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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