VRPawn

October 03, 2024

VRPawn

Path: /Game/AdvancedTurnBasedTileToolkit/Maps/VR/VRPawn

.. cpp:class:: VRPawn : public Pawn

.. cpp:function:: void Construction_Script(exec then)

  Type: Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Required API, Event, Blueprint Event

  Construction script, the place to spawn components and do other setup. @note Name used in CreateBlueprint function

  :arg then: 
  :type then: exec

.. cpp:function:: void StartTeleportTrace(exec then)

  Type: 

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: exec TeleportTrace(exec then, Vector StartPos, Vector ForwardVector)

  Type: MotionSource input should be replaced with

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event

  MotionSource input should be replaced with

  :arg then: 
  :type then: exec
  :arg StartPos: 
  :type StartPos: Vector
  :arg ForwardVector: 
  :type ForwardVector: Vector
  :returns execute: 
  :rtype execute: exec

.. cpp:function:: (exec, Vector, bool) IsValidTeleportLocation(exec then, HitResult Hit)

  Type: 

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event, Blueprint Pure

  

  :arg then: 
  :type then: exec
  :arg Hit: 
  :type Hit: HitResult
  :returns execute: 
  :rtype execute: exec
  :returns ProjectedLocation:  (Default: 0, 0, 0)
  :rtype ProjectedLocation: Vector
  :returns ReturnValue:  (Default: false)
  :rtype ReturnValue: bool

.. cpp:function:: void EndTeleportTrace(exec then)

  Type: 

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void TryTeleport(exec then)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: (exec, GrabComponent) GetGrabComponentNearMotionController(exec then, MotionControllerComponent MotionController)

  Type: 

  Category: Default

  Access Modifier: Public

  Constant: False

  Flags: Has Out Params, Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg MotionController: 
  :type MotionController: MotionControllerComponent
  :returns execute: 
  :rtype execute: exec
  :returns NearestComponent: 
  :rtype NearestComponent: GrabComponent

.. cpp:function:: void SnapTurn(exec then, bool bRightTurn)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bRightTurn: 
  :type bRightTurn: bool

.. cpp:function:: void ToggleMenu(exec then, bool bActiveMenuHandRight)

  Type: 

  Category: 

  Access Modifier: Public

  Constant: False

  Flags: Has Defaults, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg bActiveMenuHandRight: 
  :type bActiveMenuHandRight: bool

.. cpp:function:: void ServerNotifyPlayerReady(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Net, Net Server, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void ClickAttempt(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void ClientBeginClientTick(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Net, Net Client, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void BeginPlay(exec then)

  Type: Event when play begins for this actor.

  Category: 

  Access Modifier: Protected

  Constant: False

  Flags: Event, Blueprint Event

  Event when play begins for this actor.

  :arg then: 
  :type then: exec

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Right_K2Node_EnhancedInputActionEvent_0(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Right_K2Node_EnhancedInputActionEvent_1(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Right_K2Node_EnhancedInputActionEvent_2(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Left_K2Node_EnhancedInputActionEvent_3(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Left_K2Node_EnhancedInputActionEvent_4(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Grasp_Left_K2Node_EnhancedInputActionEvent_5(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Right_K2Node_EnhancedInputActionEvent_6(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Right_K2Node_EnhancedInputActionEvent_7(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Right_K2Node_EnhancedInputActionEvent_8(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Left_K2Node_EnhancedInputActionEvent_9(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Left_K2Node_EnhancedInputActionEvent_10(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_IndexCurl_Left_K2Node_EnhancedInputActionEvent_11(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Left_K2Node_EnhancedInputActionEvent_12(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Left_K2Node_EnhancedInputActionEvent_13(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Left_K2Node_EnhancedInputActionEvent_14(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Left_K2Node_EnhancedInputActionEvent_15(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Left_K2Node_EnhancedInputActionEvent_16(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Left_K2Node_EnhancedInputActionEvent_17(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Right_K2Node_EnhancedInputActionEvent_18(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Right_K2Node_EnhancedInputActionEvent_19(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_Point_Right_K2Node_EnhancedInputActionEvent_20(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Right_K2Node_EnhancedInputActionEvent_21(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Right_K2Node_EnhancedInputActionEvent_22(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Hand_ThumbUp_Right_K2Node_EnhancedInputActionEvent_23(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Menu_Toggle_Right_K2Node_EnhancedInputActionEvent_24(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Menu_Toggle_Left_K2Node_EnhancedInputActionEvent_25(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Grab_Right_K2Node_EnhancedInputActionEvent_26(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Grab_Right_K2Node_EnhancedInputActionEvent_27(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Turn_K2Node_EnhancedInputActionEvent_28(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Grab_Left_K2Node_EnhancedInputActionEvent_29(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:function:: void InpActEvt_IA_Grab_Left_K2Node_EnhancedInputActionEvent_30(exec then, InputActionValue ActionValue, float ElapsedTime=0.0, float TriggeredTime=0.0, InputAction SourceAction)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg ActionValue: Action Value Input Action Value Structure
  :type ActionValue: InputActionValue
  :arg ElapsedTime: Elapsed Time Float (single-precision) (Default: 0.0)
  :type ElapsedTime: float
  :arg TriggeredTime: Triggered Time Float (single-precision) (Default: 0.0)
  :type TriggeredTime: float
  :arg SourceAction: Source Action Input Action Object Reference
  :type SourceAction: InputAction

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

  Access Modifier: 
  Flags: Zero Constructor, Transit, Duplicate Transient
  Lifetime Condition: None

  

.. cpp:member:: StaticMeshComponent ArrowMesh

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: B_MannequinsXR HandRight

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: B_MannequinsXR HandLeft

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: StaticMeshComponent HMD

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: MotionControllerComponent MotionControllerRightAim

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: MotionControllerComponent MotionControllerLeftAim

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: WidgetInteractionComponent WidgetInteractionRight

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: WidgetInteractionComponent WidgetInteractionLeft

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: NiagaraComponent TeleportTraceNiagaraSystem

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: MotionControllerComponent MotionControllerRight

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: MotionControllerComponent MotionControllerLeft

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: CameraComponent Camera

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: SceneComponent DefaultSceneRoot

  Category: Default

  Access Modifier: 
  Flags: Blueprint Visible, Zero Constructor, Instanced Reference, Non Transactional, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Vector ProjectedTeleportLocation

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Transit, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bValidTeleportLocation

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Transit, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bTeleportTraceActive

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Transit, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: double GrabRadiusFromGripPosition

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: VRTeleportVisualizer TeleportVisualizerReference

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Transit, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: double SnapTurnDegrees

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  The amount of degrees to turn when snap turning

.. cpp:member:: Array TeleportTracePathPositions

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Transit, Disable Edit On Instance
  Lifetime Condition: None

  

.. cpp:member:: Vector TeleportProjectPointToNavigationQueryExtent

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Transit, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  Query Extent defines how far away Point can be from navmesh before it returns invalid. 0,0,0 will project the closest location on navmesh at all times.

.. cpp:member:: GrabComponent HeldComponentLeft

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Instanced Reference, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: GrabComponent HeldComponentRight

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Instanced Reference, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Menu MenuReference

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Transit, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bRunClientTick

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: BP_GridManager GridManagerRef

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Template, Disable Edit On Instance, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: bool bReleased

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Is Plain Old Data, No Destructor, Has Get Value Type Hash
  Lifetime Condition: None

  

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Written by Urakaiketsuya , just a guy who codes. You should follow them on Twitter