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The ***Hand Tracking Component*** builds on top of the ***Oculus Hand Component*** that comes with Unreal Engine. The ***Hand Tracking Component*** offers more built-in functionalities that help with grabbing actors and laser pointer interactions with objects and widgets.
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## Properties
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<details><summary>Expand</summary>
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| Name | Type | Tooltip
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| ------ | ------ | ------ |
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| GrabEnabled? | Boolean | Should this ***Hand Tracking Component*** perform the grabbing when detecting a grabbable actor? You can switch this off if you want to use your own grabbing logic. |
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... | ... | @@ -15,3 +17,4 @@ The ***Hand Tracking Component*** builds on top of the ***Oculus Hand Component* |
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| Release | Event Dispatcher | The on release event called anytime a release is registered. |
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| Grab Success | Event Dispatcher | This event dispatcher gets called if the grab was successful and we have actually grabbed an actor. |
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| Release Success | Event Dispatcher | This event dispatcher gets called if the release was successful and we have actually released an actor. |
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</details> |
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