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  • ExistentGrabComponent
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ExistentGrabComponent

PreviousOnFootUpNextAddDelegate_Bind_Event_to_On_Grip_Attach

Last updated 10 months ago

> ExistentGrabComponent

ExistentGrabComponent

Class Details

Defined in: Public/Components/ExistentGrabComponent.h

Hierarchy: Object > ActorComponent > ExistentGrabComponent

The grab component is responsible for detecting available grips around the hand and provide the existent hand component with the calculated transform for the currently selected grip (if available).

Properties

float

AttachGripThreshold

When checking for the range between the wrist bone location and the grip we normalise the value into a 0-1 value. If the value is above this threshold then we attach the hand to the grip.

TMap

AttachmentSmoothingDurations

Duration of the smoothing effect (location and rotation interpolation) for a given target attachment state.

TArray

CollisionObjects

An array of object type queries to perform a sphere trace at the sphere trace bone location. Only objects of these types will be considered as possible candidates for grips.

float

DetachGripDelta

To detach from the attached grip we compare the delta between the wrist bone rotation and the current grip rotation. The delta must be greater than this delta for the hand to detach from the grip.

float

DetachGripRange

To detach from the attached grip we compare the distance between the wrist bone location and the current grip location. The distance must be greater than this range for the hand to detach from the grip.

float

GripDelta

To find a compatible grip we compute the delta between the wrist bone rotation and a grip component rotation. The delta must be smaller than this delta for the grip component to be considered a compatible grip.

float

GripRange

To find a compatible grip we compute the distance between the wrist bone location and a grip component location. The distance must be smaller than this range for the grip component to be considered a possible compatible grip.

EExistentHand

Hand

Specifies which hand this grab component is associated with, enabling it to determine the correct hand context for grip interactions.

FName

PlayerBodyMeshComponentName

Name of the SkeletalMeshComponent representing the player's body. Used to calculate grip positions and orientations relative to the player's body.

EExistentBone

SphereTraceBone

The bone at which we perform the sphere trace to detect actors that may contain grips.

FVector

SphereTraceOffset

Offset applied in local space to to sphere trace bone location.

float

SphereTraceRadius

The radius of the sphere trace performed around the hand to detect any actor that may contain grips.

float

TransferDistanceThreshold

When trying to detect the hand switching grips we compare the current grip to wrist distance to the other grips to wrist distance. If these values difference is greater than this threshold then we switch grip. This prevents the hand from switching grips if the two grips are almost at the same distance.

bool

UseWristTracker

Whether we should use the wrist tracker location (if present and active) instead of the trace bone.

Nodes

📃
🔬
ExistentDocumentation
Assign On Grip Attach
Assign On Grip Detach
Assign On Grip Transfer
Bind Event to On Grip Attach
Bind Event to On Grip Detach
Bind Event to On Grip Transfer
Get Attachment State String
Unbind Event from On Grip Attach
Unbind Event from On Grip Detach
Unbind Event from On Grip Transfer
Unbind all Events from On Grip Attach
Unbind all Events from On Grip Detach
Unbind all Events from On Grip Transfer