Core Component
Overview
This component contains all the logic for a grabbable object. This has to be added to every actor in order to use Grab System. All other component are optional.
Settings
Settings | Description |
Mesh Comp Tag | REQUIRED – Add a tag to the Mesh Component you want and copy it here |
Grab Priority | Actor level priority |
Can Interact | ‘true’ if actor can be picked up, ‘false’ otherwise |
Simulate Physics | ‘true’ if actor should simulate physics, ‘false’ otherwise |
Allow Hand Swap | ‘true’ if actor should be allowed to swap hands, ‘false’ otherwise |
Travel Time | The time it takes the actor to lerp to the hand |
Supress Warnings | ‘true’ if actor should not send warnings or errors to output log, ‘false’ if otherwise |
Grab Points | |
Custom Grab Path | ‘true’ if actor should follow custom path on grab, ‘false’ otherwise. OnCustomTravelForGrab can be used to start custom travel. Complete Travel has to be called after travel is finished. |
This component alone isn't enough to grab an actor in game. A Grab Point Constructor has to be added to be able to grab an actor.
Functions
Set Setting, Set Physics and External Block
Use these to change Core's settings on runtime. These should be triggered from the grabbed actor.
Force Release
Use this if you want to force the hand to release an actor. This should be triggered from the grabbed actor.
Event Dispatchers
Core Dispatchers
Basic dispatchers to keep updated.
Grab Action
Grab Action dispatchers.
Grab ActionLast updated