| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/VREditor/Public/VREditorMode.h |
Include |
#include "VREditorMode.h" |
class UVREditorMode : public UEditorWorldExtension
VR Editor Mode. Extends editor viewports with functionality for VR controls and object manipulation
Name | Description | ||
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AppTimeModeEntered |
App time that we entered this mode |
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UVREditorAutoSc... |
AutoScalerSystem |
Automatic scale system |
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AVREditorAvatar... |
AvatarActor |
Avatar visualsActor with components to represent the VR avatar in the world, including motion controller meshes |
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bActuallyUsingVR |
True if we're in using an actual HMD in this mode, or false if we're "faking" VR mode for testing |
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bIsFlashlightOn |
If there is currently a flashlight in the scene |
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bIsFullyInitialized |
True if VR mode is fully initialized and ready to render |
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bWantsToExitMode |
True if we currently want to exit VR mode. |
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CurrentGizmoType |
The current Gizmo type that is used for the TransformGizmo Actor |
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FlashlightComponent |
FlashlightSpotlight for the flashlight |
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Interactors |
Interactors |
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MotionControllerID |
InputThe Unreal controller ID for the motion controllers we're using |
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OnPlaceDraggedMaterialEvent |
Event broadcast when a material is placed |
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OnPlacePreviewActorEvent |
Event broadcast when a preview actor is placed |
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OnVREditingModeExit_Handler |
Used to override dockable area restoration behavior |
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UVREditorPlacem... |
PlacementSystem |
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SavedEditorState |
Saved information about the editor and viewport we possessed, so we can restore it after exiting VR mode |
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AVREditorTelepo... |
TeleportActor |
Teleporter system |
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TickHandle |
Subsystems registered |
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UVREditorUISyst... |
UISystem |
SubsystemsVR UI system |
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TWeakPtr< class... |
VREditorLevelViewportWeakPtr |
The VR level viewport, if we're in VR mode |
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TWeakPtr< class... |
VREditorWindowWeakPtr |
Startup/ShutdownThe VR editor window, if it's open right now |
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WorldInteraction |
World interactionWorld interaction manager |
Name | Description | |
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UVREditorMode() |
Default constructor |
Name | Description | ||
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AllocateInteractors() |
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UStaticMeshC... |
CreateMesh ( |
Helper functions to create a static mesh |
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UStaticMeshC... |
CreateMesh ( |
Helper functions to create a static mesh |
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UStaticMeshC... |
CreateMotionControllerMesh ( |
Create a static motion controller mesh for the current HMD platform |
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CycleTransformGizmoHandleType() |
Will update the TransformGizmo Actor with the next Gizmo type |
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Enter() |
When the user actually enters the VR Editor mode |
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Exit ( |
When the user leaves the VR Editor mode |
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const UVREdi... |
GetAssetContainer() |
Gets the container for all the assets of VREditor. |
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GetColor ( |
Gets the color. |
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EGizmoHandle... |
GetCurrentGizmoType() |
Gets the current Gizmo handle type |
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ISequencer &... |
GetCurrentSequencer() |
Returns the currently active sequencer |
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float |
GetDefaultVRNearClipPlane() |
Get the default near clipping plane for VR editing. |
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UVREditorInt... |
GetHandInteractor ( |
Gets the hand interactor |
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GetHeadTransform() |
Gets the world space transform of the HMD (head) |
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GetHMDDeviceType() |
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const SLevel... |
GetLevelViewportPossessedForVR() |
Gets the viewport that VR Mode is activated in. |
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SLevelViewpo... |
GetLevelViewportPossessedForVR() |
Mutable version of above. |
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GetMotionControllerID() |
Returns the Unreal controller ID for the motion controllers we're using |
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UVREditorPla... |
GetPlacementSystem() |
Gets access to VREditorWorldInteraction |
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GetRoomSpaceHeadTransform() |
Gets the transform of the user's HMD in room space |
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GetRoomTransform() |
Gets the world space transform of the calibrated VR room origin. |
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const FSaved... |
GetSavedEditorState() |
Gets the saved editor state from entering the mode |
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GetStartedPlayFromVREditor() |
Returns true if we started the play in editor session from this VR Editor |
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AVREditorTel... |
GetTeleportActor() |
Get Teleporter |
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GetTimeSinceModeEntered() |
Returns the time since the VR Editor mode was last entered |
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UVREditorUIS... |
GetUISystem() |
Gets access to the VR UI system |
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const UVREdi... |
GetUISystem() |
Gets access to the VR UI system (const) |
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const TArray... |
GetVRInteractors() |
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const UViewp... |
GetWorldInteraction() |
Gets access to the world interaction system (const) |
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UViewportWor... |
GetWorldInteraction() |
Gets access to the world interaction system |
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float |
GetWorldScaleFactor() |
Gets the world scale factor, which can be multiplied by a scale vector to convert to room space |
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IsActuallyUsingVR() |
Returns true if we're actually using VR, or false if we're faking it |
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IsAimingTeleport() |
Return true if currently aiming to teleport. |
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IsDebugModeEnabled() |
Returns if the VR Mode is in debug mode. |
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IsFlashlightOn() |
Returns whether or not the flashlight is visible |
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IsFullyInitialized() |
If the mode was completely initialized |
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IsHandAimingTowardsCapsule ( |
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IsShowingRadialMenu ( |
Lets other modules know if the radial menu is visible on a given interactor so input should be handled differently |
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IsTeleporting() |
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UVREditorAss... |
LoadAssetContainer() |
Loads and returns the container for all the assets of VREditor. |
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FOnPlaceDrag... |
OnPlaceDraggedMaterial() |
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FOnPlacePrev... |
OnPlacePreviewActor() |
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FOnVRTickHan... |
OnTickHandle() |
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FOnToggleVRM... |
OnToggleDebugMode() |
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T |
OvershootEaseOut ( |
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PlaySound ( |
Plays sound at location. |
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PostTick ( |
Tick after the ViewportWorldInteraction is ticked |
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PreTick ( |
Tick before the ViewportWorldInteraction is ticked |
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RefreshActorPreviewWidget ( |
Refresh the current actor preview widget on an in-world UI panel |
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RefreshRadialMenuActionsSubmenu() |
Call this to force the 'Actions' radial menu to refresh. |
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RefreshVREditorSequencer ( |
Runtime and plugin modules can force VR Editor to refresh using this function |
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ResetActionsMenuGenerator() |
Resets the delegate and button for the context-specific actions menu |
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SaveSequencerSettings ( |
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SetActionsMenuGenerator ( |
Sets a delegate for the context-specific actions menu |
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SetActuallyUsingVR ( |
Static: Sets whether we should actually use an HMD. Call this before activating VR mode |
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SetRoomTransform ( |
Sets a new transform for the room, in world space. |
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SnapSelectedActorsToGround() |
Snaps the current selected actor to the ground |
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StartExitingVRMode() |
Call this to start exiting VR mode |
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ToggleDebugMode() |
Toggles the debug mode. |
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ToggleFlashlight ( |
Spawns a flashlight on the specified hand |
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TogglePIEAndVREditor() |
Start or stop play-in-editor mode |
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ToggleSIEAndVREditor() |
Start or stop simulate-in-editor mode |
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UISystemIsActive() |
Check whether the UISystem exists |
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UpdateExternalSlateUI ( |
General way to spawn an external SlateUI from a radial menu |
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UpdateExternalUMGUI ( |
General way to spawn an external UMG UI from a radial menu |
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WantsToExitMode() |
Returns true if the user wants to exit this mode |
Name | Description | ||
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Init() |
Initialize the VREditor |
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Shutdown() |
Shutdown the VREditor |
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TransitionWorld ( |
Reparent actors to a new world |
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 |
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FSavedEditorState |
Saved information about the editor and viewport we possessed, so we can restore it after exiting VR mode |
Name |
Description |
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EColors |
Color types. |
Name |
Description |
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FOnVREditingModeExit |
Name |
Description |
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AssetContainerPath |
The asset container path |
bDebugModeEnabled |
Whether currently in debug mode or not. |