartup
(
TSharedRef< IConcertClientSession > InSession |
XRCreativeAvatar.h | ||
AActor * InternalSpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
Includes special handling to not dirty editor worlds. | XRCreativeAvatar.h | |
void MultiUserShutdown() |
XRCreativeAvatar.h | ||
void MultiUserStartup() |
XRCreativeAvatar.h | ||
void ProcessHaptics
(
const float DeltaTime |
XRCreativeAvatar.h | ||
void RegisterInputComponent() |
Utility functions for registering and unregistering our input component with the correct input system. | XRCreativeAvatar.h | |
void UnregisterInputComponent() |
XRCreativeAvatar.h |