UGoogleVRLaserVisualComponent

Copyright 2017 Google Inc.

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Inheritance Hierarchy

References

Module

GoogleVRController

Header

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

Include

#include "GoogleVRLaserVisualComponent.h"

Syntax

UCLASS(ClassGroup=(GoogleVRController), Meta=(BlueprintSpawnableComponent))
class UGoogleVRLaserVisualComponent : public UGoogleVRLaserVisual

Remarks

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.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

UMaterialInterf...

 

ControllerReticleMaterial

Material used for the reticle billboard.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

DefaultReticleDistance

Distance from the pointer that the reticle will be drawn at when hitting nothing.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

LaserDistanceMax

Maximum distance of the pointer (in meters).

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

UStaticMesh ...

 

LaserPlaneMesh

Static mesh used to represent the laser.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

MaxPointerDistance

Distance from the pointer that raycast hits will be detected.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

ReticleSize

Size of the reticle (in meters) as seen from 1 meter

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int

 

TranslucentSortPriority

TranslucentSortPriority to use when rendering.

Constructors

Name Description

Public function

UGoogleVRLaserVisualComponent()

Sets default values for this component's properties.

Functions

Name Description

Public function Const UFunction BlueprintCallable, Category, Meta

UGoogleVRLas...

 

GetLaser()

Get the Laser Plane Component. Can be used if you desire to modify the laser at runtime

Public function Const UFunction BlueprintCallable, Category, Meta

UMaterialBil...

 

GetReticle()

Get the MaterialBillboardComponent used to represent the reticle.

Overridden from UGoogleVRLaserVisual

Name Description

Public function Virtual

float

 

GetDefaultReticleDistance

(
    float WorldToMetersScale
)

Public function Virtual Const UFunction BlueprintCallable, Category, Meta

UMaterialIns...

 

GetLaserMaterial()

Get the MaterialInstanceDynamic used to represent the laser material.

Public function Virtual Const

float

 

GetMaxPointerDistance

(
    float WorldToMetersScale
)

Public function Virtual

FVector

 

GetReticleLocation()

Public function Virtual

float

 

GetReticleSize()

Public function Virtual Const

FMaterialSpr...

 

GetReticleSprite()

Public function Virtual

void

 

SetDefaultLaserDistance

(
    float WorldToMetersScale
)

Public function Virtual

void

 

SetDefaultReticleDistance

(
    float WorldToMetersScale,
    FVector CameraLocation
)

Public function Virtual UFunction BlueprintCallable, Category, Meta

void

 

SetPointerDistance

(
    float Distance,
    float WorldToMetersScale,
    FVector CameraLocation
)

Set the distance of the pointer.

Public function Virtual

void

 

SetSubComponentsEnabled

(
    bool bNewEnabled
)

Public function Virtual

void

 

UpdateLaserCorrection

(
    FVector Correction
)

Public function Virtual

void

 

UpdateLaserDistance

(
    float Distance,
    float WorldToMetersScale
)

Public function Virtual

void

 

UpdateReticleDistance

(
    float Distance,
    float WorldToMetersScale,
    FVector CameraLocation
)

Public function Virtual

void

 

UpdateReticleLocation

(
    FVector Location,
    FVector OriginLocation,
    float WorldToMetersScale,
    FVector CameraLocation
)

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Called when the game starts.

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

TickComponent

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

Called every frame.

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