fix blueprint signatures and make all bp exposed functions static

This commit is contained in:
Mamadou Babaei
2023-05-19 17:45:00 +02:00
parent cb894ef7a8
commit af18e5453d
2 changed files with 13 additions and 13 deletions
@@ -89,7 +89,7 @@ void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected); VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
} }
bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent)
{ {
return VirtualHandComponent->IsGloveConnected(); return VirtualHandComponent->IsGloveConnected();
} }
@@ -100,19 +100,19 @@ USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandCompo
} }
const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName( const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneName(Finger, Joint); return VirtualHandComponent->GetFingerBoneName(Finger, Joint);
} }
const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform( const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint); return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint);
} }
FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation( FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint); return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint);
} }
@@ -88,23 +88,23 @@ public:
bool bInHiddenIfNoGloveDetected); bool bInHiddenIfNoGloveDetected);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const; static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent); static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent, static const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent, static const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent, static FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent); static TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
}; };