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Feature/vr utils

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Jan Delemberrequested to merge
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79 61 UFUNCTION(Category = "Pawn") USceneComponent* GetShutterGlassesComponent();
80 62
81 63 public:
82
83 //Get Compenent of Display Cluster by it's name, which is specified in the nDisplay config
84 UFUNCTION(BlueprintPure, BlueprintCallable, Category = "Pawn") static UDisplayClusterSceneComponent* GetClusterComponent(const FString& Name);
85
86 64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn") EVRNavigationModes NavigationMode = EVRNavigationModes::nav_mode_fly;
87 65
88 //Execute specified console command on all nDisplayCluster Nodes
89 UFUNCTION(Exec, BlueprintCallable, Category = "DisplayCluster") static void ClusterExecute(const FString& Command);
  • This (ClusterExecute) only works in the pawn. Thus, it unfortunately must go back to the pawn.

    By Sebastian Pape on 2019-11-29T08:58:15 (imported from GitLab)

    Edited by Jan Delember
  • Why exactly? From language standpoint there is no issue. Is it due to the UFUNCTION()?

    By Ali Can Demiralp on 2019-11-29T11:48:09 (imported from GitLab)

  • UFUNCTION(Exec,...) only works on certain objects. The pawn class is one of them. And even if the class UInterface stuff would be one of these classes, then you would need to also move the rest of the cluster event stuff over to the interface to make it clean.

    By Sebastian Pape on 2019-11-29T12:12:00 (imported from GitLab)

  • Fixed in eeb6651c

    By Ali Can Demiralp on 2019-11-29T14:02:07 (imported from GitLab)

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  • Jan Delember added 1 commit

    added 1 commit

    • eeb6651c - Moved ClusterExecute back into VirtualRealityPawn since UFUNCTION(Exec) only...

    Compare with previous version

    By Ali Can Demiralp on 2019-11-29T14:01:40 (imported from GitLab)

  • merged

    By Andrea Bönsch on 2019-12-05T09:15:56 (imported from GitLab)

  • Jan Delember mentioned in commit 9d60046b

    mentioned in commit 9d60046b

    By Andrea Bönsch on 2019-12-05T09:15:56 (imported from GitLab)

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