Added UI for adjusting TableHight and Scale

This commit is contained in:
DuOtto
2026-07-30 19:31:20 +02:00
parent 85ab894665
commit c9a5c2c6ca
9 changed files with 16 additions and 37 deletions
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+16 -37
View File
@@ -34,50 +34,29 @@ public:
void SpawnNewHand(const FVector& PalmCenter, const FHandPacketHand& NewHand);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Tracking|Debug")
ADetectionManager* DM;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") ADetectionManager* DM;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TArray<AHandActor*> HandList;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TArray<AHandActor*> DeadHands;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") int32 HandAllocationDistance = FMath::Square(1000);;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TSubclassOf<class AHandActor> HandActorClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TSubclassOf<class AFingerTip> FingerTipClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
TArray<AHandActor*> HandList;
UPROPERTY(BlueprintAssignable) FOnHandAdded OnHandAdded;
UPROPERTY(BlueprintAssignable) FOnHandRemoved OnHandRemoved;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
TArray<AHandActor*> DeadHands;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
int32 HandAllocationDistance = FMath::Square(1000);;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
TSubclassOf<class AHandActor> HandActorClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
TSubclassOf<class AFingerTip> FingerTipClass;
UFUNCTION(BlueprintCallable)
void AddDeadHand(AHandActor* DeadHand);
UPROPERTY(BlueprintAssignable)
FOnHandAdded OnHandAdded;
UPROPERTY(BlueprintAssignable)
FOnHandRemoved OnHandRemoved;
UFUNCTION(BlueprintCallable)
TArray<AHandActor*>& GetHandList();
UFUNCTION(BlueprintCallable) void AddDeadHand(AHandActor* DeadHand);
UFUNCTION(BlueprintCallable, BlueprintPure) TArray<AHandActor*>& GetHandList();
//Gestures
UPROPERTY(VisibleAnywhere, Category = "Gesture")
UGestureManagerComponent* GestureManager;
UPROPERTY(VisibleAnywhere, Category = "Gesture") UGestureManagerComponent* GestureManager;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture") UDataTable* GestureDefinitionTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture") UDataTable* GestureActionTable;
const TArray<AHandActor*>& GetHandList() const { return HandList; }
// GestureManager.h — add these
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture")
UDataTable* GestureDefinitionTable;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture")
UDataTable* GestureActionTable;
//Gesture Actions, Icons
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scale") float UEUnitsPerUnit = 10.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scale") float TableHeight = -650.f;
private:
void RemoveDeadHands();