... | ... | @@ -19,12 +19,17 @@ The hand tracking component inherits directly from the oculus hand component. Th |
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| FGrabSystemEvent | GrabSuccess | This event dispatcher gets called if the grab was successful and we have actually grabbed an actor. |
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| FGrabSystemEvent | ReleaseSuccess | This event dispatcher gets called if the release was successful and we have actually released an actor. |
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| FForceRelease | ForceReleaseEvent | This event dispatcher gets called when the function force release is called on this hand and the force release was successful. The event returns the force released actor. |
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| bool | bSpawnLocomotionComponent | If true locomotion will be available at runtime |
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| FHTLocomotionParameters | LocomotionParameters | The locomotion parameters passed down to the locomotion component when spawned |
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| bool | bLaserPointerEnabled | Should this hand auto-spawn for you a laser pointer you can use with widgets and objects that implement a pinchable or selectable interface |
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| TSubclassOf\<AHTLaserPointerBase\> | LaserPointerClass | The laser pointer class that is used to spawn the laser pointer at runtime |
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| FLaserPointerParameters | LaserPointerParameters | The laser pointer parameters get applied on the laser pointer when spawned at runtime. |
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| TArray\<TSubclassOf\<AActor\>\> | PinchActorsToIgnore | A list of actor classes to ignore when trying to detect physical pinching with the primary or secondary pinch collisions |
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| bool | bPrimaryPinchEnabled | Should the physical primary pinch be enabled on this component? |
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| TEnumAsByte\<ECollisionChannel\> | PrimaryCollisionChannel | The collision channel for the primary pinch collision |
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| float | PrimaryPinchCollisionSize | The size of the collision to detect the primary pinch on objects. This size is used to set a box component X and Y box extent values.To visualise what the final box component looks like enable the draw debug property in the Debugging section. |
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| bool | bSecondaryPinchEnabled | Should the physical secondary pinch be enabled on this component? |
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| TEnumAsByte\<ECollisionChannel\> | SecondaryCollisionChannel | The collision channel for the secondary pinch collision |
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| float | SecondaryPinchCollisionSize | The size of the collision to detect the secondary pinch on objects. This size is used to set a box component X and Y box extent values.To visualise what the final box component looks like enable the draw debug property in the Debugging section. |
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| bool | bEnableOutline | Should the outline be enabled on this hand? |
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| UMaterialInterface* | OutlineMaterial | The outline is generated by overlapping a second hand on top of the main one. To achieve the outline effect we need a special material that flipsthe hand mesh normals and makes the outline hands slightly bigger than the main hand (using the WorldPositionOffset) . You can replace the defaultmaterial and create your own, however, the material used for the outline should follow the same principles as the M_Outline material. |
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... | ... | @@ -50,8 +55,11 @@ The hand tracking component inherits directly from the oculus hand component. Th |
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<details><summary>Expand</summary>
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### Initialise
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If the hand tracking component was set to not auto-initialise you can use this function to manually initialise it.
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### UpdateSkeletalMesh
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Updates the skeletal mesh of the hand tracking component. This internally also updates the outline skeletal mesh if the outline is valid.
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Updates the skeletal mesh of the hand tracking component. This internally also updates the outline skeletal. mesh if the outline is valid.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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... | ... | @@ -69,7 +77,7 @@ Get the laser pointer of the specified hand from the specified actor. The actor |
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Actor | AActor* | The actor that will contain the hands on which to find the laser pointer |
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| Actor | AActor* | The actor that will contain the hands on which to find the laser pointer. |
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| Hand | EHTHandType | The hand we want the laser pointer of. |
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| Return | AHTLaserPointerBase* | Returns the laser pointer instance. |
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... | ... | @@ -78,13 +86,10 @@ Get the grab component of the specified hand from the specified actor. The actor |
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Actor | AActor* | The actor that will contain the hands on which to find the grab component |
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| Actor | AActor* | The actor that will contain the hands on which to find the grab component. |
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| Hand | EHTHandType | The hand we want the grab component of. |
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| Return | UHTGrabComponent* | Returns the grab component instance. |
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### Initialise
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If the hand tracking component was set to not auto-initialise you can use this function to manually initialise it.
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### GetHandTrackingOutline
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Return the hand tracking outline component instance. Can be null.
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... | ... | @@ -97,21 +102,21 @@ Enable and disable the hand outline. |
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| bNewEnabled | bool | The enabled state. True means enabled, false means disabled |
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| bNewEnabled | bool | The enabled state. True means enabled, false means disabled. |
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### SetOutlineColour
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Set the hand outline colour
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Set the hand outline colour.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| NewColour | FLinearColor | The new colour for the outline |
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| NewColour | FLinearColor | The new colour for the outline. |
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### SetOutlineSize
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Set the hand outline size
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Set the hand outline size.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| NewSize | float | The new size for the outline |
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| NewSize | float | The new size for the outline. |
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### UpdatePrimaryPinchCollisionChannel
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Update the primary pinch collision channel.
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... | ... | @@ -141,8 +146,29 @@ Returns the secondary pinch collision. |
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| ------ | ------ | ------ |
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| Return | UBoxComponent* | The secondary pinch box component. |
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### GetMostRecentHandPose
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Get the most recent hand pose from the grabbing system.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTPoseAsset* | The anim sequence used as a hand pose. |
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### GetGrabComponent
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Get the grab component spawned at runtime. Can return nullptr/Not Valid.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTGrabComponent* | The grab component. |
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### GetDirectTouchInteractionComponent
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Get the direct touch interaction component spawned by the hand. If not enabled it will return nullptr.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTDirectTouchInteractionComponent* | The direct touch interaction component |
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### GetHand
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Get the hand of this hand tracking component
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Get the hand of this hand tracking component.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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... | ... | @@ -175,35 +201,35 @@ Return the index interaction collision of this hand tracking component. |
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | class | The sphere component collision used to interact with your finger |
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| Return | class | The sphere component collision used to interact with your finger. |
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### GetMostRecentHandPose
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Get the most recent hand pose from the grabbing system
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### SetEnableHandTracking
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Enable or disable hand tracking on this hand.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTPoseAsset* | The anim sequence used as a hand pose |
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| bEnabled | bool | The new enable state. |
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### GetGrabComponent
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Get the grab component spawned at runtime. Can return nullptr/Not Valid.
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### GetUsesCustomHandMesh
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Return whether this component uses a custom hand skeletal mesh.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTGrabComponent* | The grab component. |
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| Return | bool | True if this component uses a custom hand mesh otherwise false. |
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### SetEnableHandTracking
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Enable or disable hand tracking on this hand.
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### GetHandInitialised
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Returns whether or not the hand has been initialised yet.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| bEnabled | bool | The new enable state |
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| Return | bool | The initialised state. |
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### GetUsesCustomHandMesh
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Return whether this component uses a custom hand skeletal mesh.
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### GetLocomotionComponent
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Return the locomotion component if spawned.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | bool | True if this component uses a custom hand mesh otherwise false. |
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| Return | UHTLocomotionComponent* | The locomotion component. |
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</details>
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