Changes related to ray-collision, and luprex global variable stuff
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@@ -9,31 +9,6 @@
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class UEnhancedInputLocalPlayerSubsystem;
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxTraceStartTraceEnd
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere)
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FVector TraceStart;
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UPROPERTY(EditAnywhere)
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FVector TraceEnd;
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};
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UENUM(BlueprintType)
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enum class EMouseSpecificationType : uint8
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{
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// Automatically get the mouse position from the player controller. ManualMouseXY should be left blank.
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GetMouseAutomatically,
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// Specify the mouse position in pixels.
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SpecifyMouseInPixels,
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// Specify the mouse position as float from zero to one.
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SpecifyMouseAsZeroToOne,
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};
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/**
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*
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* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
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@@ -75,22 +50,18 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems")
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static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
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// // Do a Line Trace by Channel for each start-and-end pair, then return the closest hit result of all.
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// UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreReferenceActor="true", AutoCreateRefTerm="ActorsToIgnore,Offset", DisplayName="Line Trace Multiple Lines by Channel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
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// static bool LineTraceMultipleLines(const AActor* ReferenceActor, const FVector &Offset,
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// const TArray<FlxTraceStartTraceEnd> &TraceStartAndTraceEnd, ETraceTypeQuery TraceChannel,
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// bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreReferenceActor,
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// FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);
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// Do a Line Trace to find the actor that the mouse is pointing at.
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// Do a Line Trace from the camera through a specified pixel.
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//
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// If you have some crosshairs in the viewport, then you can find the
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// object under the crosshairs by specifying the crosshairs XY as the
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// ManualMouseXY.
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// This can be used when you have a crosshair on the screen and you want to
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// determine the object that the crosshairs are pointing at. It can also
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// be used to do a line trace through the mouse.
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//
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// Fractional pixels are allowed. Therefore, (0.0, 0.0) is the upper-left corner
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// of the upper-left pixel, whereas (0.5, 0.5) is the center of the upper-left pixel.
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//
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UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
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static bool LineTraceThroughMousePointer(const APlayerController* PlayerController,
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EMouseSpecificationType MouseSpecification, FVector2D ManualMouseXY, double MaxDistanceFromCamera,
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static bool LineTraceThroughPixel(const APlayerController* PlayerController,
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FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
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const TArray<AActor*>& ActorsToIgnore, AActor *& Actor, FHitResult& HitResult);
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const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult);
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};
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