Class UManusComponent
A Skeletal Mesh component animated by a Manus Glove.
#include <ManusComponent.h>
Inherits the following classes: USkeletalMeshComponent
Public Attributes
Type | Name |
---|---|
float | LeftHandFingersCollisionVibratePowers Vibrate powers coming from collision detection for each finger of the left hand. |
int32 | ManusReplicatorId ID of the Manus replicator to be used with this Manus component. |
class UManusSkeleton * | ManusSkeleton The Manus skeleton to use. |
FManusComponentGestureFinishedSignature | OnGestureFinished |
FManusComponentGestureOnGoingSignature | OnGestureOnGoing |
FManusComponentGestureStartedSignature | OnGestureStarted |
float | RightHandFingersCollisionVibratePowers Vibrate powers coming from collision detection for each finger of the right hand. |
bool | bFingerHaptics Whether to apply finger haptics on the Manus Gloves (only works with Haptic Gloves). |
Public Functions
Type | Name |
---|---|
virtual void | BeginDestroy () override |
virtual void | BeginPlay () override |
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams (FManusComponentGestureOnGoingSignature, EManusHandType, HandType, FName, GestureName, float, Duration) Delegate called every frame for each on-going gesture. |
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (FManusComponentGestureStartedSignature, EManusHandType, HandType, FName, GestureName) Delegate called every frame for each gesture that just started. |
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (FManusComponentGestureFinishedSignature, EManusHandType, HandType, FName, GestureName) Delegate called every frame for each gesture that just finished. |
|
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
FString | GetLiveLinkSubjectName () const Returns the name of the Live Link subject of this Manus component. |
int | GetManusSkeletonId () const get the skeleton id |
void | InitManusReplicatorID () Initialize the Manus replicator ID to be used with this Manus component. |
bool | IsLocallyControlled () const Returns whether this component is in a locally controlled Pawn. |
bool | IsLocallyOwned () const Returns whether this component is in a locally owned Pawn. |
void | OnHit (UPrimitiveComponent * HitComp, AActor * OtherActor, UPrimitiveComponent * OtherComp, FVector NormalImpulse, const FHitResult & Hit) Called when the component is hit. |
virtual void | PostLoad () override |
virtual void | RefreshManusSkeleton () |
virtual void | TickComponent (float DeltaSeconds, enum ELevelTick TickType, FActorComponentTickFunction * ThisTickFunction) override |
UManusComponent (const FObjectInitializer & ObjectInitializer) |
|
EManusRet | VibrateManusGloveFingers (EManusHandType HandType, float ThumbPower=1.0f, float IndexPower=1.0f, float MiddlePower=1.0f, float RingPower=1.0f, float PinkyPower=1.0f) Tell the Manus glove of the given hand used by this Manus component to vibrate its fingers. Only works with Haptics Gloves. |
EManusRet | VibrateManusGloveFingersForSkeleton (int64 SkeletonId, EManusHandType HandType, float ThumbPower=1.0f, float IndexPower=1.0f, float MiddlePower=1.0f, float RingPower=1.0f, float PinkyPower=1.0f) Tell the Manus glove of the given hand used by this Manus component to vibrate its fingers. Only works with Haptics Gloves. |
Protected Functions
Type | Name |
---|---|
virtual bool | ComponentOverlapMultiImpl (TArray< struct FOverlapResult > & OutOverlaps, const class UWorld * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct FComponentQueryParams & Params, const struct FCollisionObjectQueryParams & ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam) const Override this method to add the missing Bone names to the overlap results. |
Public Attributes Documentation
variable LeftHandFingersCollisionVibratePowers
variable ManusReplicatorId
variable ManusSkeleton
variable OnGestureFinished
variable OnGestureOnGoing
variable OnGestureStarted
variable RightHandFingersCollisionVibratePowers
variable bFingerHaptics
Public Functions Documentation
function BeginDestroy
function BeginPlay
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams
UManusComponent::DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams (
FManusComponentGestureOnGoingSignature,
EManusHandType,
HandType,
FName,
GestureName,
float,
Duration
)
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams [1/2]
UManusComponent::DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (
FManusComponentGestureStartedSignature,
EManusHandType,
HandType,
FName,
GestureName
)
function DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams [2/2]
UManusComponent::DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams (
FManusComponentGestureFinishedSignature,
EManusHandType,
HandType,
FName,
GestureName
)
function EndPlay
function GetLiveLinkSubjectName
function GetManusSkeletonId
function InitManusReplicatorID
function IsLocallyControlled
function IsLocallyOwned
function OnHit
void UManusComponent::OnHit (
UPrimitiveComponent * HitComp,
AActor * OtherActor,
UPrimitiveComponent * OtherComp,
FVector NormalImpulse,
const FHitResult & Hit
)
function PostLoad
function RefreshManusSkeleton
function TickComponent
virtual void UManusComponent::TickComponent (
float DeltaSeconds,
enum ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction
) override
function UManusComponent
function VibrateManusGloveFingers
Tell the Manus glove of the given hand used by this Manus component to vibrate its fingers. Only works with Haptics Gloves.
EManusRet UManusComponent::VibrateManusGloveFingers (
EManusHandType HandType,
float ThumbPower=1.0f,
float IndexPower=1.0f,
float MiddlePower=1.0f,
float RingPower=1.0f,
float PinkyPower=1.0f
)
Parameters:
HandType
The hand type of the glove to look for.ThumbPower
The strength of the vibration for the thumb, between 0.0 and 1.0.IndexPower
The strength of the vibration for the index, between 0.0 and 1.0.MiddlePower
The strength of the vibration for the middle finger, between 0.0 and 1.0.RingPower
The strength of the vibration for the ring finger, between 0.0 and 1.0.PinkyPower
The strength of the vibration for the pinky finger, between 0.0 and 1.0.
Returns:
If the glove fingers were succesfully told to vibrate.
function VibrateManusGloveFingersForSkeleton
Tell the Manus glove of the given hand used by this Manus component to vibrate its fingers. Only works with Haptics Gloves.
EManusRet UManusComponent::VibrateManusGloveFingersForSkeleton (
int64 SkeletonId,
EManusHandType HandType,
float ThumbPower=1.0f,
float IndexPower=1.0f,
float MiddlePower=1.0f,
float RingPower=1.0f,
float PinkyPower=1.0f
)
Parameters:
SkeletonId
The skeleton id of the glove to look for.HandType
The hand type of the glove to look for.ThumbPower
The strength of the vibration for the thumb, between 0.0 and 1.0.IndexPower
The strength of the vibration for the index, between 0.0 and 1.0.MiddlePower
The strength of the vibration for the middle finger, between 0.0 and 1.0.RingPower
The strength of the vibration for the ring finger, between 0.0 and 1.0.PinkyPower
The strength of the vibration for the pinky finger, between 0.0 and 1.0.
Returns:
If the glove fingers were succesfully told to vibrate.
Protected Functions Documentation
function ComponentOverlapMultiImpl
virtual bool UManusComponent::ComponentOverlapMultiImpl (
TArray< struct FOverlapResult > & OutOverlaps,
const class UWorld * InWorld,
const FVector & Pos,
const FQuat & Rot,
ECollisionChannel TestChannel,
const struct FComponentQueryParams & Params,
const struct FCollisionObjectQueryParams & ObjectQueryParams=FCollisionObjectQueryParams::DefaultObjectQueryParam
) const
The documentation for this class was generated from the following file api/Unreal/Plugins/Manus/Source/Manus/Public/ManusComponent.h