230 lines
8.5 KiB
C++
230 lines
8.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BaseBehaviors/BehaviorTargetInterfaces.h"
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#include "BaseGizmos/GizmoComponents.h"
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#include "CoreMinimal.h"
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#include "InputState.h"
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#include "InteractiveGizmo.h"
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#include "InteractiveGizmoBuilder.h"
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#include "Math/MathFwd.h"
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#include "Math/Ray.h"
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#include "Math/Vector.h"
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#include "Math/Vector2D.h"
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#include "Templates/Function.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/ScriptInterface.h"
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#include "UObject/UObjectGlobals.h"
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#include "PlanePositionGizmo.generated.h"
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class IGizmoAxisSource;
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class IGizmoClickTarget;
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class IGizmoStateTarget;
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class IGizmoVec2ParameterSource;
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class UClickDragInputBehavior;
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class UObject;
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struct FToolBuilderState;
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namespace UE::GizmoUtil
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{
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struct FTransformSubGizmoCommonParams;
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struct FTransformSubGizmoSharedState;
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}
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UCLASS(MinimalAPI)
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class UPlanePositionGizmoBuilder : public UInteractiveGizmoBuilder
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{
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GENERATED_BODY()
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public:
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INTERACTIVETOOLSFRAMEWORK_API virtual UInteractiveGizmo* BuildGizmo(const FToolBuilderState& SceneState) const override;
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};
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/**
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* UPlanePositionGizmo implements a gizmo interaction where 2D parameter value is manipulated
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* by dragging a point on a 3D plane in space. The 3D position is converted to 2D coordinates
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* based on the tangent axes of the plane.
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*
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* As with other base gizmos, this class only implements the interaction. The visual aspect of the
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* gizmo, the plane, and the parameter storage are all provided externally.
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*
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* The plane is provided by an IGizmoAxisSource. The origin and normal define the plane and then
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* the tangent axes of the source define the coordinate space.
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*
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* The interaction target (ie the thing you have to click on to start the dragging interaction) is provided by an IGizmoClickTarget.
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*
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* The new 2D parameter value is sent to an IGizmoVec2ParameterSource
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*
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* Internally a UClickDragInputBehavior is used to handle mouse input, configured in ::Setup()
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*/
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UCLASS(MinimalAPI)
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class UPlanePositionGizmo : public UInteractiveGizmo, public IClickDragBehaviorTarget, public IHoverBehaviorTarget
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{
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GENERATED_BODY()
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public:
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/**
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* Helper that initializes AxisSource, ParameterSource, HitTarget, and StateTarget for the common case
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* of being used to control the translation of a transform. Safe to use for reinitialization.
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*/
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INTERACTIVETOOLSFRAMEWORK_API bool InitializeAsTranslateGizmo(
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const UE::GizmoUtil::FTransformSubGizmoCommonParams& InitializationParams,
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UE::GizmoUtil::FTransformSubGizmoSharedState* SharedState);
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/**
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* Helper that initializes AxisSource, ParameterSource, HitTarget, and StateTarget for the common case
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* of being used to control the scale of a transform. Safe to use for reinitialization.
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*/
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INTERACTIVETOOLSFRAMEWORK_API bool InitializeAsScaleGizmo(
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const UE::GizmoUtil::FTransformSubGizmoCommonParams& InitializationParams,
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bool bDisallowNegativeScaling,
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UE::GizmoUtil::FTransformSubGizmoSharedState* SharedState);
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/**
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* Helper that initializes AxisSource, ParameterSource, HitTarget, and StateTarget for the common case
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* of being used to control the uniform scale of a transform, where the interaction plane remains aligned
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* to the camera. Safe to use for reinitialization.
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* Note: if SharedState contains a CameraAxisSource, this subgizmo will use it and will assume that something
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* else is responsible for updating it. Otherwise this subgizmo will set the CameraAxisSource and update it
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* in its own Tick function.
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*/
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bool InitializeAsUniformScaleGizmo(
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const UE::GizmoUtil::FTransformSubGizmoCommonParams& Params,
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bool bDisallowNegativeScaling,
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UE::GizmoUtil::FTransformSubGizmoSharedState* SharedState);
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// UInteractiveGizmo overrides
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INTERACTIVETOOLSFRAMEWORK_API virtual void Setup() override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void Tick(float DeltaTime) override;
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// IClickDragBehaviorTarget implementation
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INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit CanBeginClickDragSequence(const FInputDeviceRay& PressPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickPress(const FInputDeviceRay& PressPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickDrag(const FInputDeviceRay& DragPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnClickRelease(const FInputDeviceRay& ReleasePos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnTerminateDragSequence() override;
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// IHoverBehaviorTarget implementation
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INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit BeginHoverSequenceHitTest(const FInputDeviceRay& PressPos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnBeginHover(const FInputDeviceRay& DevicePos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual bool OnUpdateHover(const FInputDeviceRay& DevicePos) override;
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INTERACTIVETOOLSFRAMEWORK_API virtual void OnEndHover() override;
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public:
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// The below properties can be manipulated for more fine-grained control, but typically it is sufficient
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// to use one of the initialization methods above.
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/** AxisSource provides the 3D plane on which the interaction happens */
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UPROPERTY()
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TScriptInterface<IGizmoAxisSource> AxisSource;
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/** The 3D plane coordinates are converted to 2D coordinates in the plane tangent space, and the change in value is sent to this ParameterSource */
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UPROPERTY()
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TScriptInterface<IGizmoVec2ParameterSource> ParameterSource;
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/** The HitTarget provides a hit-test against some 3D element (presumably a visual widget) that controls when interaction can start */
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UPROPERTY()
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TScriptInterface<IGizmoClickTarget> HitTarget;
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/** StateTarget is notified when interaction starts and ends, so that things like undo/redo can be handled externally */
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UPROPERTY()
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TScriptInterface<IGizmoStateTarget> StateTarget;
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/** The mouse click behavior of the gizmo is accessible so that it can be modified to use different mouse keys. */
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UPROPERTY()
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TObjectPtr<UClickDragInputBehavior> MouseBehavior;
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public:
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/** If enabled, then the sign on the parameter delta is always "increasing" when moving away from the origin point, rather than just being a projection onto the axis */
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UPROPERTY()
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bool bEnableSignedAxis = false;
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/** If enabled, flip sign of parameter delta on X axis */
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UPROPERTY()
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bool bFlipX = false;
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/** If enabled, flip sign of parameter delta on Y axis */
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UPROPERTY()
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bool bFlipY = false;
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/**
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* This gets checked to see if we should use the custom ray caster to get a destination point for the gizmo, rather
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* than grabbing the intersection with the gizmo plane.
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*/
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TUniqueFunction<bool()> ShouldUseCustomDestinationFunc = []() {return false; };
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struct FCustomDestinationParams
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{
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// Right now we use the custom destination function for aligning to items in the scene, which
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// we just need the world ray for. If we want to use functions that use other inputs as the
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// basis for the destination, we would add those parameters here and would make sure that the
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// gizmo passes them in.
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const FRay* WorldRay = nullptr;
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};
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/**
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* If ShouldUseCustomDestinationFunc() returns true, this function is used to get a destination point, and
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* the output parameters are picked in such a way that the axis origin moves to the closest point in the plane
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* to the destination point.
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* Used, for instance, for aligning to items in the scene.
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*/
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TUniqueFunction<bool(const FCustomDestinationParams& WorldRay, FVector& OutputPoint)> CustomDestinationFunc =
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[](const FCustomDestinationParams& Params, FVector& OutputPoint) { return false; };
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public:
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/** If true, we are in an active click+drag interaction, otherwise we are not */
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UPROPERTY()
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bool bInInteraction = false;
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//
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// The values below are used in the context of a single click-drag interaction, ie if bInInteraction = true
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// They otherwise should be considered uninitialized
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//
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UPROPERTY()
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FVector InteractionOrigin;
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UPROPERTY()
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FVector InteractionNormal;
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UPROPERTY()
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FVector InteractionAxisX;
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UPROPERTY()
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FVector InteractionAxisY;
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UPROPERTY()
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FVector InteractionStartPoint;
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UPROPERTY()
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FVector InteractionCurPoint;
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UPROPERTY()
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FVector2D InteractionStartParameter;
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UPROPERTY()
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FVector2D InteractionCurParameter;
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UPROPERTY()
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FVector2D ParameterSigns = FVector2D(1, 1);
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protected:
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FVector LastHitPosition;
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FVector2D InitialTargetParameter;
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FVector2D InteractionStartOriginParameterOffset;
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FInputDeviceRay LastInputRay = FInputDeviceRay(FRay());
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// Helper that can hold some extra upkeep to do during Tick (used to
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// update a camera axis source if needed).
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TUniqueFunction<void(float DeltaTime)> CustomTickFunction;
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};
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