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This is an archived project. Repository and other project resources are read-only.
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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
nDisplay Extensions
Commits
72b5b6df
Commit
72b5b6df
authored
Jun 7, 2021
by
Ehret
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add explanation for visibility enum and restore default values
parent
82b63017
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1 merge request
!41
add an interaction ray and make VRInteractionComponent derive from WidgetInteractionComponent so it can also handle UMG widgets
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Source/DisplayClusterExtensions/Public/Pawn/BasicVRInteractionComponent.h
+5
-5
5 additions, 5 deletions
...usterExtensions/Public/Pawn/BasicVRInteractionComponent.h
with
5 additions
and
5 deletions
Source/DisplayClusterExtensions/Public/Pawn/BasicVRInteractionComponent.h
+
5
−
5
View file @
72b5b6df
...
@@ -13,9 +13,9 @@ class UGrabbingBehaviorComponent;
...
@@ -13,9 +13,9 @@ class UGrabbingBehaviorComponent;
UENUM
()
UENUM
()
enum
EInteractionRayVisibility
enum
EInteractionRayVisibility
{
{
Visible
,
Visible
UMETA
(
DisplayName
=
"Interaction ray visible"
)
,
VisibleOnHoverOnly
,
VisibleOnHoverOnly
UMETA
(
DisplayName
=
"Interaction ray only visible when hovering over Clickable or Targetable objects, or interactable widgets"
)
,
Invisible
Invisible
UMETA
(
DisplayName
=
"Interaction ray invisible"
)
};
};
...
@@ -39,8 +39,8 @@ public:
...
@@ -39,8 +39,8 @@ public:
UPROPERTY
(
BlueprintReadWrite
)
float
MaxGrabDistance
=
50
;
UPROPERTY
(
BlueprintReadWrite
)
float
MaxGrabDistance
=
50
;
UPROPERTY
(
BlueprintReadWrite
)
float
MaxClickDistance
=
500
;
UPROPERTY
(
BlueprintReadWrite
)
float
MaxClickDistance
=
500
;
// Enable this if you want to interact with Targetable classes or use EInteractionRayVisibility::VisibleOnHoverOnly
// Enable this if you want to interact with Targetable classes or use EInteractionRayVisibility::VisibleOnHoverOnly
UPROPERTY
(
EditAnywhere
)
bool
bCanRaytraceEveryTick
=
tru
e
;
UPROPERTY
(
EditAnywhere
)
bool
bCanRaytraceEveryTick
=
fals
e
;
UPROPERTY
(
EditAnywhere
)
TEnumAsByte
<
EInteractionRayVisibility
>
InteractionRayVisibility
=
EInteractionRayVisibility
::
V
isible
OnHoverOnly
;
UPROPERTY
(
EditAnywhere
)
TEnumAsByte
<
EInteractionRayVisibility
>
InteractionRayVisibility
=
EInteractionRayVisibility
::
Inv
isible
;
UFUNCTION
(
BlueprintCallable
)
void
Initialize
(
USceneComponent
*
RayEmitter
,
float
InMaxGrabDistance
=
50
,
float
InMaxClickDistance
=
500
);
UFUNCTION
(
BlueprintCallable
)
void
Initialize
(
USceneComponent
*
RayEmitter
,
float
InMaxGrabDistance
=
50
,
float
InMaxClickDistance
=
500
);
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