... | ... | @@ -36,7 +36,7 @@ The hand tracking component inherits directly from the oculus hand component. Th |
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| bool | bShouldIndexFingerInteract | Should the index interact with objects at all? |
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| float | SpawnIndexFingerDelay | How long should we wait until attempting to spawn the index finger? This is unfortunately needed as when spawning the collision as soonas the oculus hand component is initialised we get a crash complaining that the component has a NaN transform. |
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| float | IndexCollisionSize | The size of the collision sphere spawned on the index |
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| EBone | IndexCollisionAttachBone | The index bone used to attach the index collision on. |
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| EHTBone | IndexCollisionAttachBone | The index bone used to attach the index collision on. |
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| FVector | LeftHandIndexCollisionRelativeOffset | The left hand local offset applied on the index collision once attached and snapped to the index bone. |
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| FVector | RightHandIndexCollisionRelativeOffset | The right hand local offset applied on the index collision once attached and snapped to the index bone. |
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| FHTDebugProperties | DebugProperties | The actor debug properties. |
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... | ... | @@ -50,6 +50,13 @@ The hand tracking component inherits directly from the oculus hand component. Th |
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<details><summary>Expand</summary>
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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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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| NewSkeletalMesh | USkeletalMesh* | The new skeletal mesh to use. |
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### GetLaserPointer
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Get the laser pointer of this hand. The return value could be invalid.
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... | ... | @@ -63,7 +70,7 @@ 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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| Hand | EOculusHandType | The hand we want the laser pointer of. |
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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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### GetGrabComponentFromActor
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... | ... | @@ -72,18 +79,24 @@ 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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| Hand | EOculusHandType | The hand we want the grab component of. |
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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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### SetOutlineEnabled
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### GetHandTrackingOutline
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Return the hand tracking outline component instance. Can be null.
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| Parameter | Type | Tooltip |
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| ------ | ------ | ------ |
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| Return | UHTHandTrackingOutline* | The hand tracking outline component instance. |
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###
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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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### SetOutlineColour
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Set the hand outline colour
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... | ... | @@ -168,7 +181,7 @@ 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 | UAnimSequence* | The anim sequence used as a hand pose |
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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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