UVPScoutingSubsystem

Subsystem used for VR Scouting

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

VPUtilitiesEditor

Header

/Engine/Plugins/Experimental/VirtualProductionUtilities/Source/VPUtilitiesEditor/Public/VPScoutingSubsystem.h

Include

#include "VPScoutingSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UVPScoutingSubsystem : public UEditorSubsystem

Remarks

Subsystem used for VR Scouting

Variables

Name Description

Public variable UProperty Category BlueprintReadOnly Transient

UVPScoutingSubs...

 

GestureManager

GestureManager that manage some user input in VR editor.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

GripNavSpeedCoeff

This is a multiplier for grip nav speed so we can keep the grip nav value in the range 0-1 and increase this variable if we need a bigger range

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

IsSettingsMenuOpen

Bool to keep track of whether the settings menu panel in the main menu is open

Public variable UProperty Category BlueprintReadOnly Transient

UVPScoutingSubs...

 

VPSubsystemHelpers

Subsystems can't have any Blueprint implementations, so we attach this class for any BP logic that we to provide.

Constructors

Name Description

Public function

UVPScoutingSubsystem()

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category

void

 

ExitVRMode()

Exit VR Mode

Public function Static UFunction BlueprintCallable, Category

TArray< UVRE...

 

GetActiveEditorVRControllers()

Public function Static UFunction BlueprintPure, Category

FString

 

GetDirectorName()

Public function Static UFunction BlueprintPure, Category

float

 

GetFlightSpeed()

Get flight speed for scouting in VR

Public function Static UFunction BlueprintPure, Category

float

 

GetGripNavSpeed()

Get grip nav speed for scouting in VR

Public function Const UFunction BlueprintPure, Category

AVREditorFlo...

 

GetPanelActor

(
    const FName& PanelID
)

Get UI panel Actor from the passed ID

Public function Const UFunction BlueprintPure, Category

UUserWidget ...

 

GetPanelWidget

(
    const FName& PanelID
)

Get UI panel widget from the passed ID

Public function Static UFunction BlueprintPure, Category

FString

 

GetShowName()

Public function Static UFunction BlueprintPure, Category

const FName

 

GetVProdPanelID

(
    const EVProdPanelIDs Panel
)

Public function UFunction BlueprintCallable, Category

void

 

HideInfoDisplayPanel()

Hide VR Sequencer Window

Public function Static UFunction BlueprintPure, Category

bool

 

IsHelperSystemEnabled()

Whether the helper system on the controllers is enabled

Public function Static UFunction BlueprintCallable, Category

bool

 

IsLocationGridSnappingEnabled()

Whether location grid snapping is enabled

Public function Static UFunction BlueprintCallable, Category

bool

 

IsRotationGridSnappingEnabled()

Whether rotation grid snapping is enabled

Public function Static UFunction BlueprintPure, Category

bool

 

IsUsingInertiaDamping()

Whether grip nav inertia is enabled when scouting in VR

Public function Static UFunction BlueprintPure, Category

bool

 

IsUsingMetricSystem()

Whether the VR user wants to use the metric system instead of imperial

Public function Static UFunction BlueprintPure, Category

bool

 

IsUsingTransformGizmo()

Whether the VR user wants to have the transform gizmo enabled

Public function UFunction BlueprintPure, Category

bool

 

IsVRScoutingUIOpen

(
    const FName& PanelID
)

Check whether a widget UI is open

Public function Static UFunction BlueprintCallable, Category

void

 

SetFlightSpeed

(
    const float InFlightSpeed
)

Set flight speed for scouting in VR

Public function Static UFunction BlueprintCallable, Category

void

 

SetGripNavSpeed

(
    const float InGripNavSpeed
)

Set grip nav speed for scouting in VR

Public function Static UFunction BlueprintCallable, Category

void

 

SetInertiaDampingCVar

(
    const float InInertiaDamping
)

Set value of cvar "VI.HighSpeedInertiaDamping"

Public function Static UFunction BlueprintCallable, Category

void

 

SetIsHelperSystemEnabled

(
    const bool bInIsHelperSystemEnabled
)

Set whether the helper system on the controllers is enabled

Public function Static UFunction BlueprintCallable, Category

void

 

SetIsUsingInertiaDamping

(
    const bool bInIsUsingInertiaDamping
)

Set whether grip nav inertia is enabled when scouting in VR

Public function Static UFunction BlueprintCallable, Category

void

 

SetIsUsingMetricSystem

(
    const bool bInUseMetricSystem
)

Set whether the VR user wants to use the metric system instead of imperial

Public function Static UFunction BlueprintCallable, Category

void

 

SetIsUsingTransformGizmo

(
    const bool bInIsUsingTransformGizmo
)

Set whether the VR user wants to have the transform gizmo enabled

Public function Static UFunction BlueprintCallable, Category

void

 

SetShowTransformGizmoCVar

(
    const bool bInShowTransformGizmoCVa...
)

Set value of cvar "VI.ShowTransformGizmo"

Public function Static UFunction BlueprintCallable, Category

void

 

ToggleLocationGridSnapping()

Toggle location grid snapping

Public function Static UFunction BlueprintCallable, Category

void

 

ToggleRotationGridSnapping()

Toggle rotation grid snapping

Public function UFunction BlueprintCallable, Category

void

 

ToggleVRScoutingUI

(
    FVREditorFloatingUICreationContext ...
)

Open a widget UI in front of the user.

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system

Constants

Name

Description

VProdPanelContextID

VProdPanelGafferID

VProdPanelID

Static IDs when submitting open/close requests for the VProd main menu panels. VREditorUISystem uses FNames to manage its panels, so these should be used for consistency.

VProdPanelLeftID

VProdPanelMeasureID

VProdPanelRightID

VProdPanelTimelineID

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