UGoogleVRGazeReticleComponent

GoogleVRGazeReticleComponent is a customizable reticle used to interact with actors and widgets by looking at them.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GoogleVRController

Header

/Engine/Plugins/Runtime/GoogleVR/GoogleVRController/Source/GoogleVRController/Classes/GoogleVRGazeReticleComponent.h

Include

#include "GoogleVRGazeReticleComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(GoogleVRController), Meta=(BlueprintSpawnableComponent))
class UGoogleVRGazeReticleComponent :
    public USceneComponent,
    public IGoogleVRPointer

Remarks

GoogleVRGazeReticleComponent is a customizable reticle used to interact with actors and widgets by looking at them. Intended for use with Google Cardboard appliations.

This class integrates with GoogleVRPointerInputComponent so that the reticle can easily be used to interact with Actors and widgets.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

UMaterialInterf...

 

Material

Material used for the reticle.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

UStaticMesh ...

 

Mesh

Mesh used for the reticle.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

RequireInputComponent

If true, then a GoogleVRInputComponent will automatically be created if one doesn't already exist.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleDistanceMax

Maximum distance of the reticle (in meters).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleDistanceMin

Minimum distance of the reticle (in meters).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleGrowAngle

Angle at which to expand the reticle when intersecting with an object (in degrees).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleGrowSpeed

Growth speed multiplier for the reticle when it is expanding & contracting.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleInnerAngleMin

Minimum inner angle of the reticle (in degrees).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleOuterAngleMin

Minimum outer angle of the reticle (in degrees).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleSize

A float to adjust the size of this reticle.

Constructors

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

Activate

(
    bool bReset
)

Activates the SceneComponent, should be overridden by native child classes.

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

Deactivate()

Deactivates the SceneComponent.

Public function Virtual

void

 

OnRegister()

ActorComponent Overrides

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Overridden from IGoogleVRPointer

Name Description

Public function Virtual Const

float

 

GetDefaultReticleDistance()

Returns the default distance to render the reticle when no collision is detected.

Public function Virtual Const

FVector

 

GetDirection()

Returns the normalized direction of the ray in world space.

Public function Virtual Const

float

 

GetMaxPointerDistance()

Returns the max distance this ray will be rendered at from the camera.

Public function Virtual Const

FVector

 

GetOrigin()

Returns the origin of the ray in world space.

Public function Virtual Const

EGoogleVRPoi...

 

GetPointerInputMode()

Return the method used to detect what the pointer hits.

Public function Virtual Const

void

 

GetRadius

(
    float& OutEnterRadius,
    float& OutExitRadius
)

Return the radius of the ray.

Public function Virtual Const

bool

 

IsPointerActive()

Returns true if the pointer is active.

Public function Virtual

void

 

OnPointerEnter

(
    const FHitResult& HitResult,
    bool IsHitInteractive
)

IGoogleVRPointer Implementation

Public function Virtual

void

 

OnPointerExit

(
    const FHitResult& HitResult
)

Called when the pointer stops hitting an actor.

Public function Virtual

void

 

OnPointerHover

(
    const FHitResult& HitResult,
    bool IsHitInteractive
)

Called every frame the pointer is pointing at an actor.

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