@@ -3,9 +3,9 @@ Gazing and Blinking can e realized with the ''VHGazing'' component. It also impl
There are different methods for setting gaze targets:
*`GazeTo(FVector Target)`: gaze to a position given as world-space vector.
*`GazeToActor(AActor* GazeTargetActor, FVector Offset = FVector::ZeroVector)`: gaze to an actor, potentially giving an offset in world-space to be used from that actor's location.
*`void GazeToComponent(USceneComponent* GazeTargetComponent, FVector Offset = FVector::ZeroVector)`: same as above, but gazing towards a component.
*`void GazeToUser()`: Gaze at the head of the VR user, needs a AVirtualRealityPawn of the [RWTH VR Toolkit](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/plugins/rwth-vr-toolkit) to be used.
*`void StopGazing()`: Look straight ahead again (or whatever is the default of the skeletal mesh / animation)
*`GazeToComponent(USceneComponent* GazeTargetComponent, FVector Offset = FVector::ZeroVector)`: same as above, but gazing towards a component.
*`GazeToUser()`: Gaze at the head of the VR user, needs a AVirtualRealityPawn of the [RWTH VR Toolkit](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/plugins/rwth-vr-toolkit) to be used.
*`StopGazing()`: Look straight ahead again (or whatever is the default of the skeletal mesh / animation)
There are also some interesting parameters that could be set: