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A Demo Project for the UnrealEngineSDK
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This is the complete list of members for UVRExpansionFunctionLibrary, including all inherited members.
| AddSceneComponentByClass(UObject *Outer, TSubclassOf< USceneComponent > Class, const FTransform &ComponentRelativeTransform) | UVRExpansionFunctionLibrary | static |
| AreComponentsIgnoringCollisions(UObject *WorldContextObject, UPrimitiveComponent *Prim1, UPrimitiveComponent *Prim2) | UVRExpansionFunctionLibrary | static |
| BPQuat_FindBetween(FVector Vec1, FVector Vec2) | UVRExpansionFunctionLibrary | inlinestatic |
| BreakTransform_NetQuantize(const FTransform_NetQuantize &InTransform, FVector &Location, FRotator &Rotation, FVector &Scale) | UVRExpansionFunctionLibrary | static |
| Conv_FVectorToFVectorNetQuantize(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
| Conv_FVectorToFVectorNetQuantize10(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
| Conv_FVectorToFVectorNetQuantize100(const FVector &InVector) | UVRExpansionFunctionLibrary | static |
| Conv_GripPairToGripID(const FBPGripPair &GripPair) | UVRExpansionFunctionLibrary | static |
| Conv_GripPairToMotionController(const FBPGripPair &GripPair) | UVRExpansionFunctionLibrary | static |
| Conv_TransformToTransformNetQuantize(const FTransform &InTransform) | UVRExpansionFunctionLibrary | static |
| EqualEqual_FBPActorGripInformation(const FBPActorGripInformation &A, const FBPActorGripInformation &B) | UVRExpansionFunctionLibrary | static |
| GENERATED_BODY() | UVRExpansionFunctionLibrary | private |
| GetFirstGameplayTagWithExactParent(FGameplayTag DirectParentTag, const FGameplayTagContainer &BaseContainer, FGameplayTag &FoundTag) | UVRExpansionFunctionLibrary | inlinestatic |
| GetGameViewportClient(UObject *WorldContextObject) | UVRExpansionFunctionLibrary | static |
| GetGripSlotInRangeByTypeName(FName SlotType, AActor *Actor, FVector WorldLocation, float MaxRange, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *QueryController=nullptr) | UVRExpansionFunctionLibrary | static |
| GetGripSlotInRangeByTypeName_Component(FName SlotType, USceneComponent *Component, FVector WorldLocation, float MaxRange, bool &bHadSlotInRange, FTransform &SlotWorldTransform, FName &SlotName, UGripMotionControllerComponent *QueryController=nullptr) | UVRExpansionFunctionLibrary | static |
| GetHandFromMotionSourceName(FName MotionSource, EControllerHand &Hand) | UVRExpansionFunctionLibrary | inlinestatic |
| GetHMDPureYaw(FRotator HMDRotation) | UVRExpansionFunctionLibrary | static |
| GetHMDPureYaw_I(FRotator HMDRotation) | UVRExpansionFunctionLibrary | inlinestatic |
| GetHMDType() | UVRExpansionFunctionLibrary | static |
| GetIsActorMovable(AActor *ActorToCheck) | UVRExpansionFunctionLibrary | static |
| GetIsHMDConnected() | UVRExpansionFunctionLibrary | static |
| GetIsHMDWorn() | UVRExpansionFunctionLibrary | static |
| GetPeak_PeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter) | UVRExpansionFunctionLibrary | inlinestatic |
| IsActiveGrip(const FBPActorGripInformation &Grip) | UVRExpansionFunctionLibrary | static |
| IsComponentIgnoringCollision(UObject *WorldContextObject, UPrimitiveComponent *Prim1) | UVRExpansionFunctionLibrary | static |
| IsInVREditorPreview() | UVRExpansionFunctionLibrary | static |
| IsInVREditorPreviewOrGame() | UVRExpansionFunctionLibrary | static |
| LowPassFilter_Exponential(FVector lastAverage, FVector newSample, FVector &newAverage, float sampleFactor=0.25f) | UVRExpansionFunctionLibrary | static |
| LowPassFilter_RollingAverage(FVector lastAverage, FVector newSample, FVector &newAverage, int32 numSamples=10) | UVRExpansionFunctionLibrary | static |
| MakeTransform_NetQuantize(FVector Location, FRotator Rotation, FVector Scale) | UVRExpansionFunctionLibrary | static |
| MakeVector_NetQuantize(FVector InVector) | UVRExpansionFunctionLibrary | static |
| MakeVector_NetQuantize10(FVector InVector) | UVRExpansionFunctionLibrary | static |
| MakeVector_NetQuantize100(FVector InVector) | UVRExpansionFunctionLibrary | static |
| MatchesAnyTagsWithDirectParentTag(FGameplayTag DirectParentTag, const FGameplayTagContainer &BaseContainer, const FGameplayTagContainer &OtherContainer) | UVRExpansionFunctionLibrary | inlinestatic |
| NonAuthorityMinimumAreaRectangle(UObject *WorldContextObject, const TArray< FVector > &InVerts, const FVector &SampleSurfaceNormal, FVector &OutRectCenter, FRotator &OutRectRotation, float &OutSideLengthX, float &OutSideLengthY, bool bDebugDraw=false) | UVRExpansionFunctionLibrary | static |
| RemoveActorCollisionIgnore(UObject *WorldContextObject, AActor *Actor1) | UVRExpansionFunctionLibrary | static |
| RemoveObjectCollisionIgnore(UObject *WorldContextObject, UPrimitiveComponent *Prim1) | UVRExpansionFunctionLibrary | static |
| ResetEuroSmoothingFilter(UPARAM(ref) FBPEuroLowPassFilter &TargetEuroFilter) | UVRExpansionFunctionLibrary | inlinestatic |
| ResetPeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter) | UVRExpansionFunctionLibrary | inlinestatic |
| RotateAroundPivot(FRotator RotationDelta, FVector OriginalLocation, FRotator OriginalRotation, FVector PivotPoint, FVector &NewLocation, FRotator &NewRotation, bool bUseOriginalYawOnly=true) | UVRExpansionFunctionLibrary | inlinestatic |
| RunEuroSmoothingFilter(UPARAM(ref) FBPEuroLowPassFilter &TargetEuroFilter, FVector InRawValue, const float DeltaTime, FVector &SmoothedValue) | UVRExpansionFunctionLibrary | inlinestatic |
| SetActorsIgnoreAllCollision(UObject *WorldContextObject, AActor *Actor1=nullptr, AActor *Actor2=nullptr, bool bIgnoreCollision=true) | UVRExpansionFunctionLibrary | static |
| SetObjectsIgnoreCollision(UObject *WorldContextObject, UPrimitiveComponent *Prim1=nullptr, FName OptionalBoneName1=NAME_None, bool bAddChildBones1=false, UPrimitiveComponent *Prim2=nullptr, FName OptionalBoneName2=NAME_None, bool bAddChildBones2=false, bool bIgnoreCollision=true) | UVRExpansionFunctionLibrary | static |
| SmoothUpdateLaserSpline(USplineComponent *LaserSplineComponent, TArray< USplineMeshComponent * > LaserSplineMeshComponents, FVector InStartLocation, FVector InEndLocation, FVector InForward, float LaserRadius) | UVRExpansionFunctionLibrary | inlinestatic |
| UpdatePeakLowPassFilter(UPARAM(ref) FBPLowPassPeakFilter &TargetPeakFilter, FVector NewSample) | UVRExpansionFunctionLibrary | inlinestatic |