Files
UnrealEngineUWP/Engine/Source/Editor/VREditor/VREditorAvatarActor.h
T
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

118 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Actor.h"
#include "VREditorAvatarActor.generated.h"
class UMaterialInstanceDynamic;
/**
* Avatar Actor
*/
UCLASS()
class AVREditorAvatarActor : public AActor
{
GENERATED_BODY()
public:
/** Default constructor */
AVREditorAvatarActor();
/** Called by VREditorMode::Enter to initialize all post constructor components and to set the VRMode */
void Init( class UVREditorMode* InVRMode );
/** Called by VREditorMode to update us every frame */
void TickManually( const float DeltaTime );
// UObject overrides
virtual bool IsEditorOnly() const final
{
return true;
}
virtual bool HasLocalNetOwner() const override
{
// TODO: When using Multi-User with two VRMode editors, we might have to do something else here for when this is called by MotionControllerComponent::PollControllerState()
return true;
}
private:
/** Our avatar's head mesh */
UPROPERTY()
class UStaticMeshComponent* HeadMeshComponent;
/** The grid that appears while the user is dragging the world around */
UPROPERTY()
class UStaticMeshComponent* WorldMovementGridMeshComponent;
//
// World movement grid & FX
//
/** Grid mesh component dynamic material instance to set the opacity */
UPROPERTY()
class UMaterialInstanceDynamic* WorldMovementGridMID;
/** Opacity of the movement grid and post process */
UPROPERTY()
float WorldMovementGridOpacity;
/** True if we're currently drawing our world movement post process */
UPROPERTY()
bool bIsDrawingWorldMovementPostProcess;
/** Post process material for "greying out" the world while in world movement mode */
UPROPERTY()
class UMaterialInstanceDynamic* WorldMovementPostProcessMaterial;
//
// World scaling progress bar
//
/** Background progressbar scaling mesh */
UPROPERTY()
class UStaticMeshComponent* ScaleProgressMeshComponent;
/** Current scale progressbar mesh */
UPROPERTY()
class UStaticMeshComponent* CurrentScaleProgressMeshComponent;
/** Current scale text */
UPROPERTY()
class UTextRenderComponent* UserScaleIndicatorText;
/** Base dynamic material for the user scale fixed progressbar */
UPROPERTY()
UMaterialInstanceDynamic* FixedUserScaleMID;
/** Translucent dynamic material for the user scale fixed progressbar */
UPROPERTY()
UMaterialInstanceDynamic* TranslucentFixedUserScaleMID;
/** Base dynamic material for the current user scale progressbar */
UPROPERTY()
UMaterialInstanceDynamic* CurrentUserScaleMID;
/** Translucent dynamic material for the current user scale progressbar */
UPROPERTY()
UMaterialInstanceDynamic* TranslucentCurrentUserScaleMID;
//
// Post process
//
/** Post process for drawing VR-specific post effects */
UPROPERTY()
class UPostProcessComponent* PostProcessComponent;
/** Owning object */
UPROPERTY()
class UVREditorMode* VRMode;
};