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Commit 72b5b6df authored by Ehret's avatar Ehret
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add explanation for visibility enum and restore default values

parent 82b63017
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1 merge request!41add an interaction ray and make VRInteractionComponent derive from WidgetInteractionComponent so it can also handle UMG widgets
...@@ -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 = true; UPROPERTY(EditAnywhere) bool bCanRaytraceEveryTick = false;
UPROPERTY(EditAnywhere) TEnumAsByte<EInteractionRayVisibility> InteractionRayVisibility = EInteractionRayVisibility::VisibleOnHoverOnly; UPROPERTY(EditAnywhere) TEnumAsByte<EInteractionRayVisibility> InteractionRayVisibility = EInteractionRayVisibility::Invisible;
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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