fix blueprint signatures and make all bp exposed functions static

This commit is contained in:
Mamadou Babaei
2023-05-19 18:11:46 +02:00
parent 031abc5845
commit c43efc6f59
2 changed files with 13 additions and 13 deletions
@@ -89,7 +89,7 @@ void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
}
bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const
bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->IsGloveConnected();
}
@@ -100,19 +100,19 @@ USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandCompo
}
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);
}
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);
}
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);
}
@@ -88,23 +88,23 @@ public:
bool bInHiddenIfNoGloveDetected);
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")
USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const;
static const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const;
static const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const;
static FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
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);
};