Unreal SDK  v1.2.0
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WeArtGraspingManager.h
Go to the documentation of this file.
1
2#pragma once
3
4#include "CoreMinimal.h"
5#include "..\Common\WeArtFingerState.h"
7#include "Components/ActorComponent.h"
9
14UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
15class WEARTPLUGIN_API UWeArtGraspingManager : public UActorComponent
16{
17 GENERATED_BODY()
18
19public:
20 // Sets default values for this component's properties
22
28 UFUNCTION(BlueprintCallable)
29 void SetHand(AActor* HandActor, EHandSide EHandSide);
30
31protected:
32 // Called when the game starts
33 virtual void BeginPlay() override;
34
36 UWeArtHandController* HandControllerR;
38 UWeArtHandController* HandControllerL;
43 bool GrabOneHand();
48 bool GrabTwoHands();
49
51 void CheckGrasping();
52
53public:
54 // Called every frame
55 virtual void TickComponent(float DeltaTime, ELevelTick TickType,
56 FActorComponentTickFunction* ThisTickFunction) override;
57};
#define WEARTPLUGIN_API
Definition: Definitions.WEARTPlugin.h:292
EHandSide
Definition: WeArtCommon.h:8
Manages grasping functionality for hand controllers.
Controls hand interactions and haptic feedback.