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Move RayMeshComponent to protected instead of private

Closed David Gilbert requested to merge feature/make_interaction_ray_accesible into dev/5.3
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@@ -48,6 +48,8 @@ public:
@@ -48,6 +48,8 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure) USceneComponent* GetInteractionRayEmitter() const { return InteractionRayEmitter; }
UFUNCTION(BlueprintCallable, BlueprintPure) USceneComponent* GetInteractionRayEmitter() const { return InteractionRayEmitter; }
UFUNCTION(BlueprintCallable) void SetInteractionRayVisibility(EInteractionRayVisibility NewVisibility);
UFUNCTION(BlueprintCallable) void SetInteractionRayVisibility(EInteractionRayVisibility NewVisibility);
 
protected:
 
UPROPERTY(EditAnywhere) UStaticMeshComponent* InteractionRay = nullptr;
private:
private:
/* Holding a reference to the actor that is currently being grabbed */
/* Holding a reference to the actor that is currently being grabbed */
UPROPERTY() AActor* GrabbedActor;
UPROPERTY() AActor* GrabbedActor;
@@ -55,7 +57,7 @@ private:
@@ -55,7 +57,7 @@ private:
UPROPERTY() UPrimitiveComponent* ComponentSimulatingPhysics = nullptr;
UPROPERTY() UPrimitiveComponent* ComponentSimulatingPhysics = nullptr;
UPROPERTY() UGrabbingBehaviorComponent* Behavior = nullptr;
UPROPERTY() UGrabbingBehaviorComponent* Behavior = nullptr;
UPROPERTY() USceneComponent* InteractionRayEmitter = nullptr;
UPROPERTY() USceneComponent* InteractionRayEmitter = nullptr;
UPROPERTY() UStaticMeshComponent* InteractionRay = nullptr;
/* Stores the reference of the Actor that was hit in the last frame*/
/* Stores the reference of the Actor that was hit in the last frame*/
UPROPERTY() AActor* LastActorHit = nullptr;
UPROPERTY() AActor* LastActorHit = nullptr;
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