VI.TriggerFullyPressedThreshold_Rift

VI.TriggerFullyPressedThreshold_Rift

#Overview

name: VI.TriggerFullyPressedThreshold_Rift

This variable is created as a Console Variable (cvar).

It is referenced in 1 C++ source file.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Editor/VREditor/Private/VREditorInteractor.cpp:36

Scope (from outer to inner):

file
namespace    VREd

Source code excerpt:

	static FAutoConsoleVariable TriggerDeadZone_Rift( TEXT( "VI.TriggerDeadZone_Rift" ), 0.25f, TEXT( "Trigger dead zone.  The trigger must be fully released before we'll trigger a new 'light press'" ) );
	static FAutoConsoleVariable TriggerFullyPressedThreshold_Vive( TEXT( "VI.TriggerFullyPressedThreshold_Vive" ), 0.90f, TEXT( "Minimum trigger threshold before we consider the trigger 'fully pressed'" ) );
	static FAutoConsoleVariable TriggerFullyPressedThreshold_Rift( TEXT( "VI.TriggerFullyPressedThreshold_Rift" ), 0.99f, TEXT( "Minimum trigger threshold before we consider the trigger 'fully pressed'" ) );

	//Laser
	static FAutoConsoleVariable OculusLaserPointerRotationOffset( TEXT( "VI.OculusLaserPointerRotationOffset" ), 0.0f, TEXT( "How much to rotate the laser pointer (pitch) relative to the forward vector of the controller (Oculus)" ) );
	static FAutoConsoleVariable ViveLaserPointerRotationOffset( TEXT( "VI.ViveLaserPointerRotationOffset" ), /* -57.8f */ 0.0f, TEXT( "How much to rotate the laser pointer (pitch) relative to the forward vector of the controller (Vive)" ) );
	static FAutoConsoleVariable OculusLaserPointerStartOffset( TEXT( "VI.OculusLaserPointerStartOffset" ), 2.8f, TEXT( "How far to offset the start of the laser pointer to avoid overlapping the hand mesh geometry (Oculus)" ) );
	static FAutoConsoleVariable ViveLaserPointerStartOffset( TEXT( "VI.ViveLaserPointerStartOffset" ), 1.25f /* 8.5f */, TEXT( "How far to offset the start of the laser pointer to avoid overlapping the hand mesh geometry (Vive)" ) );