240 lines
6.9 KiB
C++
240 lines
6.9 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2023 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGKismet/SGPawnKismetLibrary.h"
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#include "Camera/CameraComponent.h"
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#include "Components/SphereComponent.h"
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#include "SenseGlove/Components/SGVirtualHandComponent.h"
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#include "SenseGlove/Components/SGWristTrackerComponent.h"
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#include "SenseGlove/GameFramework/SGPawn.h"
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UCameraComponent* UPawnKismetLibrary::GetCamera(const ASGPawn* Pawn)
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{
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return Pawn->GetCamera();
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}
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USGWristTrackerComponent* UPawnKismetLibrary::GetWristTrackerLeft(const ASGPawn* Pawn)
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{
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return Pawn->GetWristTrackerLeft();
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}
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USGVirtualHandComponent* UPawnKismetLibrary::GetHandLeft(const ASGPawn* Pawn)
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{
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return Pawn->GetHandLeft();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftThumbFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftThumbFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftIndexFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftIndexFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftMiddleFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftMiddleFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftThumbFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftThumbFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftIndexFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftIndexFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftMiddleFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftMiddleFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftRingFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftRingFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetLeftPinkyFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetLeftPinkyFingertipTouchCollider();
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}
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USGWristTrackerComponent* UPawnKismetLibrary::GetWristTrackerRight(const ASGPawn* Pawn)
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{
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return Pawn->GetWristTrackerRight();
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}
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USGVirtualHandComponent* UPawnKismetLibrary::GetHandRight(const ASGPawn* Pawn)
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{
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return Pawn->GetHandRight();
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}
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USphereComponent* UPawnKismetLibrary::GetRightThumbFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightThumbFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightIndexFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightIndexFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightMiddleFingertipGrabCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightMiddleFingertipGrabCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightThumbFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightThumbFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightIndexFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightIndexFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightMiddleFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightMiddleFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightRingFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightRingFingertipTouchCollider();
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}
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USphereComponent* UPawnKismetLibrary::GetRightPinkyFingertipTouchCollider(const ASGPawn* Pawn)
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{
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return Pawn->GetRightPinkyFingertipTouchCollider();
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}
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bool UPawnKismetLibrary::CanLeftHandGrab(const ASGPawn* Pawn, const AActor* Actor)
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{
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return Pawn->CanLeftHandGrab(Actor);
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}
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bool UPawnKismetLibrary::IsLeftHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor)
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{
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return Pawn->IsLeftHandGrabbing(Actor);
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}
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bool UPawnKismetLibrary::IsLeftHandGrabbing_OutActor(const ASGPawn* Pawn, AActor*& OutActor)
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{
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return Pawn->IsLeftHandGrabbing(OutActor);
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}
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bool UPawnKismetLibrary::IsLeftHandGrabbing(const ASGPawn* Pawn)
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{
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return Pawn->IsLeftHandGrabbing();
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}
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bool UPawnKismetLibrary::CanRightHandGrab(const ASGPawn* Pawn, const AActor* Actor)
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{
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return Pawn->CanRightHandGrab(Actor);
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}
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bool UPawnKismetLibrary::IsRightHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor)
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{
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return Pawn->IsRightHandGrabbing(Actor);
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}
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bool UPawnKismetLibrary::IsRightHandGrabbing_OutActor(const ASGPawn* Pawn)
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{
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return Pawn->IsRightHandGrabbing();
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}
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bool UPawnKismetLibrary::IsRightHandGrabbing(const ASGPawn* Pawn, AActor*& OutActor)
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{
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return Pawn->IsRightHandGrabbing();
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}
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bool UPawnKismetLibrary::CanGrab(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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return Pawn->CanGrab(Hand, Actor);
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}
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bool UPawnKismetLibrary::IsGrabbing_Actor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor)
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{
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return Pawn->IsGrabbing(Hand, Actor);
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}
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bool UPawnKismetLibrary::IsGrabbing_OutActor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand,
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AActor*& OutActor)
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{
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return Pawn->IsGrabbing(Hand, OutActor);
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}
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bool UPawnKismetLibrary::IsGrabbing(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand)
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{
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return Pawn->IsGrabbing(Hand);
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}
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void UPawnKismetLibrary::GrabLeft(ASGPawn* Pawn, AActor* Actor, UPrimitiveComponent* Component)
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{
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Pawn->GrabLeft(Actor, Component);
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}
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void UPawnKismetLibrary::GrabRight(ASGPawn* Pawn, AActor* Actor, UPrimitiveComponent* Component)
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{
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Pawn->GrabRight(Actor, Component);
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}
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void UPawnKismetLibrary::Grab(
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ASGPawn* Pawn, USGVirtualHandComponent* Hand, AActor* Actor, UPrimitiveComponent* Component)
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{
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Pawn->Grab(Hand, Actor, Component);
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}
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void UPawnKismetLibrary::ReleaseLeft(ASGPawn* Pawn)
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{
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Pawn->ReleaseLeft();
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}
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void UPawnKismetLibrary::ReleaseRight(ASGPawn* Pawn)
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{
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Pawn->ReleaseRight();
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}
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void UPawnKismetLibrary::Release(ASGPawn* Pawn, const USGVirtualHandComponent* Hand)
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{
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Pawn->Release(Hand);
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} |