Navigation
API > API/Plugins > API/Plugins/XRCreative
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- APawn
- AXRCreativeAvatar
References
| Module | XRCreative |
| Header | /Engine/Plugins/Experimental/XRCreativeFramework/Source/XRCreative/Public/XRCreativeAvatar.h |
| Include | #include "XRCreativeAvatar.h" |
Syntax
UCLASS ()
class AXRCreativeAvatar : public APawn
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< FActiveHapticFeedbackEffect > | ActiveHapticEffect_Left | Currently playing haptic effects for both the left and right hand | |
| TSharedPtr< FActiveHapticFeedbackEffect > | ActiveHapticEffect_Right | ||
| bool | bIsInputRegistered | ||
| TObjectPtr< UMotionControllerComponent > | LeftController | ||
| TObjectPtr< UMotionControllerComponent > | LeftControllerAim | ||
| TObjectPtr< USkeletalMeshComponent > | LeftControllerModel | ||
| TObjectPtr< UXRCreativePointerComponent > | LeftControllerPointer | ||
| TObjectPtr< UWidgetComponent > | MenuWidget | ||
| FDelegateHandle | OnSessionShutdownHandle | Delegate handle for a the callback when a session shuts down | |
| FDelegateHandle | OnSessionStartupHandle | Delegate handle for a the callback when a session starts up | |
| TObjectPtr< UMotionControllerComponent > | RightController | ||
| TObjectPtr< UMotionControllerComponent > | RightControllerAim | ||
| TObjectPtr< USkeletalMeshComponent > | RightControllerModel | ||
| TObjectPtr< UXRCreativePointerComponent > | RightControllerPointer | ||
| TArray< TObjectPtr< UXRCreativeTool > > | Tools | ||
| TObjectPtr< UXRCreativeITFComponent > | ToolsComponent | ||
| TObjectPtr< UXRCreativeToolset > | Toolset | ||
| TWeakPtr< IConcertClientSession > | WeakSession | Weak pointer to the client session with which to send events. May be null or stale. | |
| TObjectPtr< UWidgetInteractionComponent > | WidgetInteraction |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AXRCreativeAvatar
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddInputMappingContext
(
UInputMappingContext* Context, |
Adds an explicitly provided Input Mapping Context to the input system. | |
| void | Called when In-Editor VR mode is started. In-Editor equivalent to Begin Play. | ||
| void | |||
| void | ConfigureToolset
(
UXRCreativeToolset* InToolset |
||
| IEnhancedInputSubsystemInterface * | Gets the input interface for the currently active input method. | ||
| FTransform | |||
| FTransform | |||
| bool | GetLaserForHand
(
EControllerHand InHand, |
||
| const TArray< TObjectPtr< UXRCreativeTool > > & | GetTools () |
||
| const UXRCreativeToolset * | GetToolset () |
||
| void | HandleSessionShutdown
(
TSharedRef< IConcertClientSession > InSession |
||
| void | HandleSessionStartup
(
TSharedRef< IConcertClientSession > InSession |
||
| AActor * | InternalSpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
Includes special handling to not dirty editor worlds. | |
| void | |||
| void | |||
| ALevelSequenceActor * | OpenLevelSequence
(
ULevelSequence* LevelSequence |
||
| void | PlayHapticEffect
(
UHapticFeedbackEffect_Base* HapticEffect, |
Play haptic feedback asset on a given hand - only left and right supported | |
| void | ProcessHaptics
(
const float DeltaTime |
||
| void | Utility functions for registering and unregistering our input component with the correct input system. | ||
| 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 | |
| void | RemoveInputMappingContext
(
UInputMappingContext* Context, |
Removes an explicitly provided Input Mapping Context to the input system. | |
| void | SetComponentTickInEditor
(
UActorComponent* Component, |
||
| AActor * | SpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
Includes special handling to not dirty editor worlds. | |
| AActor * | SpawnTransientActor
(
TSubclassOf< AActor > ActorClass, |
||
| void | StopHapticEffect
(
EControllerHand Hand, |
Instantly stop a haptic feedback for a given hand - only left and right supported | |
| void | |||
| void | UnregisterObjectForInput
(
UObject* Object |
Unregisters the given object with the Avatar's Input Component |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| bool | Does this actor have a locally controlled owner responsible for replication? (APlayerController typically) | ||
| void | OnConstruction
(
const FTransform& InTransform |
Called when an instance of this class is placed (in editor) or spawned. | |
| void | Tick
(
float InDeltaSeconds |
Function called every frame on this Actor. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. |