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VR Immersive Hands v2.3
VR Immersive Hands v2.3
  • VR Immersive Hands
  • Overview
    • Tutorials
    • Changelog
    • Open Cases
    • Compatibility
    • Legal
  • Features
    • Animated Hands and Controllers (HAC)
      • HAC Components
      • HACs
    • Hint
      • Hand and Controller Hint
      • World Hint
    • Grab System
      • Core Component
        • Grab Point Constructor
        • Grab Action
      • Placeable Component
      • Placeable Base Component
      • Respawn Component
      • Physics Sound Component
    • Other Features
      • VR Pawn
      • Control Rig
      • VR Console
      • Interaction Component
      • Auto Scroll
  • Guides
    • Migrating
      • If You Only Want HAC (Optional)
      • How to Use Your Own Pawn (Optional)
    • Adding a New Hand
    • Adding a New Controller
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On this page
  • Overview
  • Settings
  • Interaction Interface
  • Functions
  • Add to Ignore and Set Interaction Active
  • Event Dispatchers
  • On Interaction Successful

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  1. Features
  2. Other Features

Interaction Component

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Last updated 4 years ago

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Overview

A component to interact with widgets or object on the world. This component has been implemented to VR_Pawn_GS as an example for a gaze system.

Settings

Settings

Description

Active

Sets whether the component is active or not

Pointer Index

Assigns the specified pointer index to the Widget Interaction Component. This has to be different for every Interaction Component

Widget Interaction Tag

REQUIRED – Add a tag to the Widget Interaction Component you want and copy it here

Identifier

A string to take advanced actions on the BPs this component will be interacting. You can use this to limit which Interaction Components interact with which BP. Or you can ignore it to let every component interact with every BP that has BPI_Interaction Interface.

Timer Duration

Long should it take timer to complete the action

Timer Scale

Scale of the timer

Timer Orientation

Sets where the timer should orient itself

Offset from Surface

Offset from the surface for the timer

Base Color

Base color for the timer

Progress Color

Progress color for the timer

Custom Transform Tag for Timer

OPTIONAL – Add a tag to the Scene Component you want and copy it here. This will attach the timer to the specified scene component. If not valid, timer will be placed on the impact point.

Distance

Sets the trace distance

Trace Type

Sets which trace type should be used for trace

Trace Channel

Sets which trace channel should be used for trace

Object Types

Sets which object types should be used for trace

Trace Complex

Sets whether it should trace for complex collision

Disable Depth Test

Sets whether the timer should be rendered through everything

Interaction Interface

The actor you want this component to interact with has to implement the BPI_Interaction. You will get these following functions with the interface. Check out the W_Console for an example.

On Hover

It should have On Interaction Component Hover setup to work properly. You will need to create Ref and RefsWaiting variables in your actor. You can further customize it with your logic.

On Unhover

It should have On Interaction Component Unhover setup to work properly. You will need to create Ref and RefsWaiting variables in your actor. You can further customize it with your logic.

On Interaction

Functions

Add to Ignore and Set Interaction Active

Use these functions to change Interaction Component's settings on runtime.

Event Dispatchers

On Interaction Successful

Event dispatcher to keep the owner actor of the Interaction Component updated.

This function doesnt need a setup but it needs a response. This response is used for .

On Interaction Successful