Unreal SDK  v1.3.0
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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
19 float graspDelay = 1.f;
20
21 bool bGrabRightAllowed = true;
22 bool bGrabLeftAllowed = true;
23
24public:
25 // Sets default values for this component's properties
27
33 UFUNCTION(BlueprintCallable)
34 void SetHand(AActor* HandActor, EHandSide EHandSide);
35
36protected:
37 // Called when the game starts
38 virtual void BeginPlay() override;
39
41 UWeArtHandController* HandControllerR;
43 UWeArtHandController* HandControllerL;
44
45 UWeArtHandController* FindWithGrabbed();
46
51 bool GrabOneHand();
56 bool GrabTwoHands();
57
59 void CheckGrasping();
60
61public:
62 // Called every frame
63 virtual void TickComponent(float DeltaTime, ELevelTick TickType,
64 FActorComponentTickFunction* ThisTickFunction) override;
65
66 UFUNCTION(BlueprintCallable)
67 UWeArtHandController* GetLeftController();
68
69 UFUNCTION(BlueprintCallable)
70 UWeArtHandController* GetRightController();
71};
#define WEARTPLUGIN_API
Definition: Definitions.WEARTPlugin.h:26
EHandSide
Definition: WeArtCommon.h:8
Manages grasping functionality for hand controllers.
Controls hand interactions and haptic feedback.