| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GoogleVR/GoogleVRController/Source/GoogleVRController/Classes/GoogleVRLaserVisualComponent.h |
Include |
#include "GoogleVRLaserVisualComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(GoogleVRController), Meta=(BlueprintSpawnableComponent))
class UGoogleVRLaserVisualComponent : public UGoogleVRLaserVisual
Copyright 2017 Google Inc.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Name | Description | ||
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ControllerReticleMaterial |
Material used for the reticle billboard. |
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float |
DefaultReticleDistance |
Distance from the pointer that the reticle will be drawn at when hitting nothing. |
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float |
LaserDistanceMax |
Maximum distance of the pointer (in meters). |
|
UStaticMesh ... |
LaserPlaneMesh |
Static mesh used to represent the laser. |
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float |
MaxPointerDistance |
Distance from the pointer that raycast hits will be detected. |
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float |
ReticleSize |
Size of the reticle (in meters) as seen from 1 meter |
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int |
TranslucentSortPriority |
TranslucentSortPriority to use when rendering. |
Name | Description | |
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UGoogleVRLaserVisualComponent() |
Sets default values for this component's properties. |
Name | Description | ||
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UGoogleVRLas... |
GetLaser() |
Get the Laser Plane Component. Can be used if you desire to modify the laser at runtime |
|
UMaterialBil... |
GetReticle() |
Get the MaterialBillboardComponent used to represent the reticle. |
Name | Description | ||
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|
float |
GetDefaultReticleDistance ( |
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UMaterialIns... |
GetLaserMaterial() |
Get the MaterialInstanceDynamic used to represent the laser material. |
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float |
GetMaxPointerDistance ( |
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GetReticleLocation() |
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float |
GetReticleSize() |
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FMaterialSpr... |
GetReticleSprite() |
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SetDefaultLaserDistance ( |
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SetDefaultReticleDistance ( |
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SetPointerDistance ( |
Set the distance of the pointer. |
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SetSubComponentsEnabled ( |
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UpdateLaserCorrection ( |
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UpdateLaserDistance ( |
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UpdateReticleDistance ( |
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UpdateReticleLocation |
Name | Description | ||
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BeginPlay() |
Called when the game starts. |
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OnRegister() |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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TickComponent ( |
Called every frame. |