ExistentGripComponent
ExistentDocumentation > ExistentGripComponent
ExistentGripComponent
Class Details
Defined in: Public/Components/ExistentGripComponent.h
Hierarchy: Object > ActorComponent > SceneComponent > ExistentGripComponent
A grip component represents a single grip in a tracked object. Grip components are discovered and used by the existent grab component which uses the grip data to provide the existent hand component with the final wrist transform when a grip is used.
Properties
bool
AltTransform
bool
ApplytoEitherHand
When enabled, this grip will apply to either hand. "Hand" property should still be set to Left or Right, but the grip will work for either. NB: To check this at runtime, call CanApplyToEitherHand().
UExistentHandBoneMappings*
BoneMappings
float
CircleGripShapeAngle
EDITOR ONLY THIS VALUE HAS NO EFFECT AT RUNTIME This value let's you preview what the grip would look like while using the circle grip shape if the hand was coming from an angle different from the one provided by the default grip component transform.
EExistentPosAxis
CircleUpVector
The circle up vector direction (world space) from the attach parent.
float
CylinderHeight
The height of the cylinder both up and down from the centre point.
bool
DoCollisionChecks
Should the grip automatically generate a pose for the hand?
bool
DrawGripForeground
EDITOR ONLY THIS VALUE HAS NO EFFECT AT RUNTIME When drawing this grip in editor should we draw it on the foreground?
bool
EnableUpsideDownGrip
Whether to allow this grip to automatically calculate the upside down position of the hand.
bool
Enabled
Is this grip enabled? If not it won't be considered by the grab component.
UAnimSequence*
FinalGripPose
The (optional) final grip pose to use if the grip does not automatically generate a pose.
TArray
FingerCollisionCheckTypes
Collision check type for each finger. When the hand poses while using this grip how should the hand check for collisions?
bool
GenerateDynamicPose
Should the grip automatically generate a pose for the hand?
UAnimSequence*
GripPose
The intermediate grip pose to use if the grip does not automatically generate a pose.
EExistentGripShape
GripShape
The grip shape indicates how this grip will generate the final grip transform.
EExistentHand
Hand
Which hand does this grip belong to? Left or right?
bool
OnlyDrawHand
EDITOR ONLY THIS VALUE HAS NO EFFECT AT RUNTIME Should the preview mesh only draw the hand instead of the full body
bool
OtherHand
USkinnedAsset*
OverrideSkeletalMesh
EDITOR ONLY VALUE HAS NO EFFECT AT RUNTIME Optional skeletal mesh to override the grip preview mesh. By default the hand bone mappings preview mesh is used but you can override it using this property.
TArray
OverrideSkeletalMeshMaterials
EDITOR ONLY VALUE HAS NO EFFECT AT RUNTIME Optional array of materials to set on the grip preview mesh. By default the hand bone mappings preview mesh materials are used but you can override them using this property.
Nodes
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