VI.TriggerFullyPressedThreshold_Vive
VI.TriggerFullyPressedThreshold_Vive
#Overview
name: VI.TriggerFullyPressedThreshold_Vive
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Minimum trigger threshold before we consider the trigger \'fully pressed\'
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:35
Scope (from outer to inner):
file
namespace VREd
Source code excerpt:
static FAutoConsoleVariable TriggerDeadZone_Vive( TEXT( "VI.TriggerDeadZone_Vive" ), 0.25f, TEXT( "Trigger dead zone. The trigger must be fully released before we'll trigger a new 'light press'" ) );
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)" ) );