UMagicLeapMovementComponent

LuminOS designed spatial movement for objects to feel like they have mass and inertia by tilting and swaying during movement, but still respecting the user's desired placement.

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Inheritance Hierarchy

References

Module

MagicLeapMovement

Header

/Engine/Plugins/Lumin/MagicLeapMovement/Source/Public/MagicLeapMovementComponent.h

Include

#include "MagicLeapMovementComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=MagicLeap, BlueprintType, Blueprintable, EditInlineNew,
       Meta=(BlueprintSpawnableComponent))
class UMagicLeapMovementComponent : public UMovementComponent

Remarks

LuminOS designed spatial movement for objects to feel like they have mass and inertia by tilting and swaying during movement, but still respecting the user's desired placement. The component also offers two options for handling collision during movement (hard and soft). Hard collisions are basically the blocking collisions from the Engine. Soft collisions allow a degree of interpenetration before hitting an impenetrable core as defined by movement settings. Soft collisions are possible only with components that have an "Overlap" response for the moving component. By default the root SceneComponent of the owning Actor of this component is updated. Component to move can be changed by calling SetUpdatedComponent().

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bSlideAlongSurfaceOnBlockingHit

In case of a blocking hit, slide the attached object along the hit surface.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bSoftCollideWithOverlappingActors

If true, attached object will have a degree of interpenetration with the overlapping objects.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FMagicLeapMovem...

 

MovementSettings

The settings to be used when transforming the attached object.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FMagicLeapMovem...

 

Settings3Dof

Additional settings to be used when transforming the attached object in 3DOF mode.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FMagicLeapMovem...

 

Settings6Dof

Additional settings to be used when transforming the attached object in 6DOF mode.

Constructors

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

AttachObjectToMovementController

(
    const USceneComponent* InMovem...
)

Sets the SceneComponent whose transform will control the movement according to the provided movement settings.

Public function UFunction BlueprintCallable, Category

bool

 

ChangeDepth

(
    float DeltaDepth
)

Changes the depth offset of the object from the user's headpose (3Dof) or pointing device (6Dof).

Public function UFunction BlueprintCallable, Category

bool

 

ChangeRotation

(
    float DeltaDegrees
)

Changes the rotation about the up-axis of the object being moved.

Public function UFunction BlueprintCallable, Category

void

 

DetachObject

(
    bool bResolvePendingSoftCollisions
)

Detaches the currently selected movement controller.

Public function Const UFunction BlueprintCallable, Category

bool

 

GetDefaultSettings

(
    FMagicLeapMovementSettings& OutSet...
)

Gets the default settings.

Overridden from UMovementComponent

Name Description

Public function Virtual

void

 

SetUpdatedComponent

(
    USceneComponent* NewUpdatedCom...
)

Assign the component we move and update.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

TickComponent

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

Function called every frame on this ActorComponent.

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