#include <GameAnalogCursor.h>
◆ FGameAnalogCursor()
FGameAnalogCursor::FGameAnalogCursor |
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class APlayerController * |
PC, |
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float |
_Radius |
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◆ ~FGameAnalogCursor()
virtual FGameAnalogCursor::~FGameAnalogCursor |
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inlinevirtual |
◆ DisableAnalogCursor()
void FGameAnalogCursor::DisableAnalogCursor |
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class APlayerController * |
PC | ) |
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static |
◆ EnableAnalogCursor()
void FGameAnalogCursor::EnableAnalogCursor |
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class APlayerController * |
PC, |
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TSharedPtr< SWidget > |
WidgetToFocus |
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) |
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static |
◆ GetCurrentPosition()
FORCEINLINE FVector2D FGameAnalogCursor::GetCurrentPosition |
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const |
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inline |
◆ GetHoveredWidgetName()
FORCEINLINE FName FGameAnalogCursor::GetHoveredWidgetName |
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const |
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inline |
◆ GetIsUsingAnalogCursor()
FORCEINLINE bool FGameAnalogCursor::GetIsUsingAnalogCursor |
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const |
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inline |
◆ GetLastCursorDirection()
FORCEINLINE FVector2D FGameAnalogCursor::GetLastCursorDirection |
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const |
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inline |
◆ GetRadius()
FORCEINLINE float FGameAnalogCursor::GetRadius |
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const |
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inline |
◆ GetVelocity()
FORCEINLINE FVector2D FGameAnalogCursor::GetVelocity |
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const |
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inline |
◆ IsHovered()
FORCEINLINE bool FGameAnalogCursor::IsHovered |
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const |
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inline |
◆ SetAnalogCursorSensitivity()
PROJECTX_API void FGameAnalogCursor::SetAnalogCursorSensitivity |
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const float |
Multiplier = 1.0f | ) |
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static |
◆ Tick()
void FGameAnalogCursor::Tick |
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const float |
DeltaTime, |
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FSlateApplication & |
SlateApp, |
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TSharedRef< ICursor > |
Cursor |
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) |
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overridevirtual |
Uses different logic than base cursor
◆ AnalogCursor
The documentation for this class was generated from the following files: