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