| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/GoogleVR/GoogleVRController/Source/GoogleVRController/Classes/GoogleVRMotionControllerComponent.h |
Include |
#include "GoogleVRMotionControllerComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(GoogleVRController), Meta=(BlueprintSpawnableComponent))
class UGoogleVRMotionControllerComponent :
public USceneComponent,
public IGoogleVRPointer
GoogleVRMotionControllerComponent is a customizable Daydream Motion Controller.
It uses the standard unreal MotionControllerComponent to control position and orientation, and adds the following features:
Controller Visualization: Renders a skinnable 3D model that responds to button presses on the controller, as well as a laser and reticle.
Pointer Input Integration: Integrates with GoogleVRPointerInputComponent so that the motion controller can easily be used to interact with Actors and widgets.
Controller Connection Status: The controller visual and pointer input will automatically be turned off when the controller is disconnected. If the component is activated while the controller is disconnected, then the controller visual and pointer input will be off initially. When the controller becomes connected, they will automatically turn on.
Name | Description | ||
---|---|---|---|
|
AppMaterial |
Material used when pressing the app button. |
|
|
UTexture2D *... |
BatteryAlmostFullTexture |
Texture used for the battery almost full state. |
|
UTexture2D *... |
BatteryChargingTexture |
Texture used for the battery charging state. |
|
UTexture2D *... |
BatteryCriticalLowTexture |
Texture used for the battery critcally low state. |
|
UTexture2D *... |
BatteryFullTexture |
Texture used for the battery full state. |
|
UTexture2D *... |
BatteryLowTexture |
Texture used for the battery low state. |
|
UTexture2D *... |
BatteryMediumTexture |
Texture used for the battery medium state. |
|
BatteryTextureParameterName |
Texture parameter name for the battery material. |
|
|
UTexture2D *... |
BatteryUnknownTexture |
Texture used for the battery unknown state. |
|
UStaticMesh ... |
ControllerBatteryMesh |
Mesh used for controller battery state. |
|
UStaticMesh ... |
ControllerMesh |
Mesh used for controller. |
|
ControllerTouchPointMaterial |
Material used for touch point when touching the touch pad. |
|
|
UStaticMesh ... |
ControllerTouchPointMesh |
Mesh used for controller touch point. |
|
float |
EnterRadiusCoeff |
The enter radius for the ray is the sprite size multiplied by this value. |
|
float |
ExitRadiusCoeff |
The exit radius for the ray is the sprite size multiplied by this value. |
|
IdleMaterial |
Material used when idle. |
|
|
IsLockedToHead |
If true, the root of the pose is locked to the local position of the player's head. |
|
|
LaserVisualComponentTag |
The name of the LaserVisualComponent to use. |
|
|
ParameterCollection |
Parameter collection used to set the alpha of all components. |
|
|
PointerInputMode |
Determines the method used to detect what the pointer hits. |
|
|
RequireInputComponent |
If true, then a GoogleVRInputComponent will automatically be created if one doesn't already exist. |
|
|
SystemMaterial |
Material used when pressing the system button. |
|
|
TouchpadMaterial |
Material used when pressing the touchpad button. |
|
|
int |
TranslucentSortPriority |
TranslucentSortPriority to use when rendering. |
Name | Description | |
---|---|---|
|
UGoogleVRMotionControllerComponent() |
Name | Description | ||
---|---|---|---|
|
UStaticMeshC... |
GetControllerMesh() |
Get the StaticMeshComponent used to represent the controller. |
|
float |
GetCurrentPointerDistance() |
Get the Current Pointer Distance. Can be used for debugging your scene |
|
UMaterialIns... |
GetLaserMaterial() |
Get the MaterialInstanceDynamic used to represent the laser material. |
|
UMotionContr... |
GetMotionController() |
Get the MotionControllerComponent. |
|
SetPointerDistance ( |
Set the distance of the pointer. |
Name | Description | ||
---|---|---|---|
|
Activate ( |
If the controller is connected, this will enable the controller visual and pointer input. |
|
|
BeginPlay() |
Begins Play for the component. |
|
|
Deactivate() |
Disables the controller visual and pointer input. |
|
|
OnRegister() |
ActorComponent Overrides |
|
|
TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
---|---|---|---|
|
float |
GetDefaultReticleDistance() |
Returns the default distance to render the reticle when no collision is detected. |
|
GetDirection() |
Returns the normalized direction of the ray in world space. |
|
|
float |
GetMaxPointerDistance() |
Returns the max distance this ray will be rendered at from the camera. |
|
GetOrigin() |
Returns the origin of the ray in world space. |
|
|
EGoogleVRPoi... |
GetPointerInputMode() |
Return the method used to detect what the pointer hits. |
|
GetRadius ( |
Return the radius of the ray. |
|
|
IsPointerActive() |
Returns true if the pointer is active. |
|
|
OnPointerEnter ( |
IGoogleVRPointer Implementation |
|
|
OnPointerExit ( |
Called when the pointer stops hitting an actor. |
|
|
OnPointerHover ( |
Called every frame the pointer is pointing at an actor. |