Class ULeapWidgetInteractionComponent¶
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class ULeapWidgetInteractionComponent : public UWidgetInteractionComponent¶
This component will provide far field widgets with interactions Will need to add 2 components, one for the left hand and one for the right one For further information check our docs: https://docs.ultraleap.com/xr-and-tabletop/xr/unreal/plugin/features/UI-input-modules.html
Public Functions
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void DrawLeapCursor(FLeapHandData &Hand)¶
Called every frame to draw the cursor
- Parameters
Hand – - hand data from the api
- UPROPERTY (BlueprintReadWrite, EditAnywhere, Category="UltraLeap UI", meta=(ClampMin="0.01", ClampMax="0.1", UIMin="0.01", UIMax="0.1")) float CursorSize
This can be used to change the cursor’s size
- UPROPERTY (BlueprintReadWrite, EditAnywhere, Category="UltraLeap UI Far", meta=(ClampMin="0", ClampMax="5", UIMin="0", UIMax="5")) float WristRotationFactor
Controls how much rotation wrist movment adds to the ray
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FVector GetHandRayDirection(FLeapHandData &TmpHand, FVector &Position)¶
Gets the rays direction
- Parameters
TmpHand – - Hand data
Position – - will return the position updated with the relative neck offset
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FVector GetNeckOffset()¶
Estimates the relative neck offset
Public Members
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TEnumAsByte<EHandType> LeapHandType¶
Hand chirality, for left and right hands
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TEnumAsByte<EUIInteractionType> WidgetInteraction¶
WidgetInteraction type, this requires the InteractionDistance to be <= 30 in order to change to NEAR interactions Changing this to NEAR will enable interactions with widgets by direct touch
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UStaticMeshComponent *CursorStaticMesh¶
The default static mesh is a sphere, but can be changed to anything
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UMaterial *MaterialBase¶
This can be used to change the cursor’s color
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bool bAutoMode¶
This will automatically enable near distance interactions mode when the Distance between the hand and widget is less than 40 cm and far mode when the distance is more than 45 cm
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float IndexDistanceFromUI¶
The distance in cm betweenn index and UI to trigger touch interaction
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float InterpolationSpeed¶
Interpolation param, lower values will reduce jitter but add lag
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float YAxisCalibOffset¶
For counter-acting the camera rotation to stabilize the rays
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float ZAxisCalibOffset¶
For counter-acting the camera rotation to stabilize the rays
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float ModeChangeThreshold¶
The threshold used to automatically switch between far/near interactions
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FLeapRayComponentVisible OnRayComponentVisible¶
Event on rays visibility changed
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void DrawLeapCursor(FLeapHandData &Hand)¶