diff --git a/Source/CharacterPlugin/CharacterPlugin.Build.cs b/Source/CharacterPlugin/CharacterPlugin.Build.cs
index 5cf9d10ff5d5933582585149c034844f53e25718..a4b8314c2bfff78de1e15ba6a2aa9166ec00518e 100644
--- a/Source/CharacterPlugin/CharacterPlugin.Build.cs
+++ b/Source/CharacterPlugin/CharacterPlugin.Build.cs
@@ -3,15 +3,17 @@ using System.IO;
 
 public class CharacterPlugin : ModuleRules
 {
-    public CharacterPlugin(ReadOnlyTargetRules Target) : base(Target)
-    {
+	public CharacterPlugin(ReadOnlyTargetRules Target) : base(Target)
+	{
+		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
 
-        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
+		PrivateIncludePaths.AddRange(new string[] { });
+		PublicIncludePaths.AddRange(new string[] { });
 
-        PrivateIncludePaths.AddRange(new string[] {  });
-        PublicIncludePaths.AddRange(new string[] {  });
-
-        PublicDependencyModuleNames.AddRange(new string[] { "CoreUObject", "Engine", "Core", "DisplayCluster", "AIModule", "Projects", "NavigationSystem", "AIModule", "UniversalLogging", "RWTHVRToolkit", "VAPlugin", "AnimGraphRuntime" });
-
-    }
+		PublicDependencyModuleNames.AddRange(new string[]
+		{
+			"CoreUObject", "Engine", "Core", "DisplayCluster", "AIModule", "Projects", "NavigationSystem", "AIModule",
+			"UniversalLogging", "RWTHVRToolkit", "VAPlugin", "AnimGraphRuntime"
+		});
+	}
 }
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/AnimNodes/AnimNode_VHGazing.cpp b/Source/CharacterPlugin/Private/AnimNodes/AnimNode_VHGazing.cpp
index 2d2dc325f521d4682d7b0d342873381709f18169..8ee8574a6f873fb778f81da4017f068fb53f69e3 100644
--- a/Source/CharacterPlugin/Private/AnimNodes/AnimNode_VHGazing.cpp
+++ b/Source/CharacterPlugin/Private/AnimNodes/AnimNode_VHGazing.cpp
@@ -5,9 +5,8 @@
 #include "AnimationRuntime.h"
 
 
-
-
-void FAnimNode_VHGazing::Initialize_AnyThread(const FAnimationInitializeContext& Context) {
+void FAnimNode_VHGazing::Initialize_AnyThread(const FAnimationInitializeContext& Context)
+{
 	DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Initialize_AnyThread)
 	FAnimNode_Base::Initialize_AnyThread(Context);
 
@@ -22,8 +21,7 @@ void FAnimNode_VHGazing::CacheBones_AnyThread(const FAnimationCacheBonesContext&
 	InputPose.CacheBones(Context);
 
 	const FBoneContainer& RequiredBones = Context.AnimInstanceProxy->GetRequiredBones();
-	auto PrivateInitialize = [&](FGazingBoneData& BoneData)
-	{
+	auto PrivateInitialize = [&](FGazingBoneData& BoneData) {
 		if (BoneData.TargetBone.BoneName == NAME_None)
 		{
 			UE_LOG(LogTemp, Error, TEXT("[FAnimNode_VHGazing] You need to specify a targetbone, which should be oriented towards the gaze target"))
@@ -36,7 +34,8 @@ void FAnimNode_VHGazing::CacheBones_AnyThread(const FAnimationCacheBonesContext&
 		}
 
 		BoneData.CurrentRotation = FRotator::ZeroRotator;
-		if (BoneData.TargetBone.BoneName != NAME_None) {
+		if (BoneData.TargetBone.BoneName != NAME_None)
+		{
 			BoneData.TargetBone.Initialize(RequiredBones);
 			BoneData.DefaultTargetBoneTransform = FAnimationRuntime::GetComponentSpaceTransformRefPose(*RefSkel, BoneData.TargetBone.BoneIndex);
 
@@ -71,7 +70,7 @@ void FAnimNode_VHGazing::Evaluate_AnyThread(FPoseContext& Output)
 {
 	DECLARE_SCOPE_HIERARCHICAL_COUNTER_ANIMNODE(Evaluate_AnyThread)
 	InputPose.Evaluate(Output);
-	
+
 	// dublicate the local pose to a component space one, since the computations are done in component space
 	FComponentSpacePoseContext CSPoseContext(Output.AnimInstanceProxy);
 	CSPoseContext.Pose.InitPose(CopyTemp(Output.Pose));
@@ -82,13 +81,13 @@ void FAnimNode_VHGazing::Evaluate_AnyThread(FPoseContext& Output)
 
 }
 
-void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FComponentSpacePoseContext& CSPoseContext) {
+void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FComponentSpacePoseContext& CSPoseContext)
+{
 
 	// Update rotations one after another
 	// We use data of the last frame to see whether, e.g., the eyes were able to reach their target 
 	// or whether, e.g., the head as to help out by also rotating further towards the target
 
-
 	// *************************
 	//   Compute & Apply Torso
 	// *************************
@@ -99,7 +98,8 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 		FRotator TargetRotationTorso = GetRotationToTarget(TorsoBoneData, LocalPoseContext, CSPoseContext);
 		TargetRotationTorso = VHGazingData.TorsoData.Alignment * TargetRotationTorso;
 
-		if (VHGazingData.bSupportClampedRotationByOtherParts) {
+		if (VHGazingData.bSupportClampedRotationByOtherParts)
+		{
 			TargetRotationTorso += HeadBoneData.MissingRotationDueToClamp;
 		}
 
@@ -110,7 +110,6 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 		ApplyRotation(TorsoBoneData, TorsoBoneData.CurrentRotation, LocalPoseContext, CSPoseContext);
 	}
 
-
 	//now recompute and apply for head and eyes again with updated data (most code is identical!)
 
 	// ****************
@@ -128,7 +127,8 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 		//remove the way that the torso already made
 		TargetRotationHead -= TorsoBoneData.CurrentRotation;
 
-		if (VHGazingData.bSupportClampedRotationByOtherParts) {
+		if (VHGazingData.bSupportClampedRotationByOtherParts)
+		{
 			//add the rotation that the eyes weren't able to make due to them being clamped at the gaze limits 
 			TargetRotationHead += 0.5f * (RightEyeBoneData.MissingRotationDueToClamp + LeftEyeBoneData.MissingRotationDueToClamp);
 		}
@@ -145,18 +145,17 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 		FRotator MissingHead = PreClampedHead - TargetRotationHead;
 
 		//store what part of the rotation the torso potentially has to take over in the next frame
-		if ((DistanceToClampHead > 1.f && MissingHead.IsNearlyZero()) || !MissingHead.IsNearlyZero()) {
+		if ((DistanceToClampHead > 1.f && MissingHead.IsNearlyZero()) || !MissingHead.IsNearlyZero())
+		{
 			// however, take the mean of this and last frame to avoid jittering
 			HeadBoneData.MissingRotationDueToClamp = 0.5f * (HeadBoneData.MissingRotationDueToClamp + MissingHead);
 		}
 		//else we probably only reached the target because the troso helped, so don't set the missing part to 0 to avoid jitter
 
-
 		UpdateCurrentRotation(HeadBoneData, VHGazingData.HeadData, TargetRotationHead);
 		ApplyRotation(HeadBoneData, HeadBoneData.CurrentRotation, LocalPoseContext, CSPoseContext);
 	}
 
-
 	// ****************
 	//   Apply Eyes
 	// ****************
@@ -191,12 +190,14 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 	// store what head and torso need to take over for next frame. 
 	// if this angele is small, we probably only reached the target because the head + torso helped, 
 	// so don't set the missing part to 0 directly to avoid jitter
-	if ((DistanceToClampRightEye > 1.f && MissingRight.IsNearlyZero()) || !MissingRight.IsNearlyZero()) {
+	if ((DistanceToClampRightEye > 1.f && MissingRight.IsNearlyZero()) || !MissingRight.IsNearlyZero())
+	{
 		// however, take the mean of this and last frame to avoid jittering
 		RightEyeBoneData.MissingRotationDueToClamp = 0.5 * (RightEyeBoneData.MissingRotationDueToClamp + MissingRight);
 	}
 
-	if ((DistanceToClampLeftEye > 1.f && MissingLeft.IsNearlyZero()) || !MissingLeft.IsNearlyZero()) {
+	if ((DistanceToClampLeftEye > 1.f && MissingLeft.IsNearlyZero()) || !MissingLeft.IsNearlyZero())
+	{
 		// however, take the mean of this and last frame to avoid jittering
 		LeftEyeBoneData.MissingRotationDueToClamp = 0.5 * (LeftEyeBoneData.MissingRotationDueToClamp + MissingLeft);
 	}
@@ -210,9 +211,10 @@ void FAnimNode_VHGazing::UpdateRotations(FPoseContext& LocalPoseContext, FCompon
 	ApplyRotation(LeftEyeBoneData, LeftEyeBoneData.CurrentRotation, LocalPoseContext, CSPoseContext);
 }
 
-void FAnimNode_VHGazing::UpdateCurrentRotation(FGazingBoneData& GazingBoneData, const FGazingPartData& GazingPartData, const FRotator& TargetRotation) {
+void FAnimNode_VHGazing::UpdateCurrentRotation(FGazingBoneData& GazingBoneData, const FGazingPartData& GazingPartData, const FRotator& TargetRotation)
+{
 
-	if(!GazingBoneData.bUseBlendshapeOutput && GazingBoneData.InfluenceBones.Num()==0)
+	if (!GazingBoneData.bUseBlendshapeOutput && GazingBoneData.InfluenceBones.Num() == 0)
 	{
 		//nothing is applied here, e.g. for torso bone in metahuman face animBP
 		GazingBoneData.CurrentRotation = FRotator::ZeroRotator;
@@ -234,17 +236,20 @@ void FAnimNode_VHGazing::UpdateCurrentRotation(FGazingBoneData& GazingBoneData,
 		return;
 	}
 
-
 	//we need to keep track how far this movement went to adapt speeds according to https://doi.org/10.1145/2724731
-	if (Angle > GazingBoneData.AmplitudeCurrMovement) {
+	if (Angle > GazingBoneData.AmplitudeCurrMovement)
+	{
 		GazingBoneData.AmplitudeCurrMovement = Angle;
-		if (Angle > 10.0f && GazingBoneData.TimeDelay == 0.0f) { //this number (10degree) is just a guess
+		if (Angle > 10.0f && GazingBoneData.TimeDelay == 0.0f)
+		{
+			//this number (10degree) is just a guess
 			//only do Delay for larger movements
 			GazingBoneData.TimeDelay = GazingPartData.DelayConstant + GazingPartData.DelayLinear * Angle;
 		}
 	}
 
-	if (GazingBoneData.TimeDelay > 0.0f) {
+	if (GazingBoneData.TimeDelay > 0.0f)
+	{
 		GazingBoneData.TimeDelay -= DeltaTime;
 		return; // since we are delaying right now
 	}
@@ -285,12 +290,11 @@ void FAnimNode_VHGazing::ApplyRotation(FGazingBoneData& GazingBoneData, FRotator
 
 	//actually apply the current rotation
 	//check whether we do this via blendshapes or bones:
-	if(GazingBoneData.bUseBlendshapeOutput)
+	if (GazingBoneData.bUseBlendshapeOutput)
 	{
 		//do it via blendshapes:
 		USkeleton* Skeleton = PoseContext.AnimInstanceProxy->GetSkeleton();
-		auto ApplyBlendshapeRotation = [&](float Angle, float FullAngle, FName PositiveBlendshape, FName NegativeBlendshape)
-		{
+		auto ApplyBlendshapeRotation = [&](float Angle, float FullAngle, FName PositiveBlendshape, FName NegativeBlendshape) {
 			float PositiveActivation = FMath::Clamp(Angle / FullAngle, 0.0f, 1.0f);
 			float NegativeActivation = FMath::Clamp(-1.0f * Angle / FullAngle, 0.0f, 1.0f);
 
@@ -302,7 +306,8 @@ void FAnimNode_VHGazing::ApplyRotation(FGazingBoneData& GazingBoneData, FRotator
 		ApplyBlendshapeRotation(Rotation.Yaw, GazingBoneData.YawAngleAtFull, GazingBoneData.BlendshapeNameRight, GazingBoneData.BlendshapeNameLeft);
 		ApplyBlendshapeRotation(Rotation.Pitch, GazingBoneData.PitchAngleAtFull, GazingBoneData.BlendshapeNameUp, GazingBoneData.BlendshapeNameDown);
 	}
-	else {
+	else
+	{
 		//do it via bones:
 		const FBoneContainer& BoneContainer = PoseContext.Pose.GetBoneContainer();
 
@@ -341,7 +346,8 @@ FRotator FAnimNode_VHGazing::GetRotationToTarget(FGazingBoneData& GazingBoneData
 	check(AnimProxy);
 
 	FVector TargetLocation = VHGazingData.GazeTargetLocation;
-	if (bEyes && VHGazingData.EyesOnlyGazeTarget.IsSet()) {
+	if (bEyes && VHGazingData.EyesOnlyGazeTarget.IsSet())
+	{
 		TargetLocation = VHGazingData.EyesOnlyGazeTarget.GetValue();
 	}
 
@@ -365,10 +371,10 @@ FRotator FAnimNode_VHGazing::GetYawPitchRotationBetween(FVector From, FVector To
 	FVector2D ToSpherical = To.UnitCartesianToSpherical();
 	//Output spherical Theta[0] will be in the range [0, PI], and output Phi[1] will be in the range [-PI, PI].
 
-	float Yaw   = FMath::RadiansToDegrees(ToSpherical[1] - FromSpherical[1]);
+	float Yaw = FMath::RadiansToDegrees(ToSpherical[1] - FromSpherical[1]);
 	float Pitch = FMath::RadiansToDegrees(ToSpherical[0] - FromSpherical[0]) * -1; //pitch is defined other way around
 
-	Yaw   = FRotator::NormalizeAxis(Yaw);
+	Yaw = FRotator::NormalizeAxis(Yaw);
 	Pitch = FRotator::NormalizeAxis(Pitch);
 
 	return FRotator(Pitch, Yaw, 0.0f);
@@ -376,14 +382,16 @@ FRotator FAnimNode_VHGazing::GetYawPitchRotationBetween(FVector From, FVector To
 
 FRotator FAnimNode_VHGazing::TransformToAgentForward(FRotator Rotation) const
 {
-	if (AgentDefaultForward != FVector(0, 1, 0)) {
+	if (AgentDefaultForward != FVector(0, 1, 0))
+	{
 		UE_LOG(LogTemp, Warning, TEXT("This method currently works only for agents facing in positive Y direction!"))
 	}
 
 	return FRotator(Rotation.Roll, Rotation.Yaw, -Rotation.Pitch);
 }
 
-FRotator FAnimNode_VHGazing::ClampRotation(FRotator Rotation, const FGazingPartData& GazingPartData, float& MinDistanceToClamp) const {
+FRotator FAnimNode_VHGazing::ClampRotation(FRotator Rotation, const FGazingPartData& GazingPartData, float& MinDistanceToClamp) const
+{
 	FRotator OutRotation = Rotation;
 
 	OutRotation.Yaw = FMath::Clamp(OutRotation.Yaw, -GazingPartData.MaxYaw, GazingPartData.MaxYaw);
@@ -397,5 +405,4 @@ FRotator FAnimNode_VHGazing::ClampRotation(FRotator Rotation, const FGazingPartD
 	MinDistanceToClamp = FMath::Min(GazingPartData.MaxPitch - OutRotation.Pitch, MinDistanceToClamp);
 
 	return OutRotation;
-}
-
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/AnimNodes/ModifyCurvesNode.cpp b/Source/CharacterPlugin/Private/AnimNodes/ModifyCurvesNode.cpp
index f5af60457e4da4542cb74107e64bc644306003fd..8748f23a5931f82b07c125fc06d06d8eb86013cf 100644
--- a/Source/CharacterPlugin/Private/AnimNodes/ModifyCurvesNode.cpp
+++ b/Source/CharacterPlugin/Private/AnimNodes/ModifyCurvesNode.cpp
@@ -35,7 +35,8 @@ void FModifyCurvesNode::Evaluate_AnyThread(FPoseContext& Output)
 
 	Output = SourceData;
 
-	if (FacialExpressionsInstance != nullptr) {
+	if (FacialExpressionsInstance != nullptr)
+	{
 
 		const TMap<FName, float> AnimData = FacialExpressionsInstance->GetCurrentAnimationValues();
 
@@ -88,11 +89,13 @@ void FModifyCurvesNode::Evaluate_AnyThread(FPoseContext& Output)
 
 	}
 
-	if (FaceAnimInstance != nullptr) {
+	if (FaceAnimInstance != nullptr)
+	{
 
 		const FAnimationData AnimData = FaceAnimInstance->GetAnimData();
 
-		if (AnimData.BlendshapeNames.Num() > AnimData.CurrentFrameValues.Num()) {
+		if (AnimData.BlendshapeNames.Num() > AnimData.CurrentFrameValues.Num())
+		{
 			return;
 		}
 
diff --git a/Source/CharacterPlugin/Private/CharacterPlugin.cpp b/Source/CharacterPlugin/Private/CharacterPlugin.cpp
index c2ec58f81109afe9a4b2cee3151242a6f1262eba..3d167e446b9c8642fa83b5f187e8c4ad867a9b2e 100644
--- a/Source/CharacterPlugin/Private/CharacterPlugin.cpp
+++ b/Source/CharacterPlugin/Private/CharacterPlugin.cpp
@@ -4,15 +4,12 @@
 
 #include "CharacterPluginLogging.h"
 
-void FCharacterPluginModule::StartupModule ()
+void FCharacterPluginModule::StartupModule()
 {
-  CharacterPluginLogging::InitializeLoggingStreams();
+	CharacterPluginLogging::InitializeLoggingStreams();
 }
 
-void FCharacterPluginModule::ShutdownModule()
-{
-
-}
+void FCharacterPluginModule::ShutdownModule() {}
 
 #undef LOCTEXT_NAMESPACE
 
diff --git a/Source/CharacterPlugin/Private/Crowds/Predictive.cpp b/Source/CharacterPlugin/Private/Crowds/Predictive.cpp
index 4a23273efac9ecefe27556744b37228c3e9619f7..3e35c1c046f565a5804481228289648d9c4c42c3 100644
--- a/Source/CharacterPlugin/Private/Crowds/Predictive.cpp
+++ b/Source/CharacterPlugin/Private/Crowds/Predictive.cpp
@@ -29,7 +29,7 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 	AVirtualHuman* Agent = Cast<AVirtualHuman>(GetOwner());
 	//VH_DEBUG("%s delta time: %f", *Agent->GetName(), LastDeltaTime)
 	//VH_DEBUG("%s start velocity im cm/s, %f, %f, %f", *Agent->GetName(), Velocity[0], Velocity[1], Velocity[2])
-	
+
 	if (Agent == nullptr)
 	{
 		Velocity = FVector::ZeroVector;
@@ -50,7 +50,7 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 	}
 	*/
 	TArray<AVirtualHuman*> Neighbours;
-	for (AActor *a : Actors)
+	for (AActor* a : Actors)
 	{
 		AVHsManager* Manager = Cast<AVHsManager>(a);
 		if (Manager != nullptr)
@@ -68,7 +68,6 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 		return;
 	}
 
-
 	/************************************************************************/
 	/* SETUP START VALUES													*/
 	/************************************************************************/
@@ -84,16 +83,16 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 	FVector CurrentLocation = Agent->GetActorLocation() / 100.0f;
 	FVector CurrentVelocity = Agent->GetVelocity() / 100.0f;
 	//VH_DEBUG("%s current velocity im m/s: %f, %f, %f", *Agent->GetName(), CurrentVelocity[0], CurrentVelocity[1], CurrentVelocity[2])
-	
+
 	// goal force attracting the agents to it's goal
 	FVector2D force((Velocity - CurrentVelocity) / REACTION_TIME);
-	
+
 	// safe distance agent prefers to keep from buildings etc.
 	const float SAFE_DIST = WALL_DISTANCE + RADIUS;
-	
+
 	FVector2D desiredVel = FVector2D(CurrentVelocity) + force * LastDeltaTime;
 	float desSpeed = (desiredVel).Size();
-		
+
 	/************************************************************************/
 	/* WEIGHT ALL NEIGHBORS													*/
 	/************************************************************************/
@@ -116,9 +115,9 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 				colliding = true;
 				collidingSet.Empty();
 			}
-			
+
 			collidingSet.Add(TPair<float, const AActor*>(.0f, Neighbour));
-			
+
 			if (collidingSet.Num() > collidingCount)
 			{
 				++collidingCount;
@@ -134,12 +133,10 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 		}
 	}
 
-	collidingSet.Sort([](const TPair<float, const AActor*>& A, const TPair<float, const AActor*>& B)
-	{
+	collidingSet.Sort([](const TPair<float, const AActor*>& A, const TPair<float, const AActor*>& B) {
 		return A.Key < B.Key;
 	});
 
-	
 	int count = 0;
 	for (auto CollidingNeighbourPair : collidingSet)
 	{
@@ -190,7 +187,7 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 	float angle = CrowdsPredictiveRandomStream.FRandRange(0.0f, 2.0f * PI);
 	float dist = CrowdsPredictiveRandomStream.FRandRange(0.0f, 0.001f);
 	force += dist * FVector2D(cos(angle), sin(angle));
-	
+
 	// Cap the force to maxAcceleration
 	if ((force).Size() > MAX_ACCELERATION)
 	{
@@ -202,7 +199,7 @@ void UPredictive::PostProcessVelocity(float LastDeltaTime, FVector& Velocity)
 	/************************************************************************/
 	/* UPDATE THE AGENT'S VELOCITY											*/
 	/************************************************************************/
-		Velocity = FVector((desiredVel + force * LastDeltaTime) * 100.f, Velocity.Z * 100.f); // assumes unit mass
+	Velocity = FVector((desiredVel + force * LastDeltaTime) * 100.f, Velocity.Z * 100.f); // assumes unit mass
 	// VH_DEBUG("%s final velocity in m/s:, %f, %f, %f", *Agent->GetName(), Velocity[0], Velocity[1], Velocity[2])
 }
 
@@ -216,20 +213,20 @@ float UPredictive::RayCircleTTC(const FVector2D& Dir, const FVector2D& Center, f
 	float b = -2.f * (Dir | Center);
 	float c = (Center).SizeSquared() - (Radius * Radius);
 	float discr = b * b - 4.f * a * c;
-	
+
 	if (discr < 0.f)
 	{
 		return INFINITY;
 	}
-	
+
 	const float sqrtDiscr = sqrtf(discr);
 	float t0 = (-b - sqrtDiscr) / (2.f * a);
 	float t1 = (-b + sqrtDiscr) / (2.f * a);
-	
+
 	// If the points of collision have different signs, it means I'm already colliding
-	if ((t0 < 0.f && t1 > 0.f) || (t1 < 0.f && t0 > 0.f)) 
+	if ((t0 < 0.f && t1 > 0.f) || (t1 < 0.f && t0 > 0.f))
 		return 0.f;
-	
+
 	if (t0 < t1 && t0 > 0.f)
 		return t0;
 	else if (t1 > 0.f)
@@ -241,39 +238,39 @@ float UPredictive::RayCircleTTC(const FVector2D& Dir, const FVector2D& Center, f
 // after SAFE_DIST intoduction
 //const float SAFE_DIST2 = SAFE_DIST * SAFE_DIST;
 //auto Obstacles = Agent->GetObstacles(); //empty array in the current implementation if PawnStorm
-	/*for (auto Obstacle : Obstacles)
+/*for (auto Obstacle : Obstacles)
+{
+	// TODO: Interaction with obstacles is, currently, defined strictly
+	//	by COLLISIONS.  Only if I'm going to collide with an obstacle is
+	//	a force applied.  This may be too naive.
+	//	I'll have to investigate this.
+
+	FVector2D nearPt; // set by distanceSqToPoint
+	float sqDist; // set by distanceSqToPoint
+	if (Obstacle.DistanceSqToPoint(FVector2D(CurrentLocation) * 100.0f, nearPt, sqDist) == LAST) continue;
+	nearPt /= 100.0f;
+	sqDist /= 10000.0f;
+
+	if (SAFE_DIST2 > sqDist)
 	{
-		// TODO: Interaction with obstacles is, currently, defined strictly
-		//	by COLLISIONS.  Only if I'm going to collide with an obstacle is
-		//	a force applied.  This may be too naive.
-		//	I'll have to investigate this.
-
-		FVector2D nearPt; // set by distanceSqToPoint
-		float sqDist; // set by distanceSqToPoint
-		if (Obstacle.DistanceSqToPoint(FVector2D(CurrentLocation) * 100.0f, nearPt, sqDist) == LAST) continue;
-		nearPt /= 100.0f;
-		sqDist /= 10000.0f;
-
-		if (SAFE_DIST2 > sqDist)
+		// A repulsive force is actually possible
+		float dist = sqrtf(sqDist);
+		float num = SAFE_DIST - dist;
+		float distMradius = (dist - Radius) < PREDICTIVE_EPSILON ? PREDICTIVE_EPSILON : dist - Radius;
+		float denom = powf(distMradius, WALL_STEEPNESS);
+		FVector2D dir = (FVector2D(CurrentLocation) - nearPt).GetSafeNormal();
+		float mag = num / denom;
+		force += dir * mag;
+
+		if (Simulation->DebugDraw)
 		{
-			// A repulsive force is actually possible
-			float dist = sqrtf(sqDist);
-			float num = SAFE_DIST - dist;
-			float distMradius = (dist - Radius) < PREDICTIVE_EPSILON ? PREDICTIVE_EPSILON : dist - Radius;
-			float denom = powf(distMradius, WALL_STEEPNESS);
-			FVector2D dir = (FVector2D(CurrentLocation) - nearPt).GetSafeNormal();
-			float mag = num / denom;
-			force += dir * mag;
-
-			if (Simulation->DebugDraw)
-			{
-				DrawDebugLine(Agent->GetWorld(), CurrentLocation * 100, (FVector(nearPt, CurrentLocation.Z)) * 100,
-							  FColor::Yellow, false, Comp->LastDeltaTime);
-			}
-			else if (Simulation->DebugDraw)
-			{
-				DrawDebugLine(Agent->GetWorld(), CurrentLocation * 100, (FVector(nearPt, CurrentLocation.Z)) * 100,
-							  FColor::Black, false, Comp->LastDeltaTime);
-			}
+			DrawDebugLine(Agent->GetWorld(), CurrentLocation * 100, (FVector(nearPt, CurrentLocation.Z)) * 100,
+						  FColor::Yellow, false, Comp->LastDeltaTime);
 		}
-	}*/
+		else if (Simulation->DebugDraw)
+		{
+			DrawDebugLine(Agent->GetWorld(), CurrentLocation * 100, (FVector(nearPt, CurrentLocation.Z)) * 100,
+						  FColor::Black, false, Comp->LastDeltaTime);
+		}
+	}
+}*/
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/Crowds/Spawner/AgentSpawner.cpp b/Source/CharacterPlugin/Private/Crowds/Spawner/AgentSpawner.cpp
index 9642e3ee937c6f8c47eb4212326fa6af910a5488..3450c53e815f7f6cf1c51b04ea0965bd85bbfd22 100644
--- a/Source/CharacterPlugin/Private/Crowds/Spawner/AgentSpawner.cpp
+++ b/Source/CharacterPlugin/Private/Crowds/Spawner/AgentSpawner.cpp
@@ -14,7 +14,8 @@ void AAgentSpawner::Spawn()
 {
 	GetWorld()->GetTimerManager().ClearTimer(SpawnTimerHandle);
 
-	if (RespawnRate > 0) {
+	if (RespawnRate > 0)
+	{
 		GetWorld()->GetTimerManager().SetTimer(SpawnTimerHandle, this, &AAgentSpawner::Spawn, RespawnRate, false);
 	}
 }
diff --git a/Source/CharacterPlugin/Private/Crowds/Spawner/CircleSpawner.cpp b/Source/CharacterPlugin/Private/Crowds/Spawner/CircleSpawner.cpp
index 90afbaf07ce4e78581dbd8da12513bb1958eb5d9..e7285f79fe85cb2f4b7ec6ef461ba1ca18b9fb07 100644
--- a/Source/CharacterPlugin/Private/Crowds/Spawner/CircleSpawner.cpp
+++ b/Source/CharacterPlugin/Private/Crowds/Spawner/CircleSpawner.cpp
@@ -6,11 +6,10 @@
 #include "VHMovement.h"
 #include "CharacterPluginLogging.h"
 
-void ACircleSpawner::BeginPlay() {
+void ACircleSpawner::BeginPlay() {}
 
-}
-
-void ACircleSpawner::Spawn() {
+void ACircleSpawner::Spawn()
+{
 	Super::Spawn();
 
 	// get our associated VHsManager
@@ -21,13 +20,14 @@ void ACircleSpawner::Spawn() {
 	}
 	AVHsManager* Manager = Cast<AVHsManager>(VHsManager);
 
-	for (int i = 0; i < GroupSize; i++) {
+	for (int i = 0; i < GroupSize; i++)
+	{
 		//VH_DEBUG("Actor location is: %s", *GetActorLocation().ToString())
 		FVector Position = GetActorLocation() + FVector(FVector2D(0, SpawnRadius).GetRotated(i * 360 / GroupSize), 0);
 		//VH_DEBUG("Spawn position is is: %s", *Position.ToString())
 
 		AVirtualHuman* VH = Manager->SpawnVH(Position, true);
-		if(!VH)
+		if (!VH)
 		{
 			VH_ERROR("[ACircleSpawner::Spawn()] VH is nullptr");
 			continue;
@@ -47,4 +47,4 @@ void ACircleSpawner::Spawn() {
 		VHMovement->StoreAllWaypoints();
 		VHMovement->MoveToWaypoint();
 	}
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/Crowds/VHsManager.cpp b/Source/CharacterPlugin/Private/Crowds/VHsManager.cpp
index 928d688d0d1c6a3a651fcc9e0866f35cb8dd05b6..1f0816fa738503c5fe159be286934b7e4aecb47f 100644
--- a/Source/CharacterPlugin/Private/Crowds/VHsManager.cpp
+++ b/Source/CharacterPlugin/Private/Crowds/VHsManager.cpp
@@ -15,7 +15,6 @@ void AVHsManager::BeginPlay()
 {
 	Super::BeginPlay();
 
-	
 	/* Do NOT store all agents for the VHsManager as there might be several ones
 		TArray<AActor*> Actors;
 		UGameplayStatics::GetAllActorsOfClass(GetWorld(), AVirtualHuman::StaticClass(), Actors);
@@ -82,20 +81,20 @@ void AVHsManager::Remove(AVirtualHuman* Agent)
 	AllVHs.Remove(Agent);
 }
 
-bool AVHsManager::HasAgent(AVirtualHuman * Agent)
+bool AVHsManager::HasAgent(AVirtualHuman* Agent)
 {
 	if (Agent == nullptr)
 	{
 		VH_ERROR("[AVHsManager::HasAgent] Attempted to find nullptr Agent")
 		return false;
 	}
-	return (AllVHs.Find(Agent) != INDEX_NONE);		
+	return (AllVHs.Find(Agent) != INDEX_NONE);
 }
 
 void AVHsManager::SetCrowdAlgorithm(TSubclassOf<UVelocityPostProcessorComponent> NewCrowdAlgorithm)
 {
 	CrowdAlgorithm = NewCrowdAlgorithm;
-	for(AVirtualHuman* VH : AllVHs)
+	for (AVirtualHuman* VH : AllVHs)
 	{
 		SetCrowdAlgorithmFor(VH);
 	}
@@ -104,13 +103,12 @@ void AVHsManager::SetCrowdAlgorithm(TSubclassOf<UVelocityPostProcessorComponent>
 TArray<AVirtualHuman*> AVHsManager::GetNeighbours(AVirtualHuman* VH, const float MaxDistance)
 {
 	FVector VHLocation = VH->GetActorLocation();
-	float MaxDistanceSq = MaxDistance*MaxDistance;
+	float MaxDistanceSq = MaxDistance * MaxDistance;
 	return AllVHs.FilterByPredicate(
-			[VH, VHLocation, MaxDistanceSq](AActor* Agent)
-	{
-		return (VH != Agent) && (Agent != nullptr) && (FVector::DistSquared(
-			VHLocation, Agent->GetActorLocation()) < MaxDistanceSq);
-	});
+		[VH, VHLocation, MaxDistanceSq](AActor* Agent) {
+			return (VH != Agent) && (Agent != nullptr) &&
+			       (FVector::DistSquared(VHLocation, Agent->GetActorLocation()) < MaxDistanceSq);
+		});
 
 }
 
@@ -121,17 +119,18 @@ TArray<AVirtualHuman*> AVHsManager::GetAllVHs() const
 
 void AVHsManager::SetCrowdAlgorithmFor(AVirtualHuman* VH)
 {
-	if(CrowdAlgorithm == nullptr)
+	if (CrowdAlgorithm == nullptr)
 	{
 		return;
 	}
 
 	TArray<UVelocityPostProcessorComponent*> OldComponents;
 	VH->GetComponents(OldComponents);
-	for(UVelocityPostProcessorComponent* OldComponent : OldComponents){
+	for (UVelocityPostProcessorComponent* OldComponent : OldComponents)
+	{
 		OldComponent->DestroyComponent();
 	}
 
 	UVelocityPostProcessorComponent* SpawnedComponent = NewObject<UVelocityPostProcessorComponent>(VH, CrowdAlgorithm);
 	SpawnedComponent->RegisterComponent();
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/Crowds/VelocityPostProcessorComponent.cpp b/Source/CharacterPlugin/Private/Crowds/VelocityPostProcessorComponent.cpp
index a915caede6668171aa65ccd6397ce75b2ce3b51a..6690d0260a70f053a9c9c33504ef0faf47cdf2c1 100644
--- a/Source/CharacterPlugin/Private/Crowds/VelocityPostProcessorComponent.cpp
+++ b/Source/CharacterPlugin/Private/Crowds/VelocityPostProcessorComponent.cpp
@@ -19,4 +19,4 @@ void UVelocityPostProcessorComponent::PostProcessVelocity(float LastDeltaTime, F
 {
 	Velocity = FVector::ZeroVector;
 	VH_WARN("Velocity Post Processor not implemented as this is the base class.")
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroup.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroup.cpp
index cc82f1cbb137f8b188b511160ec1460cf15dc894..d7d1a0dbd32ff07c846627cb823f080fb881af98 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroup.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroup.cpp
@@ -47,7 +47,7 @@ ASocialGroup::ASocialGroup()
 // Called when the game starts or when spawned
 void ASocialGroup::BeginPlay()
 {
-	
+
 	Super::BeginPlay();
 	CollisionSphere->OnComponentBeginOverlap.AddDynamic(this, &ASocialGroup::OnSphereBeginOverlap);
 	CollisionSphere->OnComponentEndOverlap.AddDynamic(this, &ASocialGroup::OnSphereEndOverlap);
@@ -57,16 +57,16 @@ void ASocialGroup::BeginPlay()
 	SocialGroupRandomStream = FRandomStream(TextKeyUtil::HashString(GetName()));
 
 	VRPawn = Cast<ARWTHVRPawn>(UGameplayStatics::GetPlayerPawn(GetWorld(), 0));
-	if(!VRPawn)
+	if (!VRPawn)
 	{
 		VH_ERROR("[ASocialGroup::BeginPlay] The pawn is not a AVirtualRealityPawn, this method does not work!")
 	}
-	
-	if(!bSpawnAsGroup)
+
+	if (!bSpawnAsGroup)
 	{
 		GroupSize = AgentsInGroup.Num();
 	}
-	
+
 	if (GroupSize < 2)
 	{
 		// A Social Group should at least contain two agents
@@ -77,20 +77,21 @@ void ASocialGroup::BeginPlay()
 	{
 		VH_WARN("[ASocialGroup::BeginPlay] Group size is larger than 10! Social Groups have only been tested to work with at most 10 agents. Proceed at own risk.\n")
 	}
-	
+
 	//spawn specified amount of agents at start of the game, instead of adding agents manually
 	if (bSpawnAsGroup)
 	{
 		GroupRadius = GetGroupRadius(GroupSize);
 		AgentsInGroup = SpawnInGroupFormation();
 		StartRandomGazingTimer(2.0f);
-	} else // AgentsInGroup will be filled via the editor by the user
+	}
+	else // AgentsInGroup will be filled via the editor by the user
 	{
 		GroupRadius = GetGroupRadius(AgentsInGroup.Num());
 		StartRandomGazingTimer(2.0f);
 	}
 	// initialize all parameters
-	for(int i = 0; i < AgentsInGroup.Num(); i++)
+	for (int i = 0; i < AgentsInGroup.Num(); i++)
 	{
 		GetSocialGroupsComponent(AgentsInGroup[i])->InitializeParameters(this);
 		auto MovementComp = AgentsInGroup[i]->FindComponentByClass<UCharacterMovementComponent>();
@@ -102,10 +103,9 @@ void ASocialGroup::BeginPlay()
 		}
 	}
 
-
 	// set Animation Montages used during group behavior
 	WavingMontages = LoadAnimationMontages();
-	if(WavingMontages.Num() < 1)
+	if (WavingMontages.Num() < 1)
 	{
 		VH_ERROR("[ASocialGroup::BeginPlay] Could not load waving animation.\n")
 		return;
@@ -115,9 +115,9 @@ void ASocialGroup::BeginPlay()
 	//since all audio files are loaded for all agents since we don'T know who will speak it
 	//so rather call it manually if you need that, better just set bStartDialogue (then the right things are preloaded)
 	//PreloadDialogue();
-	
+
 	CollisionSphere->SetSphereRadius(GroupRadius + 1.2 * GazeDistance);
-	if(bStartDialogue)
+	if (bStartDialogue)
 	{
 		StartDialogue(5.0f);
 	}
@@ -127,7 +127,7 @@ void ASocialGroup::BeginPlay()
 	Gazing = NewObject<USG_Gazing>();
 	Leaving = NewObject<USG_Leaving>();
 	InGroup = NewObject<USG_InGroup>();
-	
+
 	// add starting state of user (index 0)
 	GroupStates.Add(Idle);
 }
@@ -136,9 +136,9 @@ void ASocialGroup::BeginPlay()
 void ASocialGroup::Tick(float DeltaTime)
 {
 	Super::Tick(DeltaTime);
-	
+
 	// if iterator is 0 we track the user, if the iterator is 1 or bigger we track all agents, which are inside the collision sphere
-	if(TrackedAgentIt == 0)
+	if (TrackedAgentIt == 0)
 	{
 		// if the TrackedAgentIt is 0 we track the player
 		AgentPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
@@ -153,10 +153,10 @@ void ASocialGroup::Tick(float DeltaTime)
 			TrackedPawnLocation = UGameplayStatics::GetPlayerPawn(GetWorld(), 0)->GetActorLocation();
 		}
 	}
-	else if(TrackedAgentIt >= 1)
+	else if (TrackedAgentIt >= 1)
 	{
-		AgentPawn = Cast<APawn>(CloseAgents[TrackedAgentIt-1]);
-		if(!AgentPawn)
+		AgentPawn = Cast<APawn>(CloseAgents[TrackedAgentIt - 1]);
+		if (!AgentPawn)
 		{
 			VH_ERROR("[ASocialGroup::Tick] Cast to pawn failed\n")
 			return;
@@ -164,39 +164,38 @@ void ASocialGroup::Tick(float DeltaTime)
 		bUser = false;
 		TrackedPawnLocation = AgentPawn->GetActorLocation();
 	}
-	
+
 	GroupStates[TrackedAgentIt]->Tick(this);
 	const FVector ToTrackedPawn = TrackedPawnLocation - GetActorLocation();
-	
+
 	//*********************************************************************
 	// state transitions
 	//*********************************************************************
-		if (ToTrackedPawn.Size() < GroupRadius + GazeDistance)
-		{
-			GroupStates[TrackedAgentIt]->ToGazing(this);
-		}
-		
-		if (IsUserOrientedToGroup(ToGroupThreshold) && ToTrackedPawn.Size() < GroupRadius + JoinDistance)
-		{
-			if(!bPlayerIsInGroup && bUser)
-			{
-				GroupStates[TrackedAgentIt]->ToInGroup(this);
-			}
-		}
-		
-		if (ToTrackedPawn.Size() > GroupRadius + GazeDistance + GroupRadius / 3)
-		{
-			GroupStates[TrackedAgentIt]->ToIdle(this);
-		}
-		
-		if (!IsUserOrientedToGroup(ToGroupThreshold) && ToTrackedPawn.Size() > GroupRadius + StillStandingVariance)
+	if (ToTrackedPawn.Size() < GroupRadius + GazeDistance)
+	{
+		GroupStates[TrackedAgentIt]->ToGazing(this);
+	}
+
+	if (IsUserOrientedToGroup(ToGroupThreshold) && ToTrackedPawn.Size() < GroupRadius + JoinDistance)
+	{
+		if (!bPlayerIsInGroup && bUser)
 		{
-			GroupStates[TrackedAgentIt]->ToLeaving(this);
+			GroupStates[TrackedAgentIt]->ToInGroup(this);
 		}
-	
+	}
+
+	if (ToTrackedPawn.Size() > GroupRadius + GazeDistance + GroupRadius / 3)
+	{
+		GroupStates[TrackedAgentIt]->ToIdle(this);
+	}
+
+	if (!IsUserOrientedToGroup(ToGroupThreshold) && ToTrackedPawn.Size() > GroupRadius + StillStandingVariance)
+	{
+		GroupStates[TrackedAgentIt]->ToLeaving(this);
+	}
 
 	// when join agent function is called, this will be true
-	if(bAgentIsJoining)
+	if (bAgentIsJoining)
 	{
 		const FVector DistanceToGroup = GetActorLocation() - JoiningAgent->GetActorLocation();
 		if (DistanceToGroup.Size() < GroupRadius + JoinDistance)
@@ -206,7 +205,7 @@ void ASocialGroup::Tick(float DeltaTime)
 			JoiningAgent->GetCharacterMovement()->bOrientRotationToMovement = false;
 			GroupRadius = GetGroupRadius(AgentsInGroup.Num());
 			GetSocialGroupsComponent(JoiningAgent)->InitializeParameters(this);
-			if(bStartDialogue)
+			if (bStartDialogue)
 			{
 				RestartDialogue(3.0f);
 			}
@@ -216,7 +215,7 @@ void ASocialGroup::Tick(float DeltaTime)
 
 	//iterate over all agents, that are in the collision sphere around the group
 	TrackedAgentIt++;
-	if (TrackedAgentIt >= CloseAgents.Num() +1) //+1 as TrackedAgentIt=0 is the player
+	if (TrackedAgentIt >= CloseAgents.Num() + 1) //+1 as TrackedAgentIt=0 is the player
 	{
 		TrackedAgentIt = 0;
 	}
@@ -238,7 +237,7 @@ bool ASocialGroup::IsUserOrientedToGroup(float Threshold)
 
 	UserForwardXY.Normalize();
 	UserToGroupCenterXY.Normalize();
-	
+
 	float Angle = FMath::Abs(FVector2D::DotProduct(UserForwardXY, UserToGroupCenterXY));
 	Angle = FMath::Acos(Angle);
 	Angle = FMath::RadiansToDegrees(Angle);
@@ -257,7 +256,7 @@ float ASocialGroup::GetGroupRadius(int NumberOfAgents) const
 {
 	if (bPlayerIsInGroup)
 	{
-		NumberOfAgents ++;
+		NumberOfAgents++;
 	}
 
 	// arc measure: b = alpha/360 * 2 * pi * r => r = b * 360 / (alpha * 2 * pi)
@@ -272,13 +271,13 @@ float ASocialGroup::GetGroupRadius(int NumberOfAgents) const
 TArray<FVector> ASocialGroup::GetCirclePositions(int NumberOfAgents)
 {
 	GroupRadius = GetGroupRadius(NumberOfAgents);
-	if(bPlayerIsInGroup)
+	if (bPlayerIsInGroup)
 	{
 		NumberOfAgents++;
 	}
 	float Alpha = 360.0 / NumberOfAgents;
 	TArray<FVector> Positions;
-	
+
 	for (int i = 0; i < NumberOfAgents; i++)
 	{
 		const float RandomDeviation = SocialGroupRandomStream.FRandRange(-5.0f, 5.0f);
@@ -297,19 +296,18 @@ void ASocialGroup::SortByDistanceToActor(FVector ActorLocation)
 {
 	FVector ActorPos = ActorLocation;
 	// sort the array according to the distance to the ActorLocation
-	AgentsInGroup.Sort([ActorPos](AVirtualHuman& vh1, AVirtualHuman& vh2)
-	{
-			FVector d1 = ActorPos - vh1.GetActorLocation();
-			FVector d2 = ActorPos - vh2.GetActorLocation();
+	AgentsInGroup.Sort([ActorPos](AVirtualHuman& vh1, AVirtualHuman& vh2) {
+		FVector d1 = ActorPos - vh1.GetActorLocation();
+		FVector d2 = ActorPos - vh2.GetActorLocation();
 
-			return d1.Size() < d2.Size();
+		return d1.Size() < d2.Size();
 	});
 }
 
 // returns the speaker of the group, or nulptr if there is no speaker
 AActor* ASocialGroup::GetSpeaker()
 {
-	for(int i = 0; i < AgentsInGroup.Num();	i++)
+	for (int i = 0; i < AgentsInGroup.Num(); i++)
 	{
 		auto VH = AgentsInGroup[i];
 		auto SGComp = GetSocialGroupsComponent(VH);
@@ -325,7 +323,7 @@ AActor* ASocialGroup::GetSpeaker()
 TArray<AVirtualHuman*> ASocialGroup::SpawnInGroupFormation()
 {
 	TArray<AVirtualHuman*> Agents;
-	if (VHTypes.Num()<=0)
+	if (VHTypes.Num() <= 0)
 	{
 		VH_ERROR("[ASocialGroup::SpawnInGroupFormation] Could not spawn agents. Please specify a subclass of virtual human, that should be spawned.\n");
 		return Agents;
@@ -336,7 +334,7 @@ TArray<AVirtualHuman*> ASocialGroup::SpawnInGroupFormation()
 	{
 		DestroyAgent();
 	}
-	
+
 	TArray<FVector> CirclePositions = GetCirclePositions(GroupSize);
 	for (int i = 0; i < GroupSize; i++)
 	{
@@ -347,25 +345,25 @@ TArray<AVirtualHuman*> ASocialGroup::SpawnInGroupFormation()
 		//adjust z value of spawn location. Otherwise VAs are stuck in ground.
 		SpawnLocation.Z = SpawnLocation.Z + 80.0f;
 		FRotator Rotation = UKismetMathLibrary::FindLookAtRotation(CirclePositions[i], GetActorLocation());
-		AVirtualHuman* VH = GetWorld()->SpawnActor<AVirtualHuman>(VHType, SpawnLocation, FRotator(0,Rotation.Yaw,0), SpawnParams);
+		AVirtualHuman* VH = GetWorld()->SpawnActor<AVirtualHuman>(VHType, SpawnLocation, FRotator(0, Rotation.Yaw, 0), SpawnParams);
 
 		// check if the agent has all the necessary components
-		
+
 		auto SGComp = GetSocialGroupsComponent(VH);
-		if(!SGComp)
+		if (!SGComp)
 		{
 			continue;
 		}
-		if(!SGComp->InitializeParameters(this))
+		if (!SGComp->InitializeParameters(this))
 		{
 			continue;
 		}
-		
+
 		// Rotate agent towards the center
 
 		auto GC = VH->FindComponentByClass<UVHGazing>();
 		GC->StopGazing();
-		
+
 		auto MovementComp = VH->FindComponentByClass<UCharacterMovementComponent>();
 		if (MovementComp)
 		{
@@ -384,7 +382,8 @@ TArray<AVirtualHuman*> ASocialGroup::SpawnInGroupFormation()
 bool ASocialGroup::StartDialogue(float InitialDelay)
 {
 	// if bStartDialogue was not true the AudioComponents of the social group need to be initialized since that only happened for the social groups where the dialogue was started before.
-	if (bStartDialogue == false) {
+	if (bStartDialogue == false)
+	{
 		bStartDialogue = true;
 		for (int i = 0; i < AgentsInGroup.Num(); i++)
 		{
@@ -394,7 +393,7 @@ bool ASocialGroup::StartDialogue(float InitialDelay)
 		}
 	}
 	SetupDialogue();
-	GetWorld()->GetTimerManager().SetTimer(SpeakerTimerHandle, this, &ASocialGroup::SetSpeaker, InitialDelay,false);
+	GetWorld()->GetTimerManager().SetTimer(SpeakerTimerHandle, this, &ASocialGroup::SetSpeaker, InitialDelay, false);
 	return true;
 
 }
@@ -417,18 +416,18 @@ bool ASocialGroup::SetupDialogue()
 		NumberOfAgentsInConversation = Dialogue.Num();
 	}
 
-	if(AgentsInGroup.Num() < NumberOfAgentsInConversation)
+	if (AgentsInGroup.Num() < NumberOfAgentsInConversation)
 	{
 		VH_WARN("There are only %d agents in the group. Cannot set up a conversation with %d agents\n", AgentsInGroup.Num(), NumberOfAgentsInConversation);
 		return false;
 	}
-	
+
 	TArray<AVirtualHuman*> Agents = ShuffleArray(AgentsInGroup);
 	int DiaIt = 0;
 	// assign NumberOfAgentsInConversation dialogues to agents
-	for(int AgentIt = 0; AgentIt < Agents.Num() -1;)
+	for (int AgentIt = 0; AgentIt < Agents.Num() - 1;)
 	{
-		if(DiaIt < NumberOfAgentsInConversation)
+		if (DiaIt < NumberOfAgentsInConversation)
 		{
 			if (Agents[AgentIt]->GetGender() == Dialogue[DiaIt].Gender)
 			{
@@ -444,18 +443,19 @@ bool ASocialGroup::SetupDialogue()
 			{
 				AgentIt++;
 			}
-		} else
+		}
+		else
 		{
 			// end for loop
 			AgentIt = Agents.Num() - 1;
 		}
 	}
 
-	if(AgentsInConversation.Num() < NumberOfAgentsInConversation)
+	if (AgentsInConversation.Num() < NumberOfAgentsInConversation)
 	{
 		VH_WARN("Could not match all dialogs to agents corretly. Check if the gender of the agents matches the gender of the dialog");
 		// match unmatched dialogue to other agents
-		while(AgentsInConversation.Num() < NumberOfAgentsInConversation)
+		while (AgentsInConversation.Num() < NumberOfAgentsInConversation)
 		{
 			FAgentDialogueUtterance NewDialog;
 			NewDialog.VH = Agents[0];
@@ -468,7 +468,7 @@ bool ASocialGroup::SetupDialogue()
 
 	// it might be the case, that there are multiple dialogues for the same agent
 	// now we need to assign the other Dialogues, to the agents, that are in dialogue
-	for(int z = NumberOfAgentsInConversation; z < Dialogue.Num(); z++)
+	for (int z = NumberOfAgentsInConversation; z < Dialogue.Num(); z++)
 	{
 		FAgentDialogueUtterance NewDialogue;
 		NewDialogue.VH = AgentsInConversation[z % NumberOfAgentsInConversation].VH;
@@ -477,7 +477,7 @@ bool ASocialGroup::SetupDialogue()
 	}
 
 	// PreLoad animation and audio to save performance
-	for(auto Conv : AgentsInConversation)
+	for (auto Conv : AgentsInConversation)
 	{
 		GetSpeechComponent(Conv.VH)->PreloadUtterance(Conv.Utterance);
 	}
@@ -490,9 +490,9 @@ void ASocialGroup::PreloadDialogue()
 
 	//but since we don't know who is speaking what we preload everything for everyone
 	//this can be very intense, so use with care
-	for(AVirtualHuman* Agent : AgentsInGroup)
+	for (AVirtualHuman* Agent : AgentsInGroup)
 	{
-		for(const FDialogueUtterance &Utterance : Dialogue)
+		for (const FDialogueUtterance& Utterance : Dialogue)
 		{
 			GetSpeechComponent(Agent)->PreloadUtterance(Utterance);
 		}
@@ -522,7 +522,7 @@ void ASocialGroup::PauseDialogue(float Duration)
 			GetSpeechComponent(VH)->PauseDialogue();
 		}
 	}
-	
+
 	// Restart dialogue after given Duration
 	GetWorld()->GetTimerManager().SetTimer(SpeakerTimerHandle, this, &ASocialGroup::SetSpeaker, Duration, false);
 }
@@ -535,12 +535,13 @@ void ASocialGroup::ClearSpeakerTimer()
 
 void ASocialGroup::SetSpeaker()
 {
-	if(DialogueIterator >= Dialogue.Num())
+	if (DialogueIterator >= Dialogue.Num())
 	{
-		if(bLoopDialogue)
+		if (bLoopDialogue)
 		{
 			DialogueIterator = 0;
-		} else
+		}
+		else
 		{
 			return;
 		}
@@ -549,17 +550,18 @@ void ASocialGroup::SetSpeaker()
 	AVirtualHuman* VH = AgentsInConversation[DialogueIterator].VH;
 
 	// it might be the case, that an agent, that was part of the conversation, has left the group at some point
-	if(!AgentsInGroup.Contains(VH))
+	if (!AgentsInGroup.Contains(VH))
 	{
 		RestartDialogue(2.0f);
 		return;
 	}
 	UVHSocialGroups* SGComp = GetSocialGroupsComponent(VH);
 	SGComp->SetIsSpeaker(true);
-	if(Dialogue.IsValidIndex(DialogueIterator))
+	if (Dialogue.IsValidIndex(DialogueIterator))
 	{
 		GetSpeechComponent(VH)->PlayDialogue(CurrentDialogue, 1.5f);
-	} else
+	}
+	else
 	{
 		VH_WARN("[ASocialGroup::SetSpeaker] No entry found for Dialogues Index: %d\n", DialogueIterator);
 	}
@@ -583,7 +585,7 @@ void ASocialGroup::StartRandomGazing()
 UVHSocialGroups* ASocialGroup::GetSocialGroupsComponent(AVirtualHuman* VH) const
 {
 	const auto SG = VH->FindComponentByClass<UVHSocialGroups>();
-	if(!SG)
+	if (!SG)
 	{
 		VH_WARN("[ASocialGroup::GetSocialGroupsComponent] Virtual Human has no valid SocialGroup component\n");
 	}
@@ -616,17 +618,16 @@ void ASocialGroup::SortByAngleToPlayer()
 	FVector PlayerPos = TrackedPawnLocation;
 	FVector PlayerForward = VRPawn->GetActorForwardVector();
 	// sort Agents in Group according to angle to the user
-	AgentsInGroup.Sort([PlayerForward](AVirtualHuman& vh1, AVirtualHuman& vh2)
-		{
-			// Check if this agent is in front of the player
-			FVector PlayerToVA1 = vh1.GetActorLocation() - PlayerForward;
-			float Dot1 = FVector::DotProduct(PlayerForward, PlayerToVA1);
+	AgentsInGroup.Sort([PlayerForward](AVirtualHuman& vh1, AVirtualHuman& vh2) {
+		// Check if this agent is in front of the player
+		FVector PlayerToVA1 = vh1.GetActorLocation() - PlayerForward;
+		float Dot1 = FVector::DotProduct(PlayerForward, PlayerToVA1);
 
-			FVector PlayerToVA2 = vh2.GetActorLocation() - PlayerForward;
-			float Dot2 = FVector::DotProduct(PlayerForward, PlayerToVA2);
+		FVector PlayerToVA2 = vh2.GetActorLocation() - PlayerForward;
+		float Dot2 = FVector::DotProduct(PlayerForward, PlayerToVA2);
 
-			return Dot1 > Dot2;
-		});
+		return Dot1 > Dot2;
+	});
 }
 
 TArray<AVirtualHuman*> ASocialGroup::ShuffleArray(TArray<AVirtualHuman*> Agents)
@@ -648,7 +649,7 @@ TArray<AVirtualHuman*> ASocialGroup::ShuffleArray(TArray<AVirtualHuman*> Agents)
 
 void ASocialGroup::LeaveGroup(AVirtualHuman* VH)
 {
-	if(!AgentsInGroup.Contains(VH))
+	if (!AgentsInGroup.Contains(VH))
 	{
 		VH_WARN("[ASocialGroup::LeaveGroup] Agent was not part of the group\n");
 		return;
@@ -661,7 +662,7 @@ void ASocialGroup::LeaveGroup(AVirtualHuman* VH)
 	auto SGComp = GetSocialGroupsComponent(VH);
 	SGComp->EndGazing();
 	SGComp->SetSocialGroup(nullptr);
-	if(bStartDialogue)
+	if (bStartDialogue)
 	{
 		RestartDialogue(2.0f);
 	}
@@ -676,7 +677,7 @@ void ASocialGroup::JoinGroup(AVirtualHuman* VH)
 	}
 	JoiningAgent = VH;
 	bAgentIsJoining = true;
-	GetSocialGroupsComponent(VH)->VHMoveToLocation(GetActorLocation(),100);
+	GetSocialGroupsComponent(VH)->VHMoveToLocation(GetActorLocation(), 100);
 	// in OnTick we check if the agent is close to the group and then integrate him into the group
 }
 
@@ -684,21 +685,21 @@ void ASocialGroup::JoinGroup(AVirtualHuman* VH)
 void ASocialGroup::OnSphereBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
 {
 	AVirtualHuman* CloseAgent = Cast<AVirtualHuman>(OtherActor);
-	if(!CloseAgent)
+	if (!CloseAgent)
 	{
 		return;
 	}
-	if(!AgentsInGroup.Contains(CloseAgent))
+	if (!AgentsInGroup.Contains(CloseAgent))
 	{
 		CloseAgents.AddUnique(CloseAgent);
-		GroupStates.Add(Idle);// starting state
+		GroupStates.Add(Idle); // starting state
 	}
 }
 
 void ASocialGroup::OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
 {
 	AVirtualHuman* CloseAgent = Cast<AVirtualHuman>(OtherActor);
-	if(!CloseAgent)
+	if (!CloseAgent)
 	{
 		return;
 	}
@@ -731,7 +732,7 @@ TArray<UAnimMontage*> ASocialGroup::LoadAnimationMontages() const
 	{
 		Path = "/CharacterPlugin/Animations/Waving/MH";
 	}
-	
+
 	if (!FPaths::ValidatePath(Path))
 	{
 		VH_WARN("[ASocialGroup::LoadAnimationMontages] Path: %s is not valid\n", *Path)
@@ -753,5 +754,4 @@ TArray<UAnimMontage*> ASocialGroup::LoadAnimationMontages() const
 		}
 	}
 	return Montages;
-}
-
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupState.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupState.cpp
index b43eb9b871773c8000c8d12fcf9874d12166d5d8..dfc1584e8fcc26f8a335f70ff9ffc788b38f8997 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupState.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupState.cpp
@@ -5,22 +5,12 @@
 
 // Add default functionality here for any ISocialGroupState functions that are not pure virtual.
 
-void ISocialGroupState::Tick(ASocialGroup* SG)
-{
-}
+void ISocialGroupState::Tick(ASocialGroup* SG) {}
 
-void ISocialGroupState::ToIdle(ASocialGroup* SG)
-{
-}
+void ISocialGroupState::ToIdle(ASocialGroup* SG) {}
 
-void ISocialGroupState::ToGazing(ASocialGroup* SG)
-{
-}
+void ISocialGroupState::ToGazing(ASocialGroup* SG) {}
 
-void ISocialGroupState::ToInGroup(ASocialGroup* SG)
-{
-}
+void ISocialGroupState::ToInGroup(ASocialGroup* SG) {}
 
-void ISocialGroupState::ToLeaving(ASocialGroup* SG)
-{
-}
+void ISocialGroupState::ToLeaving(ASocialGroup* SG) {}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Gazing.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Gazing.cpp
index bca2bb9532b46500a354e39762ab8f942a8b2f87..60cbdc91c7e065f5261000c136dc5e19a6b7645a 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Gazing.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Gazing.cpp
@@ -18,10 +18,11 @@ void USG_Gazing::Tick(ASocialGroup* SG)
 		{
 			UVHGazing* GazingComponent = SG->AgentsInGroup[i]->FindComponentByClass<UVHGazing>();
 			// in case we track the user, we gaze to the users head
-			if(SG->bUser)
+			if (SG->bUser)
 			{
 				GazingComponent->GazeToUser();
-			} else
+			}
+			else
 			{
 				// we gaze to an agent
 				GazingComponent->GazeToActor(SG->AgentPawn, FVector(0, 0, SG->AgentPawn->BaseEyeHeight));
@@ -57,7 +58,7 @@ void USG_Gazing::ToInGroup(ASocialGroup* SG)
 
 	// make the agent opposite to the user play a waving animation
 	SG->SortByAngleToPlayer();
-	SG->AgentsInGroup[0]->PlayAnimMontage(SG->WavingMontages[SGGazingRandomStream.RandRange(0,SG->WavingMontages.Num()-1)]);
+	SG->AgentsInGroup[0]->PlayAnimMontage(SG->WavingMontages[SGGazingRandomStream.RandRange(0, SG->WavingMontages.Num() - 1)]);
 	//UniLog.Log("InGroup", "VHDebug");
 	SG->ChangeState(SG->InGroup);
 }
@@ -95,4 +96,4 @@ void USG_Gazing::LookAtUserOnJoin(ASocialGroup* SG)
 			GazingComponent->GazeToActor(SG->AgentPawn, FVector(0, 0, SG->AgentPawn->BaseEyeHeight));
 		}
 	}
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Idle.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Idle.cpp
index c74da15d34483555dc83ff1e9928bfbd3d4e8a8a..cd57fe9ff7641c6fa88c7d4af53d18253c5dfcb5 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Idle.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Idle.cpp
@@ -18,4 +18,4 @@ void USG_Idle::ToGazing(ASocialGroup* SG)
 		// change to gazing
 		SG->ChangeState(SG->Gazing);
 	}
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_InGroup.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_InGroup.cpp
index 6c803534b5bab28a21b9529074d908f98c1e7fa6..579417354939ef18e02c3f88480ca56610e271c5 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_InGroup.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_InGroup.cpp
@@ -16,4 +16,4 @@ void USG_InGroup::ToLeaving(ASocialGroup* SG)
 	SG->GroupRadius = SG->GetGroupRadius(SG->AgentsInGroup.Num());
 	//UniLog.Log("Leaving", "VHDebug");
 	SG->ChangeState(SG->Leaving);
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Leaving.cpp b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Leaving.cpp
index e135d5498ce7f787f1b736368960112a861f0b43..8eb66803f44214405a64d4ef08bcd71b1f5fcad4 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Leaving.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/SocialGroupStates/SG_Leaving.cpp
@@ -10,4 +10,4 @@ void USG_Leaving::ToIdle(ASocialGroup* SG)
 {
 	//UniLog.Log("Idle", "VHDebug");
 	SG->ChangeState(SG->Idle);
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/SocialGroups/VHSocialGroups.cpp b/Source/CharacterPlugin/Private/SocialGroups/VHSocialGroups.cpp
index 495b532cc0f2bc1000b9be1a92c2cd40f561e8c2..43c9fe9fedb3f1e732e64d82b728db80a6b81401 100644
--- a/Source/CharacterPlugin/Private/SocialGroups/VHSocialGroups.cpp
+++ b/Source/CharacterPlugin/Private/SocialGroups/VHSocialGroups.cpp
@@ -29,7 +29,7 @@ UVHSocialGroups::UVHSocialGroups()
 void UVHSocialGroups::BeginPlay()
 {
 	Super::BeginPlay();
-	if(!Init())
+	if (!Init())
 	{
 		return;
 	}
@@ -38,13 +38,14 @@ void UVHSocialGroups::BeginPlay()
 	SocialGroupsRandomStream = FRandomStream(TextKeyUtil::HashString(*GetOwner()->GetName()));
 
 	GazeState = GazeAtSpeaker;
-	
+
 }
+
 // will be called by the social group once VH has been spawned
 bool UVHSocialGroups::InitializeParameters(ASocialGroup* SetSocialGroup)
 {
 	SocialGroup = SetSocialGroup;
-	if(!SocialGroup)
+	if (!SocialGroup)
 	{
 		VH_ERROR("[VHSocialGroups::InitializeParameters] Social Group is not valid\n");
 		return false;
@@ -55,10 +56,10 @@ bool UVHSocialGroups::InitializeParameters(ASocialGroup* SetSocialGroup)
 		VH_ERROR("[VHSocialGroups::InitializeParameters]: Virtual Human has no Gazing Component\n")
 		return false;
 	}
-	if(SocialGroup->bStartDialogue)
+	if (SocialGroup->bStartDialogue)
 	{
 		AudioComp = GetOwner()->FindComponentByClass<UVAAudiofileSourceComponent>();
-		if(!AudioComp)
+		if (!AudioComp)
 		{
 			VH_ERROR("[VHSocialGroups::InitializeParameters]: Virtual Human has no Audiofile Source Component. If the Social Group should not have Dialogue, please disable the \"Start Dialogue\" flag.\n")
 			return false;
@@ -86,28 +87,29 @@ bool UVHSocialGroups::InitializeParameters(ASocialGroup* SetSocialGroup)
 void UVHSocialGroups::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
-	if(bIsSpeaker)
+	if (bIsSpeaker)
 	{
 		// if audio is playing we CAN finish
 		if (AudioComp->GetAudiofileSignalSource()->GetPlayActionEnum() == EPlayAction::Play)
 		{
 			bAudioCanFinish = true;
-		// if audio is not playing anymore, but was playing before
-		} else if(bAudioCanFinish)
+			// if audio is not playing anymore, but was playing before
+		}
+		else if (bAudioCanFinish)
 		{
 			OnAudioFinished();
 			bAudioCanFinish = false;
 		}
 	}
 
-	if(SocialGroup)
+	if (SocialGroup)
 	{
 		// calculate force to standing position in the group
 		FVector Movement = GetProximityForce() + GetCircleForce();
-		
+
 		float Angle = FMath::Abs(FVector::DotProduct(GetProximityForce(), GetCircleForce()));
 		// to increase stability, do not move if forces are very small
-		if(Movement.Size() > 2.0f)
+		if (Movement.Size() > 2.0f)
 		{
 			Movement.Normalize();
 			VHPawn->AddMovementInput(Movement, 0.3f);
@@ -132,8 +134,8 @@ void UVHSocialGroups::TickComponent(float DeltaTime, ELevelTick TickType, FActor
 FVector UVHSocialGroups::GetProximityForce()
 {
 	FVector Force = FVector::ZeroVector;
-	
-	for(int i = 0; i < SocialGroup->AgentsInGroup.Num(); i++)
+
+	for (int i = 0; i < SocialGroup->AgentsInGroup.Num(); i++)
 	{
 		FVector CurrentAgent = VHPawn->GetActorLocation();
 		FVector OtherAgent = SocialGroup->AgentsInGroup[i]->GetActorLocation();
@@ -145,15 +147,15 @@ FVector UVHSocialGroups::GetProximityForce()
 			Distance.Normalize();
 			Force += Distance * ToDesiredDistance;
 		}
-		
+
 	}
-	if(SocialGroup->bPlayerIsInGroup)
+	if (SocialGroup->bPlayerIsInGroup)
 	{
 		FVector CurrentAgent = VHPawn->GetActorLocation();
 		FVector OtherAgent = SocialGroup->VRPawn->HeadCameraComponent->GetComponentLocation();
 		FVector Distance = OtherAgent - CurrentAgent;
 
-		if (Distance.Size() < SocialGroup->ConversationDistance && Distance.Size()>0)
+		if (Distance.Size() < SocialGroup->ConversationDistance && Distance.Size() > 0)
 		{
 			float ToDesiredDistance = SocialGroup->ConversationDistance - Distance.Size();
 			Distance.Normalize();
@@ -169,20 +171,20 @@ FVector UVHSocialGroups::GetCircleForce()
 {
 	FVector2D GroupCenter = FVector2D(SocialGroup->GetActorLocation().X, SocialGroup->GetActorLocation().Y);
 	FVector2D Agent = FVector2D(VHPawn->GetActorLocation().X, VHPawn->GetActorLocation().Y);
-	
+
 	FVector2D Direction = GroupCenter - Agent;
 	float DesiredLength = Direction.Size() - SocialGroup->GroupRadius;
 	Direction.Normalize();
-	return FVector(Direction,0) * DesiredLength;
+	return FVector(Direction, 0) * DesiredLength;
 }
 
 // if the audio has finished, start the next dialogue
 void UVHSocialGroups::OnAudioFinished()
 {
 	bIsSpeaker = false;
-	
+
 	// do not call next dialogue if the audio is only paused
-	if(AudioComp->GetAudiofileSignalSource()->GetPlayActionEnum() != EPlayAction::Pause)
+	if (AudioComp->GetAudiofileSignalSource()->GetPlayActionEnum() != EPlayAction::Pause)
 	{
 		SocialGroup->NextDialogue();
 	}
@@ -196,7 +198,7 @@ UCharacterMovementComponent* UVHSocialGroups::GetCharacterMovementComponent()
 		VH_ERROR("[VHSocialGroups]: Owner can not be cast to Pawn\n");
 		return nullptr;
 	}
-		
+
 	return Cast<UCharacterMovementComponent>(VHPawn->GetMovementComponent());
 }
 
@@ -204,7 +206,7 @@ void UVHSocialGroups::VHMoveToLocation(FVector Location, float Speed)
 {
 	GetCharacterMovementComponent()->MaxWalkSpeed = Speed;
 	AIController = Cast<AVirtualHumanAIController>(VHPawn->GetController());
-	CurrentRequestID = AIController->MoveToLocation(Location, 2.0f,false);
+	CurrentRequestID = AIController->MoveToLocation(Location, 2.0f, false);
 }
 
 void UVHSocialGroups::SetGazingTimer()
@@ -213,14 +215,14 @@ void UVHSocialGroups::SetGazingTimer()
 
 	switch (GazeState)
 	{
-	case GazeAtSpeaker:
-		TimerInterval = SocialGroupsRandomStream.FRandRange(3.0f, 10.0f);
-		break;
-	case GazeAtRandom:
-		TimerInterval = SocialGroupsRandomStream.FRandRange(3.5f, 4.5f);
-		break;
-	default:
-		break;
+		case GazeAtSpeaker:
+			TimerInterval = SocialGroupsRandomStream.FRandRange(3.0f, 10.0f);
+			break;
+		case GazeAtRandom:
+			TimerInterval = SocialGroupsRandomStream.FRandRange(3.5f, 4.5f);
+			break;
+		default:
+			break;
 	}
 
 	GetWorld()->GetTimerManager().SetTimer(GazingTimerHandle, this, &UVHSocialGroups::RandomGazing, TimerInterval, false);
@@ -240,52 +242,55 @@ void UVHSocialGroups::RandomGazing()
 	const FVector Offset = FVector(0, 0, AVirtualHumanPtr->BaseEyeHeight);
 	switch (GazeState)
 	{
-	case GazeAtSpeaker:
-		Speaker = SocialGroup->GetSpeaker();
-		
-		// make sure speaker is valid, and we are not the speaker
-		if(IsValid(Speaker) && !bIsSpeaker)
-		{
-			GazingComp->GazeToActor(Speaker,Offset);
-		} else
-		{
-			// if we are speaking, or if there is currently no speaker, gaze at random agent
-			RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
+		case GazeAtSpeaker:
+			Speaker = SocialGroup->GetSpeaker();
 
-			while(SocialGroup->AgentsInGroup[RandomIndex] == AVirtualHumanPtr)
+		// make sure speaker is valid, and we are not the speaker
+			if (IsValid(Speaker) && !bIsSpeaker)
 			{
-				RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
+				GazingComp->GazeToActor(Speaker, Offset);
 			}
-			GazingComp->GazeToActor(SocialGroup->AgentsInGroup[RandomIndex],Offset);
-		}
-		GazeState = GazeAtRandom;
-		break;
-	case GazeAtRandom:
+			else
+			{
+				// if we are speaking, or if there is currently no speaker, gaze at random agent
+				RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
 
-		if(SocialGroup->bPlayerIsInGroup)
-		{
-			RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num());
-		} else
-		{
-			RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num()-1);
-		}
+				while (SocialGroup->AgentsInGroup[RandomIndex] == AVirtualHumanPtr)
+				{
+					RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
+				}
+				GazingComp->GazeToActor(SocialGroup->AgentsInGroup[RandomIndex], Offset);
+			}
+			GazeState = GazeAtRandom;
+			break;
+		case GazeAtRandom:
 
-		if(RandomIndex == SocialGroup->AgentsInGroup.Num())
-		{
-			GazingComp->GazeToUser();
-		} else
-		{
-			while (SocialGroup->AgentsInGroup[RandomIndex] == AVirtualHumanPtr)
+			if (SocialGroup->bPlayerIsInGroup)
+			{
+				RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num());
+			}
+			else
 			{
 				RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
 			}
-			GazingComp->GazeToActor(SocialGroup->AgentsInGroup[RandomIndex], Offset);
-		}
-		GazeState = GazeAtSpeaker;
-		break;
-	default:
-		GazingComp->StopGazing();
-		break;
+
+			if (RandomIndex == SocialGroup->AgentsInGroup.Num())
+			{
+				GazingComp->GazeToUser();
+			}
+			else
+			{
+				while (SocialGroup->AgentsInGroup[RandomIndex] == AVirtualHumanPtr)
+				{
+					RandomIndex = SocialGroupsRandomStream.RandRange(0, SocialGroup->AgentsInGroup.Num() - 1);
+				}
+				GazingComp->GazeToActor(SocialGroup->AgentsInGroup[RandomIndex], Offset);
+			}
+			GazeState = GazeAtSpeaker;
+			break;
+		default:
+			GazingComp->StopGazing();
+			break;
 	}
 
 	// loop back to set the gazing timer
@@ -294,7 +299,7 @@ void UVHSocialGroups::RandomGazing()
 
 void UVHSocialGroups::LeaveGroup()
 {
-	if(!SocialGroup)
+	if (!SocialGroup)
 	{
 		VH_WARN("[VHSocialGroups::LeaveGroup] SocialGroup is not valid when calling LeaveGroup()\n");
 		return;
@@ -304,7 +309,7 @@ void UVHSocialGroups::LeaveGroup()
 
 void UVHSocialGroups::JoinGroup(ASocialGroup* SG)
 {
-	if(!SG)
+	if (!SG)
 	{
 		VH_ERROR("[VHSocialGroups::JoinGroup] SocialGroup is not valid when calling JoinGroup\n");
 		return;
@@ -325,6 +330,7 @@ void UVHSocialGroups::StartGazeToUserTimer()
 	}
 	GetWorld()->GetTimerManager().SetTimer(GazeToUserTimer, this, &UVHSocialGroups::GazeToUser, TimerInterval, false);
 }
+
 void UVHSocialGroups::ClearGazeToUserTimer()
 {
 	bGazeToUser = false;
@@ -344,7 +350,7 @@ void UVHSocialGroups::GazeToUser()
 bool UVHSocialGroups::Init()
 {
 	AVirtualHumanPtr = Cast<AVirtualHuman>(GetOwner());
-	if(!AVirtualHumanPtr)
+	if (!AVirtualHumanPtr)
 	{
 		VH_ERROR("[VHSocialGroups::Init] Cannot cast Owner to Virtual Human\n")
 		return false;
diff --git a/Source/CharacterPlugin/Private/VHAnimInstance.cpp b/Source/CharacterPlugin/Private/VHAnimInstance.cpp
index b5d25e60938551651cbc2dc156f6735cf3bde0b7..bc355e4baa134f52ce438a29257f07c4785b2e43 100644
--- a/Source/CharacterPlugin/Private/VHAnimInstance.cpp
+++ b/Source/CharacterPlugin/Private/VHAnimInstance.cpp
@@ -3,6 +3,4 @@
 #include "VHAnimInstance.h"
 
 UVHAnimInstance::UVHAnimInstance(const FObjectInitializer& ObjectInitializer)
-  : Super(ObjectInitializer)
-{
-}
+	: Super(ObjectInitializer) {}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/VHListenerBackchannels.cpp b/Source/CharacterPlugin/Private/VHListenerBackchannels.cpp
index e068dd950049c13000b9ab88031097344c328e5c..7080e67da097bf7baf4142bc4a8c0563fa67695a 100644
--- a/Source/CharacterPlugin/Private/VHListenerBackchannels.cpp
+++ b/Source/CharacterPlugin/Private/VHListenerBackchannels.cpp
@@ -19,11 +19,13 @@ void UVHListenerBackchannels::BeginPlay()
 {
 	Super::BeginPlay();
 	AVirtualHuman* Owner = Cast<AVirtualHuman>(GetOwner());
-	if (Owner != nullptr) {
+	if (Owner != nullptr)
+	{
 		AnimInstance = Owner->GetBodyAnimInstance();
 	}
-	
-	if (!AnimInstance) {
+
+	if (!AnimInstance)
+	{
 		VH_ERROR("[UVHListenerBackchannels::BeginPlay] No AnimInstance at BeginPlay\n");
 	}
 	RandomStream = FRandomStream(TextKeyUtil::HashString(*GetOwner()->GetName()));
@@ -34,19 +36,19 @@ void UVHListenerBackchannels::TickComponent(float DeltaTime, ELevelTick TickType
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 
-	if(bNodding)
+	if (bNodding)
 	{
 		NoddingTime += DeltaTime;
-		if(NoddingTime>ActualNodLength)
+		if (NoddingTime > ActualNodLength)
 		{
 			bNodding = false;
 		}
 		else
 		{
 			//formula from work by Klara Tyroller extended by some randomness and possible prolongment
-			float HeadPitch = - cos((NoddingTime * 2 * PI) / ActualNodDuration) * ActualNodAmplitude + ActualNodAmplitude;
+			float HeadPitch = -cos((NoddingTime * 2 * PI) / ActualNodDuration) * ActualNodAmplitude + ActualNodAmplitude;
 			//decrease over time, e.g., if more than one nod is played
-			HeadPitch *= (ActualNodLength - NoddingTime) / ActualNodLength; 
+			HeadPitch *= (ActualNodLength - NoddingTime) / ActualNodLength;
 			AnimInstance->SkelControl_Head.Roll = HeadPitch; //is actually the pitch
 		}
 
@@ -55,14 +57,14 @@ void UVHListenerBackchannels::TickComponent(float DeltaTime, ELevelTick TickType
 
 void UVHListenerBackchannels::StartNod()
 {
-	if(bNodding)
+	if (bNodding)
 	{
 		return;
 	}
 
 	ActualNodAmplitude = RandomStream.FRandRange(0.5f * NodAmplitude, 1.5f * NodAmplitude);
 	ActualNodDuration = RandomStream.FRandRange(0.5f * NodDuration, 1.5f * NodDuration);
-	if(ActualNodDuration < NodDuration)
+	if (ActualNodDuration < NodDuration)
 	{
 		//play one to three nods
 		ActualNodLength = RandomStream.FRandRange(1.5f, 3.0f) * ActualNodDuration;
@@ -74,5 +76,4 @@ void UVHListenerBackchannels::StartNod()
 
 	bNodding = true;
 	NoddingTime = 0.0f;
-}
-
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/VHMovement.cpp b/Source/CharacterPlugin/Private/VHMovement.cpp
index 9e667b0bbe59c73f83cd87501105fb5db77c1557..c3a17f4ab5bcdb5f79bc393851ae29c12cdce7da 100644
--- a/Source/CharacterPlugin/Private/VHMovement.cpp
+++ b/Source/CharacterPlugin/Private/VHMovement.cpp
@@ -62,7 +62,6 @@ void UVHMovement::BeginPlay()
 	LeftFootSocket = AVirtualHumanPtr->GetBoneNames().foot_socket_l;
 	AnimationInstance = AVirtualHumanPtr->GetBodyAnimInstance();
 
-
 	//set child Parameters
 	int i = 1;
 	for (TPair<AVirtualHuman*, float>& child : ChildVH)
@@ -105,7 +104,8 @@ void UVHMovement::TickComponent(float DeltaTime, ELevelTick TickType, FActorComp
 
 void UVHMovement::CalculateIK(const float DeltaTime)
 {
-	if (!AnimationInstance) return;
+	if (!AnimationInstance)
+		return;
 
 	// Calculate IKOffset for Foot alignment
 	const FVector MeshLocation = AVirtualHumanPtr->GetBodyMesh()->GetComponentLocation();
@@ -159,8 +159,8 @@ void UVHMovement::CalculateIK(const float DeltaTime)
 	// the Socket is at the front of the foot
 	// the bone we rotate around is at the back of the foot
 	const BoneNames& bones = AVirtualHumanPtr->GetBoneNames();
-	FVector footVector = AVirtualHumanPtr->GetBodyMesh()->GetBoneLocation(bones.foot_r) - AVirtualHumanPtr->
-		GetBodyMesh()->GetSocketLocation(RightFootSocket);
+	FVector footVector = AVirtualHumanPtr->GetBodyMesh()->GetBoneLocation(bones.foot_r)
+	                     - AVirtualHumanPtr->GetBodyMesh()->GetSocketLocation(RightFootSocket);
 	float footLength = footVector.Size(); // the length of the shoe
 	float rotationErrorHeightAdjustment = tanf(footRotationAngleRAD) * footLength;
 	rotationErrorHeightAdjustment = FMath::Clamp(rotationErrorHeightAdjustment, 0.0f, footLength); // safety clamp
@@ -170,7 +170,7 @@ void UVHMovement::CalculateIK(const float DeltaTime)
 	if (bWalkingUp)
 	{
 		IKFootRotationAngle = FMath::FInterpTo(IKFootRotationAngle, -FMath::RadiansToDegrees(footRotationAngleRAD),
-		                                       DeltaTime, IKInterpSpeed);
+			DeltaTime, IKInterpSpeed);
 
 		IKOffsetRight -= rotationErrorHeightAdjustment;
 		IKOffsetLeft -= rotationErrorHeightAdjustment;
@@ -178,7 +178,7 @@ void UVHMovement::CalculateIK(const float DeltaTime)
 	else
 	{
 		IKFootRotationAngle = FMath::FInterpTo(IKFootRotationAngle, FMath::RadiansToDegrees(footRotationAngleRAD),
-		                                       DeltaTime, IKInterpSpeed);
+			DeltaTime, IKInterpSpeed);
 		IKOffsetRight += rotationErrorHeightAdjustment;
 		IKOffsetLeft += rotationErrorHeightAdjustment;
 	}
@@ -231,7 +231,7 @@ void UVHMovement::MoveToWaypoint()
 
 	// if we are at the last waypoint and it defines destroying agent, do so
 	if (Waypoints.Num() != 0 && CurrentWaypointIterator == Waypoints.Num() && Waypoints[CurrentWaypointIterator - 1]->
-		GetLastWaypointCommand() == EOnWaypointReach::Destroy)
+	    GetLastWaypointCommand() == EOnWaypointReach::Destroy)
 	{
 		VirtualHumanAIController->DestroyAgent();
 	}
@@ -252,9 +252,8 @@ void UVHMovement::MoveToWaypoint()
 			return;
 		}
 
-
 		auto Path = NavSys->FindPathToActorSynchronously(GetWorld(), AVirtualHumanPawn->GetActorLocation(),
-		                                                 CurrentWaypoint);
+			CurrentWaypoint);
 		FAIMoveRequest Request = FAIMoveRequest();
 		Request.SetGoalActor(CurrentWaypoint);
 		Request.SetUsePathfinding(true);
@@ -352,7 +351,7 @@ void UVHMovement::ChildMoveToWaypoint()
 		if (IntermediatePointIterator < intermediatePoints.Num())
 		{
 			auto path = navSys->FindPathToLocationSynchronously(GetWorld(), AVirtualHumanPawn->GetActorLocation(),
-			                                                    intermediatePoints[IntermediatePointIterator]);
+				intermediatePoints[IntermediatePointIterator]);
 
 			FAIMoveRequest request = FAIMoveRequest();
 			request.SetUsePathfinding(true);
@@ -367,7 +366,7 @@ void UVHMovement::ChildMoveToWaypoint()
 					// calculate the speed towards the lastPointOfCurrentPath (therefore + 1)
 					speed = CalculateChildSpeed(CurrentWaypoint, intermediatePoints[IntermediatePointIterator + 1]);
 					speed = FMath::Clamp(speed, 0.0f,
-					                     FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.5f, MAX_WALKING_SPEED));
+						FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.5f, MAX_WALKING_SPEED));
 					Cast<UCharacterMovementComponent>(AVirtualHumanPawn->GetMovementComponent())->MaxWalkSpeed = speed;
 				}
 				else // we are on the inside and need to slow down
@@ -375,7 +374,7 @@ void UVHMovement::ChildMoveToWaypoint()
 					speed = CalculateChildSpeed(CurrentWaypoint, intermediatePoints[IntermediatePointIterator]);
 					// calculate the speed towards the inner point
 					speed = FMath::Clamp(speed, 0.0f,
-					                     FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.5f, MAX_WALKING_SPEED));
+						FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.5f, MAX_WALKING_SPEED));
 					Cast<UCharacterMovementComponent>(AVirtualHumanPawn->GetMovementComponent())->MaxWalkSpeed = speed;
 				}
 			}
@@ -385,7 +384,7 @@ void UVHMovement::ChildMoveToWaypoint()
 			{
 				speed = CalculateChildSpeed(CurrentWaypoint, intermediatePoints);
 				speed = FMath::Clamp(speed, 0.0f,
-				                     FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.3f, MAX_WALKING_SPEED));
+					FMath::Min(CurrentWaypoint->GetWalkingSpeed() * 1.3f, MAX_WALKING_SPEED));
 				Cast<UCharacterMovementComponent>(AVirtualHumanPawn->GetMovementComponent())->MaxWalkSpeed = speed;
 			}
 			CurrentRequestID = VirtualHumanAIController->RequestMove(request, path->GetPath());
@@ -439,76 +438,73 @@ void UVHMovement::WaypointMovement()
 		// sort Waypoint array accordingly
 		switch (WaypointOrder)
 		{
-		case Closest:
+			case Closest:
 
-			// first we find the closest waypoint to the VAs position, then we sort the array according to the distance between the waypoints
+				// first we find the closest waypoint to the VAs position, then we sort the array according to the distance between the waypoints
 
-			// first we sort by distance to VA
-			// we compare the distance of the path on the nav mesh, not the euclidean distance
-			Waypoints.Sort([AVHPawn, World](AWaypoint& a, AWaypoint& b)
-			{
-				// only works if NavigationSystem is included in build.cs
-				UNavigationPath* NpathToA = UNavigationSystemV1::FindPathToLocationSynchronously(
-					World, AVHPawn->GetActorLocation(), a.GetActorLocation());
+				// first we sort by distance to VA
+				// we compare the distance of the path on the nav mesh, not the euclidean distance
+				Waypoints.Sort([AVHPawn, World](AWaypoint& a, AWaypoint& b) {
+					// only works if NavigationSystem is included in build.cs
+					UNavigationPath* NpathToA = UNavigationSystemV1::FindPathToLocationSynchronously(
+						World, AVHPawn->GetActorLocation(), a.GetActorLocation());
 
-				UNavigationPath* NpathToB = UNavigationSystemV1::FindPathToLocationSynchronously(
-					World, AVHPawn->GetActorLocation(), b.GetActorLocation());
+					UNavigationPath* NpathToB = UNavigationSystemV1::FindPathToLocationSynchronously(
+						World, AVHPawn->GetActorLocation(), b.GetActorLocation());
 
-				float distanceToA = NpathToA->GetPathLength(); //GetPathLength() is potentially slow says unreal
-				float distanceToB = NpathToB->GetPathLength();
-
-				return distanceToA < distanceToB;
-			});
+					float distanceToA = NpathToA->GetPathLength(); //GetPathLength() is potentially slow says unreal
+					float distanceToB = NpathToB->GetPathLength();
 
+					return distanceToA < distanceToB;
+				});
 
 			// then sort by distance from one WP to the next one
-			for (int i = 1; i < Waypoints.Num(); ++i)
-			{
-				for (int j = 2; j < Waypoints.Num(); ++j)
+				for (int i = 1; i < Waypoints.Num(); ++i)
 				{
-					if (j < i)
-					{
-						continue;
-					}
-					UNavigationPath* NpathToi = UNavigationSystemV1::FindPathToLocationSynchronously(
-						GetWorld(), Waypoints[i - 1]->GetActorLocation(), Waypoints[i]->GetActorLocation());
-
-					UNavigationPath* NpathToJ = UNavigationSystemV1::FindPathToLocationSynchronously(
-						GetWorld(), Waypoints[i - 1]->GetActorLocation(), Waypoints[j]->GetActorLocation());
-
-					float distanceToI = NpathToi->GetPathLength(); //GetPathLength() is potentially slow says unreal
-					float distanceToJ = NpathToJ->GetPathLength();
-
-					if (distanceToI > distanceToJ)
+					for (int j = 2; j < Waypoints.Num(); ++j)
 					{
-						Waypoints.Swap(i, j);
+						if (j < i)
+						{
+							continue;
+						}
+						UNavigationPath* NpathToi = UNavigationSystemV1::FindPathToLocationSynchronously(
+							GetWorld(), Waypoints[i - 1]->GetActorLocation(), Waypoints[i]->GetActorLocation());
+
+						UNavigationPath* NpathToJ = UNavigationSystemV1::FindPathToLocationSynchronously(
+							GetWorld(), Waypoints[i - 1]->GetActorLocation(), Waypoints[j]->GetActorLocation());
+
+						float distanceToI = NpathToi->GetPathLength(); //GetPathLength() is potentially slow says unreal
+						float distanceToJ = NpathToJ->GetPathLength();
+
+						if (distanceToI > distanceToJ)
+						{
+							Waypoints.Swap(i, j);
+						}
+						/*
+						 * if GetPathLength() above is too slow we could use the euclidian distance
+						if(Waypoints[i-1]->GetDistanceTo(Waypoints[i]) > Waypoints[i-1]->GetDistanceTo(Waypoints[j]))
+						{
+							Waypoints.Swap(i, j);
+						}
+						*/
 					}
-					/*
-					 * if GetPathLength() above is too slow we could use the euclidian distance
-					if(Waypoints[i-1]->GetDistanceTo(Waypoints[i]) > Waypoints[i-1]->GetDistanceTo(Waypoints[j]))
-					{
-						Waypoints.Swap(i, j);
-					}
-					*/
 				}
-			}
-			break;
+				break;
 
-		case Manual:
+			case Manual:
 
-			Waypoints.Sort([](AWaypoint& a, AWaypoint& b)
-			{
-				return a.GetWaypointOrder() < b.GetWaypointOrder();
-			});
-			break;
+				Waypoints.Sort([](AWaypoint& a, AWaypoint& b) {
+					return a.GetWaypointOrder() < b.GetWaypointOrder();
+				});
+				break;
 
-		case Random:
-			Waypoints = ShuffleArray(Waypoints);
-			break;
+			case Random:
+				Waypoints = ShuffleArray(Waypoints);
+				break;
 
-		default:
-			VH_ERROR("Waypoint Handling is not specified\n");
-			break; // cannot be reached
+			default:
+				VH_ERROR("Waypoint Handling is not specified\n");
+				break; // cannot be reached
 		}
 
 		// if we are the parent, we set the Waypoints for our childs
@@ -554,7 +550,6 @@ void UVHMovement::WaypointMovement()
 		}
 	}
 
-
 	if (Waypoints.Num() < 1)
 	{
 		// in case we are still empty, there is no a failure
@@ -562,7 +557,6 @@ void UVHMovement::WaypointMovement()
 		return;
 	}
 
-
 	if (bChild)
 	{
 		CreateChildPoints();
@@ -606,77 +600,77 @@ void UVHMovement::CreateChildPoints()
 	FVector startingPosition;
 	switch (GroupFormation)
 	{
-	case Abreast:
-		if (Waypoints.Num() > 1)
-		{
-			// around first waypoint from starting position
-			startingPosition = CreateIntermediatePoints(NULL, Waypoints[0], Waypoints[1])[0];
+		case Abreast:
+			if (Waypoints.Num() > 1)
+			{
+				// around first waypoint from starting position
+				startingPosition = CreateIntermediatePoints(NULL, Waypoints[0], Waypoints[1])[0];
+
+				//  around 2nd to last -1 
+				for (int i = 1; i < Waypoints.Num() - 1; i++)
+				{
+					ChildPoints.Add(Waypoints[i],
+						(CreateIntermediatePoints(Waypoints[i - 1], Waypoints[i], Waypoints[i + 1])));
+				}
+
+				// around last waypoint
+				ChildPoints.Add(Waypoints.Last(),
+					CreateIntermediatePoints(Waypoints.Last(1), Waypoints.Last(), Waypoints[0]));
 
-			//  around 2nd to last -1 
-			for (int i = 1; i < Waypoints.Num() - 1; i++)
+				// around first waypoint from last waypoint
+				if (IsLoop())
+				{
+					ChildPoints.Add(Waypoints[0], CreateIntermediatePoints(Waypoints.Last(), Waypoints[0], Waypoints[1]));
+				}
+				MoveToWaypoint(startingPosition, CalculateChildSpeed(Waypoints[0], startingPosition));
+			}
+			else
 			{
-				ChildPoints.Add(Waypoints[i],
-				                (CreateIntermediatePoints(Waypoints[i - 1], Waypoints[i], Waypoints[i + 1])));
+				// only one waypoint
+				startingPosition = CreateIntermediatePoints(NULL, Waypoints[0], Waypoints[0])[0];
+				MoveToWaypoint(startingPosition, CalculateChildSpeed(Waypoints[0], startingPosition));
 			}
+			break;
 
-			// around last waypoint
-			ChildPoints.Add(Waypoints.Last(),
-			                CreateIntermediatePoints(Waypoints.Last(1), Waypoints.Last(), Waypoints[0]));
-
-			// around first waypoint from last waypoint
-			if (IsLoop())
+		case InLine:
+			bLineMovement = true;
+			AWaypoint* first;
+			AWaypoint* next;
+			FVector direction;
+		// we just need an aditional starting point that the child moves to in the time the parent walks to the first waypoint
+			if (Waypoints.Num() > 1)
 			{
-				ChildPoints.Add(Waypoints[0], CreateIntermediatePoints(Waypoints.Last(), Waypoints[0], Waypoints[1]));
+				first = Waypoints[0];
+				next = Waypoints[1];
+				direction = first->GetActorLocation() - next->GetActorLocation();
+			}
+			else
+			{
+				first = Waypoints[0];
+				direction = ParentVH->GetActorLocation() - first->GetActorLocation();
 			}
-			MoveToWaypoint(startingPosition, CalculateChildSpeed(Waypoints[0], startingPosition));
-		}
-		else
-		{
-			// only one waypoint
-			startingPosition = CreateIntermediatePoints(NULL, Waypoints[0], Waypoints[0])[0];
-			MoveToWaypoint(startingPosition, CalculateChildSpeed(Waypoints[0], startingPosition));
-		}
-		break;
-
-	case InLine:
-		bLineMovement = true;
-		AWaypoint* first;
-		AWaypoint* next;
-		FVector direction;
-	// we just need an aditional starting point that the child moves to in the time the parent walks to the first waypoint
-		if (Waypoints.Num() > 1)
-		{
-			first = Waypoints[0];
-			next = Waypoints[1];
-			direction = first->GetActorLocation() - next->GetActorLocation();
-		}
-		else
-		{
-			first = Waypoints[0];
-			direction = ParentVH->GetActorLocation() - first->GetActorLocation();
-		}
 
-		direction.Normalize();
-		FVector offsetToChildStartingPoint = OffsetFromWaypoint * direction;
-		startingPosition = first->GetActorLocation() + offsetToChildStartingPoint;
+			direction.Normalize();
+			FVector offsetToChildStartingPoint = OffsetFromWaypoint * direction;
+			startingPosition = first->GetActorLocation() + offsetToChildStartingPoint;
 
-		float childSpeed = CalculateChildSpeed(first, startingPosition);
+			float childSpeed = CalculateChildSpeed(first, startingPosition);
 
-	// we skip walking to the first waypoint if:
-	// the child walks in front of the parent	or	we only have one waypoint, then the child just walks to the starting position
-		if (OffsetFromWaypoint < 0 || Waypoints.Num() == 1)
-		{
-			CurrentWaypointIterator++;
-		}
+		// we skip walking to the first waypoint if:
+		// the child walks in front of the parent	or	we only have one waypoint, then the child just walks to the starting position
+			if (OffsetFromWaypoint < 0 || Waypoints.Num() == 1)
+			{
+				CurrentWaypointIterator++;
+			}
 
-		MoveToWaypoint(startingPosition, childSpeed);
-	//after this is done VirtualHumanAIController will automatically call MoveToWaypoint()
+			MoveToWaypoint(startingPosition, childSpeed);
+		//after this is done VirtualHumanAIController will automatically call MoveToWaypoint()
 
-		if (bDrawDebugSpheres)
-		{
-			DrawDebugSphere(GetWorld(), startingPosition, 50.0f, 30.0f, FColor::Green, true);
-		}
-		break;
+			if (bDrawDebugSpheres)
+			{
+				DrawDebugSphere(GetWorld(), startingPosition, 50.0f, 30.0f, FColor::Green, true);
+			}
+			break;
 	}
 }
 
@@ -725,7 +719,7 @@ TArray<FVector> UVHMovement::CreateIntermediatePoints(AWaypoint* lastWP, AWaypoi
 	// create speedUpPoint if we are on the outside path:
 	// we make a right turn and offset is to the left					or		we make a left turn and offset is to the right
 	if ((angleInMoveDir > 0 && lastWP != NULL && OffsetFromWaypoint > 0) || (angleInMoveDir < 0 && lastWP != NULL &&
-		OffsetFromWaypoint < 0))
+	                                                                         OffsetFromWaypoint < 0))
 	{
 		//calculate a point towards the end of the path to the next waypoint at which the child begins to walk faster (if he has the outside path)
 		FVector speedUpPoint = LastPointOfCurrentPath - 0.40 * (current - last);
@@ -750,7 +744,7 @@ TArray<FVector> UVHMovement::CreateIntermediatePoints(AWaypoint* lastWP, AWaypoi
 	if (angleInMoveDir > 140)
 	{
 		OffsetFromWaypoint = -1 * OffsetFromWaypoint; // side change
-		angleInMoveDir -= 180; // for the remaining angle we still calculate intermediate points
+		angleInMoveDir -= 180;                        // for the remaining angle we still calculate intermediate points
 	}
 	if (angleInMoveDir < -140)
 	{
@@ -761,7 +755,7 @@ TArray<FVector> UVHMovement::CreateIntermediatePoints(AWaypoint* lastWP, AWaypoi
 	// create intermediate points if we are on the outside path:
 	// we make a right turn and offset is to the left						or		we make a left turn and offset is to the right
 	if ((angleInMoveDir > 0 && lastWP != NULL && OffsetFromWaypoint > 0) || (angleInMoveDir < 0 && lastWP != NULL &&
-		OffsetFromWaypoint < 0))
+	                                                                         OffsetFromWaypoint < 0))
 	{
 		// intermediate point (especially usefull if angles between waypoints is very big)
 		// could be neglected for perfromace reasons
@@ -773,7 +767,6 @@ TArray<FVector> UVHMovement::CreateIntermediatePoints(AWaypoint* lastWP, AWaypoi
 		FVector firstPointOfNextPathOffset = childLocationOffset.RotateAngleAxis(angleInMoveDir, FVector(0, 0, 1));
 		FVector firstPointOfNextPath = current + firstPointOfNextPathOffset;
 
-
 		newPoints.Add(firstPointOfNextPath);
 
 		if (bDrawDebugSpheres)
@@ -865,4 +858,4 @@ FHitResult UVHMovement::IKFootTrace(const FName& Socket) const
 	GetWorld()->
 		LineTraceSingleByChannel(Hit, LineTraceStart, LineTraceEnd, ECC_Visibility, TraceParams);
 	return Hit;
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/VHPointing.cpp b/Source/CharacterPlugin/Private/VHPointing.cpp
index b985555d2c5b48d69b3e949662492c6aaac81584..e59cd52830fe1ae160b672e7faa85a12ea0873ca 100644
--- a/Source/CharacterPlugin/Private/VHPointing.cpp
+++ b/Source/CharacterPlugin/Private/VHPointing.cpp
@@ -18,15 +18,19 @@ void UVHPointing::BeginPlay()
 void UVHPointing::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
-	if (VHAnimInstance == nullptr) {
+	if (VHAnimInstance == nullptr)
+	{
 		AVirtualHuman* owner = Cast<AVirtualHuman>(GetOwner());
-		if (owner != nullptr) {
+		if (owner != nullptr)
+		{
 			VHAnimInstance = owner->GetBodyAnimInstance();
 		}
-		else {
+		else
+		{
 			VHAnimInstance = Cast<UVHAnimInstance>(Cast<USkeletalMeshComponent>(GetOwner()->GetComponentByClass(USkeletalMeshComponent::StaticClass()))->GetAnimInstance());
 		}
-		if (!VHAnimInstance) {
+		if (!VHAnimInstance)
+		{
 			VH_ERROR("[UVHPointing::TickComponent] No VHAnimInstance component attached");
 		}
 	}
@@ -38,12 +42,14 @@ void UVHPointing::TickComponent(float DeltaTime, ELevelTick TickType, FActorComp
 			FVector DirVHTarget = PointingTarget - GetOwner()->GetActorLocation();
 			float AngleLeftRight = FVector::DotProduct(FVector::CrossProduct(GetOwner()->GetActorUpVector().GetSafeNormal(), DirVHTarget.GetSafeNormal()), GetOwner()->GetActorForwardVector().GetSafeNormal());
 			float AngleFrontTarget = FMath::Acos(FVector::DotProduct(DirVHTarget.GetSafeNormal(), GetOwner()->GetActorForwardVector().GetSafeNormal()));
-			if (AngleFrontTarget > (180-BlindAngle)*PI/180.0) {
+			if (AngleFrontTarget > (180 - BlindAngle) * PI / 180.0)
+			{
 				VHAnimInstance->PointingUseHand = EPointingHand::HandNone;
 			}
-			else 
+			else
 			{
-				if (AngleLeftRight > 0) {
+				if (AngleLeftRight > 0)
+				{
 					VHAnimInstance->PointingUseHand = EPointingHand::HandLeft;
 				}
 				else
@@ -56,8 +62,7 @@ void UVHPointing::TickComponent(float DeltaTime, ELevelTick TickType, FActorComp
 		{
 			VHAnimInstance->PointingUseHand = EPointingHand::HandNone;
 		}
-		
+
 	}
-	
-}
 
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/VirtualHuman.cpp b/Source/CharacterPlugin/Private/VirtualHuman.cpp
index 126bbc06285a035c6229b6c28436c8b1b4319167..f82ff653b7b93d13930d189d05e3b0007cefbfa8 100644
--- a/Source/CharacterPlugin/Private/VirtualHuman.cpp
+++ b/Source/CharacterPlugin/Private/VirtualHuman.cpp
@@ -168,7 +168,8 @@ bool AVirtualHuman::SupportsMorphs()
 
 bool AVirtualHuman::ForcePlayNewIdleAnimation()
 {
-	if (CustomIdleAnimations.IsEmpty()) return false;
+	if (CustomIdleAnimations.IsEmpty())
+		return false;
 
 	NextIdleTimerHandle.Invalidate();
 	PlayRandomIdleAnimation();
@@ -242,7 +243,7 @@ void AVirtualHuman::SetUpBodyType()
 		UObject* face_skeleton_obj = AssetLoader2.LoadSynchronous(AssetRef2);
 
 		if (root_obj != nullptr && body != nullptr && body_skeleton_obj != nullptr && face != nullptr &&
-			face_skeleton_obj != nullptr)
+		    face_skeleton_obj != nullptr)
 		{
 			USceneComponent* root = Cast<USceneComponent>(root_obj);
 			USkeleton* body_skel = Cast<USkeleton>(body_skeleton_obj);
@@ -331,9 +332,7 @@ void AVirtualHuman::PlayRandomIdleAnimation()
 			IdleAnim, "CustomIdleSlot", BlendTime, BlendTime);
 		// start timer for next random pick (make it a bit shorter to allow for blending, but only by a defined minimal amount for the animations)
 		GetWorld()->GetTimerManager().SetTimer(NextIdleTimerHandle, this, &AVirtualHuman::PlayRandomIdleAnimation,
-		                                       DynamicMontage->GetPlayLength() - fmin(
-			                                       2.0 * BlendTime, (DynamicMontage->GetPlayLength()) * MinBlendTime),
-		                                       false);
+			DynamicMontage->GetPlayLength() - fmin(2.0 * BlendTime, (DynamicMontage->GetPlayLength()) * MinBlendTime), false);
 	}
 	else
 	{
@@ -358,4 +357,4 @@ void AVirtualHuman::OnConstruction(const FTransform& Transform)
 {
 	Super::OnConstruction(Transform);
 	SetUpBodyType();
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/VirtualHumanAIController.cpp b/Source/CharacterPlugin/Private/VirtualHumanAIController.cpp
index 74b01b526dd915a3f97c1fe21bbe6fec94cac691..9745b7460b728bfb45c0f59465d6b6aa66914278 100644
--- a/Source/CharacterPlugin/Private/VirtualHumanAIController.cpp
+++ b/Source/CharacterPlugin/Private/VirtualHumanAIController.cpp
@@ -26,7 +26,7 @@ void AVirtualHumanAIController::PostProcessMovement(UPathFollowingComponent* Com
 	TArray<AVHsManager*> MyManagers = GetAssociatedVHsManagers();
 	if (MyManagers.Num() > 0)
 	{
-		for (AVHsManager *manager : MyManagers)
+		for (AVHsManager* manager : MyManagers)
 		{
 			if (manager != nullptr && manager->DebugDraw)
 			{
@@ -60,23 +60,23 @@ void AVirtualHumanAIController::PostProcessMovement(UPathFollowingComponent* Com
 	}
 	VelocityPostProcessor->PostProcessVelocity(LastDeltaTime, Velocity);
 
-	
 }
 
 void AVirtualHumanAIController::OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& Result)
 {
 	UVHMovement* Movement = Cast<UVHMovement>(GetPawn()->FindComponentByClass<UVHMovement>());
 
-	if(Movement)
+	if (Movement)
 	{
-		if(Movement->CurrentRequestID != RequestID)
+		if (Movement->CurrentRequestID != RequestID)
 		{
 			return;
 		}
-		if (Movement->ShouldChildMove() && Movement->IsChild() && !Movement->IsLineMovement()) {
+		if (Movement->ShouldChildMove() && Movement->IsChild() && !Movement->IsLineMovement())
+		{
 			Movement->ChildMoveToWaypoint();
 		}
-		else if(!Movement->IsChild() || Movement->IsLineMovement())
+		else if (!Movement->IsChild() || Movement->IsLineMovement())
 		{
 			Movement->MoveToWaypoint();
 		}
@@ -106,13 +106,13 @@ TArray<AVHsManager*> AVirtualHumanAIController::GetAssociatedVHsManagers()
 	// Get all managers in the scene
 	TArray<AActor*> AllManagers;
 	UGameplayStatics::GetAllActorsOfClass(GetWorld(), AVHsManager::StaticClass(), AllManagers);
-	
+
 	// Try to find out if we belong to a manger
 	if (AllManagers.Num() > 0)
 	{
 		AVirtualHuman* Agent = Cast<AVirtualHuman>(GetPawn());
 		//VH_DEBUG("Name of current agent is %s", *OwnerAgent->GetName());
-		for (AActor *a : AllManagers)
+		for (AActor* a : AllManagers)
 		{
 			AVHsManager* VHsManager = Cast<AVHsManager>(a);
 			if (VHsManager->HasAgent(Agent))
@@ -122,4 +122,4 @@ TArray<AVHsManager*> AVirtualHumanAIController::GetAssociatedVHsManagers()
 		}
 	}
 	return MyManagers;
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Private/Waypoint.cpp b/Source/CharacterPlugin/Private/Waypoint.cpp
index b2820984bcf98e7338ab4bb5cce8020abaea0d80..1c1632ac56559c1fc3e2db3f5b06171710c7899c 100644
--- a/Source/CharacterPlugin/Private/Waypoint.cpp
+++ b/Source/CharacterPlugin/Private/Waypoint.cpp
@@ -30,4 +30,4 @@ int AWaypoint::GetWaypointGroup() const
 int AWaypoint::GetLastWaypointCommand() const
 {
 	return OnReachLastWaypoint;
-}
+}
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/AnimNodes/AnimNode_VHGazing.h b/Source/CharacterPlugin/Public/AnimNodes/AnimNode_VHGazing.h
index e0538785d08145aa38448c21155e3f2731c437d5..8b88e90a8e27acae063ca1ffc683cfaa5d35ffbe 100644
--- a/Source/CharacterPlugin/Public/AnimNodes/AnimNode_VHGazing.h
+++ b/Source/CharacterPlugin/Public/AnimNodes/AnimNode_VHGazing.h
@@ -108,7 +108,6 @@ struct CHARACTERPLUGIN_API FAnimNode_VHGazing : public FAnimNode_Base
 	GENERATED_USTRUCT_BODY()
 
 protected:
-
 	// Input link
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Links)
 	FPoseLink InputPose;
@@ -135,9 +134,7 @@ protected:
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = VHGazing, meta = (PinShownByDefault))
 	FRotator AdditionalHeadRotation = FRotator::ZeroRotator;
 
-
 public:
-
 	// FAnimNode_Base interface
 	virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
 	virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
@@ -151,7 +148,6 @@ public:
 	static FRotator GetYawPitchRotationBetween(FVector From, FVector To);
 
 private:
-
 	void UpdateRotations(FPoseContext& PoseContext, FComponentSpacePoseContext& CSPoseContext);
 
 	void ApplyRotation(FGazingBoneData& GazingBoneData, FRotator Rotation, FPoseContext& PoseContext, FComponentSpacePoseContext& CSPoseContext);
@@ -175,4 +171,4 @@ private:
 	const FReferenceSkeleton* RefSkel = nullptr;
 
 	float DeltaTime;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/AnimNodes/ModifyCurvesNode.h b/Source/CharacterPlugin/Public/AnimNodes/ModifyCurvesNode.h
index a52b0ceebb07331bc35f974ea8ad2e3106205af4..de0056706ffc6e0f8701f395b31ba9c75d6a516f 100644
--- a/Source/CharacterPlugin/Public/AnimNodes/ModifyCurvesNode.h
+++ b/Source/CharacterPlugin/Public/AnimNodes/ModifyCurvesNode.h
@@ -54,4 +54,4 @@ struct CHARACTERPLUGIN_API FModifyCurvesNode : public FAnimNode_Base
 	virtual void Evaluate_AnyThread(FPoseContext& Output) override;
 	virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
 	// End of FAnimNode_Base interface
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/CharacterPlugin.h b/Source/CharacterPlugin/Public/CharacterPlugin.h
index c2494c14454e66a9adb58333975edf66e3cec02a..02346b75e58a21a8457e0b7a9e48a9f103051182 100644
--- a/Source/CharacterPlugin/Public/CharacterPlugin.h
+++ b/Source/CharacterPlugin/Public/CharacterPlugin.h
@@ -6,6 +6,6 @@
 class FCharacterPluginModule : public IModuleInterface
 {
 public:
-  virtual void StartupModule () override;
-  virtual void ShutdownModule() override;
-};
+	virtual void StartupModule() override;
+	virtual void ShutdownModule() override;
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/Crowds/Predictive.h b/Source/CharacterPlugin/Public/Crowds/Predictive.h
index 174d7c91457627a71280893aa7a88e99afdb5766..fc7204c3c10e8da805d4c80aee1d1bf373d62ea3 100644
--- a/Source/CharacterPlugin/Public/Crowds/Predictive.h
+++ b/Source/CharacterPlugin/Public/Crowds/Predictive.h
@@ -20,49 +20,49 @@ public:
 
 	// These following values come directly from the Karamouzas paper (see cpp)
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float ORIENT_WEIGHT = 0.8f;
-	
+	float ORIENT_WEIGHT = 0.8f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float COS_FOV_ANGLE = FMath::Cos(FMath::DegreesToRadians(100.f));  // 100 degrees (200 total)
-	
+	float COS_FOV_ANGLE = FMath::Cos(FMath::DegreesToRadians(100.f)); // 100 degrees (200 total)
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float REACTION_TIME = 0.4f;
-	
+	float REACTION_TIME = 0.4f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float WALL_STEEPNESS = 2.f;
-	
+	float WALL_STEEPNESS = 2.f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float WALL_DISTANCE = 0.4f;  
-	
+	float WALL_DISTANCE = 0.4f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		int COLLIDING_COUNT = 5;    // K most dangerous neighbors considered
-	
+	int COLLIDING_COUNT = 5; // K most dangerous neighbors considered
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float D_MIN = 1.f;
-	
+	float D_MIN = 1.f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float D_MID = 8.f;
-	
+	float D_MID = 8.f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float D_MAX = 10.f;
-	
+	float D_MAX = 10.f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float AGENT_FORCE = 3.f;  // how many Newtons?
-	
+	float AGENT_FORCE = 3.f; // how many Newtons?
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float RADIUS = 0.45f;  // m
-	
+	float RADIUS = 0.45f; // m
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float MAX_ACCELERATION = 200.f;
-	
+	float MAX_ACCELERATION = 200.f;
+
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float PERSONAL_SPACE = 1.f;
+	float PERSONAL_SPACE = 1.f;
 
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float ANTICIPATION_TIME = 3.f;
+	float ANTICIPATION_TIME = 3.f;
 
 private:
 	float RayCircleTTC(const FVector2D& Dir, const FVector2D& Center, float Radius);
 
 	FRandomStream CrowdsPredictiveRandomStream;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/Crowds/Spawner/AgentSpawner.h b/Source/CharacterPlugin/Public/Crowds/Spawner/AgentSpawner.h
index e491f76d84e1687ff09645703c68637fac5d6731..202769198ef499bca560eb85fdf8dad2e0404a9a 100644
--- a/Source/CharacterPlugin/Public/Crowds/Spawner/AgentSpawner.h
+++ b/Source/CharacterPlugin/Public/Crowds/Spawner/AgentSpawner.h
@@ -29,18 +29,18 @@ public:
 
 	/**Time deltas for respawning in seconds; 0 means just spawning once. */
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SpawnGroup")
-		float RespawnRate = 0.0f;
+	float RespawnRate = 0.0f;
 
 	/**How many agents should be spawned per trigger? */
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SpawnGroup")
-		int GroupSize = 10;
+	int GroupSize = 10;
 
 	/** Which waypoing group is associated with this spawner? */
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SpawnGroup")
-		int WaypointGroup;
+	int WaypointGroup;
 
 	/** With which manager is the spawner associated? */
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(UseComponentPicker), Category = "SpawnGroup")
-		AVHsManager* VHsManager;
+	AVHsManager* VHsManager;
 
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/Crowds/Spawner/CircleSpawner.h b/Source/CharacterPlugin/Public/Crowds/Spawner/CircleSpawner.h
index 7c580caa8760a44405ffb1b852a3fa086dcd2d5c..cd62b9ffee8f7d7f4a91f3c9675c4bb2a0d9405b 100644
--- a/Source/CharacterPlugin/Public/Crowds/Spawner/CircleSpawner.h
+++ b/Source/CharacterPlugin/Public/Crowds/Spawner/CircleSpawner.h
@@ -16,10 +16,10 @@ class CHARACTERPLUGIN_API ACircleSpawner : public AAgentSpawner
 
 public:
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = SpawnCircle)
-		float SpawnRadius = 250.0f;
+	float SpawnRadius = 250.0f;
 
 	void BeginPlay() override;
 
 	void Spawn() override;
 
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/Crowds/VHsManager.h b/Source/CharacterPlugin/Public/Crowds/VHsManager.h
index 9d02f62ed1405793f75f4b816c6dc7eccdbf1e98..b30d189129851f930a46ce10829423f402cea68c 100644
--- a/Source/CharacterPlugin/Public/Crowds/VHsManager.h
+++ b/Source/CharacterPlugin/Public/Crowds/VHsManager.h
@@ -29,16 +29,15 @@ protected:
 	virtual void BeginPlay() override;
 
 public:
-
 	AVirtualHuman* SpawnVH(FVector Position, bool IgnoreCollisions = false);
 
 	void ClearAllVHs();
 
-	void Add(AVirtualHuman * agent);
+	void Add(AVirtualHuman* agent);
 
-	void Remove(AVirtualHuman * agent);
+	void Remove(AVirtualHuman* agent);
 
-	bool HasAgent(AVirtualHuman * Agent);
+	bool HasAgent(AVirtualHuman* Agent);
 
 	UFUNCTION(BlueprintCallable)
 	void SetCrowdAlgorithm(TSubclassOf<UVelocityPostProcessorComponent> NewCrowdAlgorithm);
@@ -55,11 +54,10 @@ public:
 
 	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "VHManager")
 	bool DebugDraw = false;
-	
-private:
 
+private:
 	void SetCrowdAlgorithmFor(AVirtualHuman* VH);
 
 	TArray<AVirtualHuman*> AllVHs;
 
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/Crowds/VelocityPostProcessorComponent.h b/Source/CharacterPlugin/Public/Crowds/VelocityPostProcessorComponent.h
index bf982747e9a6ce8d37256d05d977587d254e399b..b06113487892cc504afcbe67b839238a592e5dcc 100644
--- a/Source/CharacterPlugin/Public/Crowds/VelocityPostProcessorComponent.h
+++ b/Source/CharacterPlugin/Public/Crowds/VelocityPostProcessorComponent.h
@@ -25,8 +25,8 @@ public:
 
 	// 140cm/s is the average of comfortable gait speeds for women and men in their 20s to 50s
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float WALK_SPEED = 140; // cm/s
+	float WALK_SPEED = 140; // cm/s
 
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VelocityPostProcessor")
-		float NEIGHBOUR_DIST_LIMIT_SQUARE = 1000 * 1000; // cm
-};
+	float NEIGHBOUR_DIST_LIMIT_SQUARE = 1000 * 1000; // cm
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroup.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroup.h
index 858da709976469b9d36317d37bdfbad7469aa031..c744f17032319795c0d0611cbe5fef6721b6c7c0 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroup.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroup.h
@@ -26,19 +26,19 @@ struct FSocialConstraints
 	GENERATED_BODY()
 
 	UPROPERTY()
-		float MinimalDistance = 110.0f;
+	float MinimalDistance = 110.0f;
 
 	UPROPERTY()
-		float IntimateDistance = 45.0f;
+	float IntimateDistance = 45.0f;
 
 	UPROPERTY()
-		float PersonalDistance = 120.0f;
+	float PersonalDistance = 120.0f;
 
 	UPROPERTY()
-		float SocialDistance = 360.0f;
+	float SocialDistance = 360.0f;
 
 	UPROPERTY()
-		float PublicDistance = 760.0f;
+	float PublicDistance = 760.0f;
 
 };
 
@@ -48,102 +48,102 @@ struct FAgentDialogueUtterance
 	GENERATED_BODY()
 
 	UPROPERTY()
-		FDialogueUtterance Utterance;
+	FDialogueUtterance Utterance;
 
 	UPROPERTY()
-		AVirtualHuman* VH;
+	AVirtualHuman* VH;
 };
 
 UCLASS()
 class CHARACTERPLUGIN_API ASocialGroup : public AActor
 {
 	GENERATED_BODY()
-	
-public:	
+
+public:
 	// Sets default values for this actor's properties
 	ASocialGroup();
 
 protected:
 	// Called when the game starts or when spawned
 	virtual void BeginPlay() override;
-	
+
 public:
 	// Called every frame
 	virtual void Tick(float DeltaTime) override;
 
-	
+
 	UPROPERTY(EditAnywhere, Category = "SocialGroup", meta= (EditCondition = "!bSpawnAsGroup"))
-		TArray<AVirtualHuman*> AgentsInGroup;
+	TArray<AVirtualHuman*> AgentsInGroup;
 
 	// If true, GroupSize determines how many agents will spawn at start
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		bool bSpawnAsGroup;
+	bool bSpawnAsGroup;
 
 	// Only editable if spawn VH on start is true
 	UPROPERTY(EditAnywhere, Category = "SocialGroup", meta = (EditCondition = "bSpawnAsGroup"))
-		int GroupSize;
+	int GroupSize;
 
 	// Types of Virtual Human that should be spawned
 	UPROPERTY(EditAnywhere, Category = "SocialGroup", meta = (EditCondition = "bSpawnAsGroup"))
-		TArray<TSubclassOf<AVirtualHuman>> VHTypes;
+	TArray<TSubclassOf<AVirtualHuman>> VHTypes;
+
 
-	
 	// Minimal Distance VAs keep to each other and the user
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		float ConversationDistance = 140.0f;
+	float ConversationDistance = 140.0f;
 	// Distance at which the user is still recognizable
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		float GazeDistance = 220.0f;
+	float GazeDistance = 220.0f;
 	// Variance in which the user can move before a leave is detected
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		float StillStandingVariance = 100.0f;
+	float StillStandingVariance = 100.0f;
 	// Distance at which a join can be detected
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		float JoinDistance = 100.0f;
+	float JoinDistance = 100.0f;
 
 	// If the users orientation to the group is below this angle, he is classified as oriented towards the group
 	UPROPERTY(EditAnywhere, Category = "SocialGroup")
-		float ToGroupThreshold = 30.0f;
+	float ToGroupThreshold = 30.0f;
 
 
 	// dialogue setup:
-	
-	
+
+
 	UPROPERTY(EditAnywhere, Category = "SocialGroup|Dialogue")
-		bool bStartDialogue;
+	bool bStartDialogue;
 
 	// contains data for speaking like sound file, face animation data and start of face animation
 	UPROPERTY(EditAnywhere, Category = "SocialGroup|Dialogue")
-		TArray<FDialogueUtterance> Dialogue;
+	TArray<FDialogueUtterance> Dialogue;
 	// on how many agents will the dialogue be distributed
 	UPROPERTY(EditAnywhere, Category = "SocialGroup|Dialogue")
-		int NumberOfAgentsInConversation;
+	int NumberOfAgentsInConversation;
 
 	UPROPERTY(EditAnywhere, Category = "SocialGroup|Dialogue")
-		bool bLoopDialogue;
-	
+	bool bLoopDialogue;
+
 
 	UFUNCTION(BlueprintCallable)
-		void LeaveGroup(AVirtualHuman* VH);
+	void LeaveGroup(AVirtualHuman* VH);
 
 	UFUNCTION(BlueprintCallable)
-		void JoinGroup(AVirtualHuman* VH);
+	void JoinGroup(AVirtualHuman* VH);
 
 	UFUNCTION()
 	AActor* GetSpeaker();
-	
+
 	UVHSocialGroups* GetSocialGroupsComponent(AVirtualHuman* VH) const;
 	UVHGazing* GetGazingComponent(AVirtualHuman* VH) const;
 	UVHSpeech* GetSpeechComponent(AVirtualHuman* VH) const;
 	TArray<FVector> GetCirclePositions(int NumberOfAgents);
-	
+
 	FVector TrackedPawnLocation;
 
 	UPROPERTY()
-		APawn* AgentPawn;
+	APawn* AgentPawn;
 
 	UPROPERTY()
-		ARWTHVRPawn* VRPawn;
+	ARWTHVRPawn* VRPawn;
 
 	void ChangeState(TScriptInterface<ISocialGroupState> NextState);
 
@@ -153,18 +153,18 @@ public:
 	// Start dialogue after the initial delay.
 	// Requires VHSpeech, VHFaceAnimation(like VHLiveLinkFaceAnimation) and VAAudiofileSourceComponent.
 	UFUNCTION(BlueprintCallable)
-		bool StartDialogue(float InitialDelay);
+	bool StartDialogue(float InitialDelay);
 
 	UFUNCTION(BlueprintCallable)
-		void StopDialogue();
+	void StopDialogue();
 
 	void NextDialogue();
 	void PauseDialogue(float Duration);
 
 	//preloads the dialogue. However, since audiofiles are loaded for all agents this can take some time
 	UFUNCTION(BlueprintCallable)
-		void PreloadDialogue();
-	
+	void PreloadDialogue();
+
 	float GroupRadius;
 	bool bPlayerIsInGroup;
 
@@ -176,25 +176,24 @@ public:
 	void RestartDialogue(float InitialDelay);
 	void StartRandomGazingTimer(float FirstDelay);
 	void StartRandomGazing();
-	
+
 	// Animation Montages
 	UPROPERTY()
-		TArray<UAnimMontage*> WavingMontages;
-	
+	TArray<UAnimMontage*> WavingMontages;
+
 	// States
 	UPROPERTY()
-		USG_Idle* Idle;
+	USG_Idle* Idle;
 	UPROPERTY()
-		USG_Gazing* Gazing;
+	USG_Gazing* Gazing;
 	UPROPERTY()
-		USG_Leaving* Leaving;
+	USG_Leaving* Leaving;
 	UPROPERTY()
-		USG_InGroup* InGroup;
+	USG_InGroup* InGroup;
 	UPROPERTY()
-		TArray<TScriptInterface<ISocialGroupState>> GroupStates;
-	
-private:
+	TArray<TScriptInterface<ISocialGroupState>> GroupStates;
 
+private:
 	TArray<AVirtualHuman*> SpawnInGroupFormation();
 
 	FTimerHandle SpeakerTimerHandle;
@@ -206,23 +205,23 @@ private:
 	FTimerHandle RandomGazingTimer;
 
 	UFUNCTION()
-		void OnSphereBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
+	void OnSphereBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
 	UFUNCTION()
-		void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
+	void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
 
 	bool SetupDialogue();
 	UPROPERTY()
-		TArray<FAgentDialogueUtterance> AgentsInConversation;
-	
+	TArray<FAgentDialogueUtterance> AgentsInConversation;
+
 	static TArray<AVirtualHuman*> ShuffleArray(TArray<AVirtualHuman*> Agents);
 
 	bool bAgentIsJoining;
 	UPROPERTY()
-		AVirtualHuman* JoiningAgent;
+	AVirtualHuman* JoiningAgent;
 	UPROPERTY()
-		USphereComponent* CollisionSphere;
+	USphereComponent* CollisionSphere;
 	UPROPERTY()
-		TArray<AVirtualHuman*> CloseAgents;
+	TArray<AVirtualHuman*> CloseAgents;
 
 	TArray<UAnimMontage*> LoadAnimationMontages() const;
 	int TrackedAgentIt;
@@ -230,5 +229,4 @@ private:
 
 	void DestroyAgent();
 
-};
-
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupState.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupState.h
index 144b8626d0df6cd8d9712e188046b1e5ffd9f2ad..552b39e112b314e7e0b17a9c58f28f93c958f95e 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupState.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupState.h
@@ -29,4 +29,4 @@ public:
 	virtual void ToGazing(ASocialGroup* SG);
 	virtual void ToInGroup(ASocialGroup* SG);
 	virtual void ToLeaving(ASocialGroup* SG);
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Gazing.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Gazing.h
index 9762692cd30348432941efa40f4160a63f25eb6b..6706945e536d49eba3d31c8eb0344a5bd629da91 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Gazing.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Gazing.h
@@ -24,4 +24,4 @@ public:
 
 private:
 	FRandomStream SGGazingRandomStream;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Idle.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Idle.h
index 26d38a57975bf273b48a08526427c0540e582e87..e40650bc39598a08d034b80dff83f87b65a168e9 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Idle.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Idle.h
@@ -18,5 +18,5 @@ class CHARACTERPLUGIN_API USG_Idle : public UObject, public ISocialGroupState
 
 public:
 	virtual void ToGazing(ASocialGroup* SG) override;
-	
-};
+
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_InGroup.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_InGroup.h
index 751e365af2509d287313e38f00b66f95a9325c12..6d725c37449bdf1b6aef025d7976b4b39692efa3 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_InGroup.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_InGroup.h
@@ -15,7 +15,7 @@ UCLASS()
 class CHARACTERPLUGIN_API USG_InGroup : public UObject, public ISocialGroupState
 {
 	GENERATED_BODY()
-	
+
 public:
 	virtual void ToLeaving(ASocialGroup* SG) override;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Leaving.h b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Leaving.h
index 0ff2a9edb1639fd1cb9313cc9f1345d8a2419d92..207d6d7ccbacb6b548c652d4320a9a7d36044279 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Leaving.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/SocialGroupStates/SG_Leaving.h
@@ -18,5 +18,5 @@ class CHARACTERPLUGIN_API USG_Leaving : public UObject, public ISocialGroupState
 
 public:
 	virtual void ToIdle(ASocialGroup* SG) override;
-	
-};
+
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/SocialGroups/VHSocialGroups.h b/Source/CharacterPlugin/Public/SocialGroups/VHSocialGroups.h
index e2a83788e29c5bb16b3634b31f8a2ff565e5cfef..9ad958907d4dcb7b56196d10d7184d6ee21fc9a3 100644
--- a/Source/CharacterPlugin/Public/SocialGroups/VHSocialGroups.h
+++ b/Source/CharacterPlugin/Public/SocialGroups/VHSocialGroups.h
@@ -17,8 +17,8 @@ class ASocialGroup;
 UENUM()
 enum EGazeStates
 {
-	GazeAtSpeaker		UMETA(DisplayName = "Gaze at Speaker"),
-	GazeAtRandom		UMETA(DisplayName = "Random Gazing"),	
+	GazeAtSpeaker UMETA(DisplayName = "Gaze at Speaker"),
+	GazeAtRandom UMETA(DisplayName = "Random Gazing"),
 };
 
 UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
@@ -39,24 +39,25 @@ public:
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 
 	UPROPERTY()
-		TEnumAsByte<EGazeStates> GazeState;
+	TEnumAsByte<EGazeStates> GazeState;
 
 	UFUNCTION(BlueprintCallable)
-		void LeaveGroup();
+	void LeaveGroup();
 
 	UFUNCTION(BlueprintCallable)
-		void JoinGroup(ASocialGroup* SG);
-	
+	void JoinGroup(ASocialGroup* SG);
+
 	UFUNCTION()
-		void RandomGazing();
+	void RandomGazing();
 
 	UFUNCTION()
-		void OnAudioFinished();
+	void OnAudioFinished();
 
 	void SetIsSpeaker(const bool bSpeaker)
 	{
 		bIsSpeaker = bSpeaker;
 	}
+
 	bool GetIsSpeaker() const
 	{
 		return bIsSpeaker;
@@ -76,6 +77,7 @@ public:
 	{
 		return AnimationInstance;
 	}
+
 	AVirtualHumanAIController* GetAIController() const
 	{
 		return AIController;
@@ -86,32 +88,32 @@ public:
 	void VHMoveToLocation(FVector location, float speed);
 	void SetGazingTimer();
 	void EndGazing();
-	
+
 	bool bAudioCanFinish;
 	bool bGazeToUser;
-	
+
 	void StartGazeToUserTimer();
 	FTimerHandle GazeToUserTimer;
 	void GazeToUser();
 	void ClearGazeToUserTimer();
-private:
 
+private:
 	APawn* VHPawn;
 	AVirtualHumanAIController* AIController;
 	UCharacterMovementComponent* GetCharacterMovementComponent();
 
 	TArray<FVector> PositionsOnCircle;
 	UPROPERTY()
-		AVirtualHuman* AVirtualHumanPtr;
+	AVirtualHuman* AVirtualHumanPtr;
 	UPROPERTY()
-		UVHAnimInstance* AnimationInstance;
+	UVHAnimInstance* AnimationInstance;
 	FTimerHandle GazingTimerHandle;
 	UPROPERTY()
-		ASocialGroup* SocialGroup;
+	ASocialGroup* SocialGroup;
 	UPROPERTY()
-		UVAAudiofileSourceComponent* AudioComp;
+	UVAAudiofileSourceComponent* AudioComp;
 	UPROPERTY()
-		UVHGazing* GazingComp;
+	UVHGazing* GazingComp;
 
 	FRandomStream SocialGroupsRandomStream;
 
@@ -124,7 +126,4 @@ private:
 
 	float CurrentYaw;
 
-};
-
-
-
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VHAnimInstance.h b/Source/CharacterPlugin/Public/VHAnimInstance.h
index 2ddb74aba662eebec0ea43df04c25c99319c80df..fa837eb27de40a13087e67c3d39af5b621a56c1c 100644
--- a/Source/CharacterPlugin/Public/VHAnimInstance.h
+++ b/Source/CharacterPlugin/Public/VHAnimInstance.h
@@ -12,63 +12,63 @@
 UENUM()
 enum EPointingHand
 {
-    HandNone = 0 UMETA(DisplayName = "None"),
-    HandLeft = 1 UMETA(DisplayName = "Left Hand"),
-    HandRight = 2 UMETA(DisplayName = "Right Hand")
+	HandNone = 0 UMETA(DisplayName = "None"),
+	HandLeft = 1 UMETA(DisplayName = "Left Hand"),
+	HandRight = 2 UMETA(DisplayName = "Right Hand")
 };
 
 UCLASS()
-class CHARACTERPLUGIN_API UVHAnimInstance : public UAnimInstance {
-  GENERATED_UCLASS_BODY()
+class CHARACTERPLUGIN_API UVHAnimInstance : public UAnimInstance
+{
+	GENERATED_UCLASS_BODY()
 
 public:
-
 	// All of these rotations are initially 0
 	// they are all applied in component space (so relative to the actor's rotation)
 	// our models by default point in positive-y, so for example roll would be nodding
 	// and yaw would be shaking the head
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        FRotator SkelControl_Head = FRotator(0.0f, 0.0f, 0.0f);
-	
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-		FRotator SkelControl_LeftEyeRot = FRotator(0.0f, 0.0f, 0.0f);
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FRotator SkelControl_Head = FRotator(0.0f, 0.0f, 0.0f);
 
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-		FRotator SkelControl_RightEyeRot = FRotator(0.0f, 0.0f, 0.0f);
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FRotator SkelControl_LeftEyeRot = FRotator(0.0f, 0.0f, 0.0f);
 
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-		FRotator SkelControl_JawRot = FRotator(0.0f, 0.0f, 0.0f);
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FRotator SkelControl_RightEyeRot = FRotator(0.0f, 0.0f, 0.0f);
 
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-		FVHGazingData VHGazingData;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FRotator SkelControl_JawRot = FRotator(0.0f, 0.0f, 0.0f);
+
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FVHGazingData VHGazingData;
 
 
 	// IK Foot System
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        float IKOffsetRight;
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        float IKOffsetLeft;
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        float IKHipOffset;
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        float IKFootRotation;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IKOffsetRight;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IKOffsetLeft;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IKHipOffset;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IKFootRotation;
 
-    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
-        TEnumAsByte<EPointingHand> PointingUseHand = EPointingHand::HandNone;
+	UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
+	TEnumAsByte<EPointingHand> PointingUseHand = EPointingHand::HandNone;
 
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        FVector EffectorPosition;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	FVector EffectorPosition;
 
 	// value for the blink blendshapes (0 open eyes, 1 eyes closed)
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-        float EyeBlink=0;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float EyeBlink = 0;
 
-    // this value is 1.0f if DefaultSlot is playing an animation and 0.001f otherwise
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-      float IsDefaultSlotPlayingAnimation = 0.001f;
+	// this value is 1.0f if DefaultSlot is playing an animation and 0.001f otherwise
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IsDefaultSlotPlayingAnimation = 0.001f;
 
-    // this value is 1.0f if CustomIdleSlot is playing an animation and 0.001f otherwise
-    UPROPERTY(EditAnywhere, BlueprintReadWrite)
-      float IsCustomIdleSlotPlayingAnimation = 0.001f;
+	// this value is 1.0f if CustomIdleSlot is playing an animation and 0.001f otherwise
+	UPROPERTY(EditAnywhere, BlueprintReadWrite)
+	float IsCustomIdleSlotPlayingAnimation = 0.001f;
 
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VHListenerBackchannels.h b/Source/CharacterPlugin/Public/VHListenerBackchannels.h
index 72f6253ddfe4381b150f68556a1586c0bc79a85d..652017480823f7f9f2021905833b5b64d5305be0 100644
--- a/Source/CharacterPlugin/Public/VHListenerBackchannels.h
+++ b/Source/CharacterPlugin/Public/VHListenerBackchannels.h
@@ -11,12 +11,12 @@
 
 class UVHAnimInstance;
 
-UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
+UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 class CHARACTERPLUGIN_API UVHListenerBackchannels : public UActorComponent
 {
 	GENERATED_BODY()
 
-public:	
+public:
 	UVHListenerBackchannels();
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 
@@ -31,7 +31,7 @@ protected:
 
 	UPROPERTY(EditAnywhere)
 	float NodAmplitude = 3.0; //degrees
-	
+
 private:
 	UVHAnimInstance* AnimInstance = nullptr;
 	FRandomStream RandomStream;
@@ -40,5 +40,5 @@ private:
 	float NoddingTime;
 	float ActualNodDuration; //duration of one nod
 	float ActualNodAmplitude;
-	float ActualNodLength;//can be used to play a double nod etc.
-};
+	float ActualNodLength; //can be used to play a double nod etc.
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VHMovement.h b/Source/CharacterPlugin/Public/VHMovement.h
index 400574e678588d5be34b1fdc154c94a62ba815a2..2c27bd19c56a7568679edb1afb174462f132ccdc 100644
--- a/Source/CharacterPlugin/Public/VHMovement.h
+++ b/Source/CharacterPlugin/Public/VHMovement.h
@@ -37,7 +37,7 @@ public:
 	UVHMovement();
 	// Called every frame
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+		FActorComponentTickFunction* ThisTickFunction) override;
 
 	void MoveToWaypoint(const FVector& TargetLocation, const float Speed);
 	void MoveToWaypoint();
@@ -120,7 +120,8 @@ protected:
 
 private:
 	float OffsetFromWaypoint;
-	UPROPERTY() TArray<AWaypoint*> Waypoints;
+	UPROPERTY()
+	TArray<AWaypoint*> Waypoints;
 	TMap<AWaypoint*, TArray<FVector>> ChildPoints;
 
 	const float MAX_WALKING_SPEED = 350.0f;
@@ -129,19 +130,26 @@ private:
 	bool bChildMovement;
 	bool bLineMovement;
 
-	UPROPERTY() APawn* AVirtualHumanPawn;
-	UPROPERTY() AVirtualHuman* ParentVH;
-	UPROPERTY() AVirtualHuman* AVirtualHumanPtr;
-	UPROPERTY() AVirtualHumanAIController* VirtualHumanAIController;
+	UPROPERTY()
+	APawn* AVirtualHumanPawn;
+	UPROPERTY()
+	AVirtualHuman* ParentVH;
+	UPROPERTY()
+	AVirtualHuman* AVirtualHumanPtr;
+	UPROPERTY()
+	AVirtualHumanAIController* VirtualHumanAIController;
 
-	UPROPERTY() AWaypoint* CurrentWaypoint;
+	UPROPERTY()
+	AWaypoint* CurrentWaypoint;
 
-	UPROPERTY() UNavigationPath* NavigationPath;
+	UPROPERTY()
+	UNavigationPath* NavigationPath;
 
 	float IKTraceDistance;
 	bool bWalkingUp;
 	FVector HitLocation;
-	UPROPERTY() UVHAnimInstance* AnimationInstance;
+	UPROPERTY()
+	UVHAnimInstance* AnimationInstance;
 
 	FRandomStream MovementRandomStream;
 
@@ -183,4 +191,4 @@ private:
 
 	UFUNCTION(BlueprintCallable)
 	void WaypointMovement();
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VHPointing.h b/Source/CharacterPlugin/Public/VHPointing.h
index 93d7620af1372f579bc7b4f3a31c24600cf9a05c..f849c54164a6b2b5fa2d96fac466c014cb1b450c 100644
--- a/Source/CharacterPlugin/Public/VHPointing.h
+++ b/Source/CharacterPlugin/Public/VHPointing.h
@@ -8,13 +8,12 @@
 #include "VHPointing.generated.h"
 
 
-
-UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
+UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
 class CHARACTERPLUGIN_API UVHPointing : public UActorComponent
 {
 	GENERATED_BODY()
 
-public:	
+public:
 	// Sets default values for this component's properties
 	UVHPointing();
 
@@ -25,7 +24,7 @@ protected:
 private:
 	UVHAnimInstance* VHAnimInstance;
 
-public:	
+public:
 	// Called every frame
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 	UPROPERTY(EditAnywhere, BlueprintReadWrite)
@@ -35,4 +34,4 @@ public:
 	// Angle of back area at which pointing stops in degrees.
 	UPROPERTY(EditAnywhere, BlueprintReadWrite)
 	float BlindAngle = 30.0;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VirtualHuman.h b/Source/CharacterPlugin/Public/VirtualHuman.h
index 057ba269195a0baba9a473c31dca866d91f2e619..c4f781a36b2975d7f7d57e534cc9ac3e2c8f6ebf 100644
--- a/Source/CharacterPlugin/Public/VirtualHuman.h
+++ b/Source/CharacterPlugin/Public/VirtualHuman.h
@@ -21,12 +21,13 @@ enum class EBodyType : uint8
 UENUM()
 enum class EVHGender : uint8
 {
-	Male			UMETA(DisplayName = "Male"),
-	Female			UMETA(DisplayName = "Female"),
-	Divers			UMETA(DisplayName = "Divers"),
+	Male UMETA(DisplayName = "Male"),
+	Female UMETA(DisplayName = "Female"),
+	Divers UMETA(DisplayName = "Divers"),
 };
 
-struct BoneNames {
+struct BoneNames
+{
 
 	FName boneroot;
 	FName spine01;
@@ -52,7 +53,7 @@ struct BoneNames {
 	FName lowerarm_l;
 	FName hand_r;
 	FName hand_l;
-	
+
 	FName pelvis;
 	FName calf_r;
 	FName calf_l;
@@ -66,6 +67,7 @@ struct BoneNames {
 };
 
 class UVHAnimInstance;
+
 UCLASS()
 class CHARACTERPLUGIN_API AVirtualHuman : public ACharacter
 {
@@ -95,7 +97,7 @@ public:
 	UFUNCTION(BlueprintCallable)
 	virtual EVHGender GetGender();
 	virtual bool SupportsMorphs();
-	
+
 	/**
 	 * Forces a new IDLE animation to be played, which is randomly chosen from "CustomIdleAnimations".
 	 * Note that the new animation might also be the one which is currently playing.
@@ -130,7 +132,6 @@ protected:
 	float MinBlendTime = 1.0;
 
 private:
-
 	BoneNames BoneNames;
 
 	bool bFirstTick = true;
@@ -150,5 +151,5 @@ private:
 	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
 #endif
 	virtual void OnConstruction(const FTransform& Transform) override;
-	
+
 };
\ No newline at end of file
diff --git a/Source/CharacterPlugin/Public/VirtualHumanAIController.h b/Source/CharacterPlugin/Public/VirtualHumanAIController.h
index dcca9b0ca025bdc2f46a3771e13edab42ba34f17..7cea1067cfed549dbea506f139c76931963c9453 100644
--- a/Source/CharacterPlugin/Public/VirtualHumanAIController.h
+++ b/Source/CharacterPlugin/Public/VirtualHumanAIController.h
@@ -27,7 +27,6 @@ public:
 	void OnMoveCompleted(FAIRequestID RequestID, const FPathFollowingResult& Result) override;
 
 private:
-
 	TArray<AVHsManager*> GetAssociatedVHsManagers();
 
 	float LastDeltaTime = 0.0f;
diff --git a/Source/CharacterPlugin/Public/Waypoint.h b/Source/CharacterPlugin/Public/Waypoint.h
index bd27d3d23dad31243cd389883fc46557a08c8b45..e1ace22ca7a1c775a5b03368bdad42b30a8e2b36 100644
--- a/Source/CharacterPlugin/Public/Waypoint.h
+++ b/Source/CharacterPlugin/Public/Waypoint.h
@@ -9,34 +9,34 @@
 UENUM()
 enum EOnWaypointReach
 {
-	Stay		UMETA(DisplayName = "Stationary Agent"),
-	Destroy		UMETA(DisplayName = "Destroy Agent"),
+	Stay UMETA(DisplayName = "Stationary Agent"),
+	Destroy UMETA(DisplayName = "Destroy Agent"),
 };
 
 UCLASS()
 class CHARACTERPLUGIN_API AWaypoint : public AStaticMeshActor
 {
 	GENERATED_BODY()
+
 public:
 	AWaypoint();
-	int GetWaypointOrder()  const;
+	int GetWaypointOrder() const;
 	float GetWalkingSpeed() const;
 	int GetWaypointGroup() const;
 	int GetLastWaypointCommand() const;
-	
+
 private:
-	
 	UPROPERTY(EditAnywhere, meta = (AllowPrivateAccess = "true"))
 	int WaypointOrder;
 
 	UPROPERTY(EditAnywhere, meta = (AllowPrivateAccess = "true", ClampMin = "0.0", ClampMax = "350.0", UIMin = "0.0", UIMax = "350.0"))
 	float WalkingSpeed;
-	
+
 	/*
 	 * Specify to which VA the waypoint belongs to.
 	 * This waypoint belongs to all VAs, that are in the same WaypointGroup.
 	 */
-	UPROPERTY(EditAnywhere,BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
 	int WaypointGroup;
 
 	/*
@@ -45,4 +45,4 @@ private:
 	*/
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (AllowPrivateAccess = "true"))
 	TEnumAsByte<EOnWaypointReach> OnReachLastWaypoint = EOnWaypointReach::Destroy;
-};
+};
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/CharacterPluginEditor.Build.cs b/Source/CharacterPluginEditor/CharacterPluginEditor.Build.cs
index e01da0dab3bef466399a54499d952ed1bd82f0ef..fdc10c50ee0bf4b6407f62885d56dc6b9dda2d06 100644
--- a/Source/CharacterPluginEditor/CharacterPluginEditor.Build.cs
+++ b/Source/CharacterPluginEditor/CharacterPluginEditor.Build.cs
@@ -3,15 +3,17 @@ using System.IO;
 
 public class CharacterPluginEditor : ModuleRules
 {
-    public CharacterPluginEditor(ReadOnlyTargetRules Target) : base(Target)
-    {
+	public CharacterPluginEditor(ReadOnlyTargetRules Target) : base(Target)
+	{
+		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
 
-        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
+		PrivateIncludePaths.AddRange(new string[] { });
+		PublicIncludePaths.AddRange(new string[] { });
 
-        PrivateIncludePaths.AddRange(new string[] {  });
-        PublicIncludePaths.AddRange(new string[] {  });
-
-        PublicDependencyModuleNames.AddRange(new string[] { "CoreUObject", "Engine", "Core", "DisplayCluster", "AIModule", "Projects", "NavigationSystem", "AIModule", "UniversalLogging", "AnimGraph", "AnimGraphRuntime", "BlueprintGraph", "CharacterPlugin" });
-
-    }
+		PublicDependencyModuleNames.AddRange(new string[]
+		{
+			"CoreUObject", "Engine", "Core", "DisplayCluster", "AIModule", "Projects", "NavigationSystem", "AIModule",
+			"UniversalLogging", "AnimGraph", "AnimGraphRuntime", "BlueprintGraph", "CharacterPlugin"
+		});
+	}
 }
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/Private/AnimGraphNode_VHGazing.cpp b/Source/CharacterPluginEditor/Private/AnimGraphNode_VHGazing.cpp
index 9733d766bf439fafaaecd39e1ad7082fd05a6bf1..13a81f26014b5ac5d746338ca8e7b12ddc6a8dd2 100644
--- a/Source/CharacterPluginEditor/Private/AnimGraphNode_VHGazing.cpp
+++ b/Source/CharacterPluginEditor/Private/AnimGraphNode_VHGazing.cpp
@@ -6,9 +6,7 @@
 #define LOCTEXT_NAMESPACE "AnimNodes"
 
 UAnimGraphNode_VHGazing::UAnimGraphNode_VHGazing(const FObjectInitializer& ObjectInitializer)
-	:Super(ObjectInitializer)
-{
-}
+	: Super(ObjectInitializer) {}
 
 FLinearColor UAnimGraphNode_VHGazing::GetNodeTitleColor() const
 {
@@ -30,4 +28,4 @@ FString UAnimGraphNode_VHGazing::GetNodeCategory() const
 	return TEXT("CharacterPlugin");
 }
 
-#undef LOCTEXT_NAMESPACE
+#undef LOCTEXT_NAMESPACE
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/Private/CharacterPluginEditor.cpp b/Source/CharacterPluginEditor/Private/CharacterPluginEditor.cpp
index 5cd77f2b27634ac56deda3d62e434bad8125d331..cd771a554a46d874ea2f8f31c4f64d8982222110 100644
--- a/Source/CharacterPluginEditor/Private/CharacterPluginEditor.cpp
+++ b/Source/CharacterPluginEditor/Private/CharacterPluginEditor.cpp
@@ -2,14 +2,8 @@
 
 #define LOCTEXT_NAMESPACE "FCharacterPluginEditorModule"
 
-void FCharacterPluginEditorModule::StartupModule ()
-{
-	
-}
-void FCharacterPluginEditorModule::ShutdownModule()
-{
-	
-}
+void FCharacterPluginEditorModule::StartupModule() {}
+void FCharacterPluginEditorModule::ShutdownModule() {}
 
 #undef LOCTEXT_NAMESPACE
 
diff --git a/Source/CharacterPluginEditor/Private/ModifyCurvesGraphNode.cpp b/Source/CharacterPluginEditor/Private/ModifyCurvesGraphNode.cpp
index 18d5e3e637052e437e5893a5717ba8a95797e35b..739a2d9f83094d818fe83d5458e432c5971bac42 100644
--- a/Source/CharacterPluginEditor/Private/ModifyCurvesGraphNode.cpp
+++ b/Source/CharacterPluginEditor/Private/ModifyCurvesGraphNode.cpp
@@ -6,9 +6,7 @@
 #define LOCTEXT_NAMESPACE "AnimNodes"
 
 UModifyCurvesGraphNode::UModifyCurvesGraphNode(const FObjectInitializer& ObjectInitializer)
-	:Super(ObjectInitializer)
-{
-}
+	: Super(ObjectInitializer) {}
 
 FLinearColor UModifyCurvesGraphNode::GetNodeTitleColor() const
 {
@@ -30,4 +28,4 @@ FString UModifyCurvesGraphNode::GetNodeCategory() const
 	return TEXT("CharacterPlugin");
 }
 
-#undef LOCTEXT_NAMESPACE
+#undef LOCTEXT_NAMESPACE
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/Public/AnimGraphNode_VHGazing.h b/Source/CharacterPluginEditor/Public/AnimGraphNode_VHGazing.h
index 609b7abe46217e66af801e68a3b3e9de6d8a99c9..043b1475bc2b7bef8b26821b66bcb9df872b71b9 100644
--- a/Source/CharacterPluginEditor/Public/AnimGraphNode_VHGazing.h
+++ b/Source/CharacterPluginEditor/Public/AnimGraphNode_VHGazing.h
@@ -13,12 +13,11 @@ UCLASS()
 class CHARACTERPLUGINEDITOR_API UAnimGraphNode_VHGazing : public UAnimGraphNode_Base
 {
 	GENERATED_BODY()
-	
+
 	UPROPERTY(EditAnywhere, Category = Settings)
 	FAnimNode_VHGazing Node;
 
 public:
-
 	virtual FLinearColor GetNodeTitleColor() const override;
 	virtual FText GetTooltipText() const override;
 	virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
@@ -28,5 +27,5 @@ public:
 	UAnimGraphNode_VHGazing(const FObjectInitializer& ObjectInitializer);
 
 protected:
-	
-};
+
+};
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/Public/CharacterPluginEditor.h b/Source/CharacterPluginEditor/Public/CharacterPluginEditor.h
index 0e19bf0651ba8e9e91495318eae49b8e29b6f143..f3cd36396575f1c31a9e18bac377f4b7e6b15687 100644
--- a/Source/CharacterPluginEditor/Public/CharacterPluginEditor.h
+++ b/Source/CharacterPluginEditor/Public/CharacterPluginEditor.h
@@ -6,6 +6,6 @@
 class FCharacterPluginEditorModule : public IModuleInterface
 {
 public:
-  virtual void StartupModule () override;
-  virtual void ShutdownModule() override;
-};
+	virtual void StartupModule() override;
+	virtual void ShutdownModule() override;
+};
\ No newline at end of file
diff --git a/Source/CharacterPluginEditor/Public/ModifyCurvesGraphNode.h b/Source/CharacterPluginEditor/Public/ModifyCurvesGraphNode.h
index 5b16960d8c6fa81b1624707739539bdfd3b56cf7..cbc3d538fd8a3b83430a573100ea0b46dd181fc7 100644
--- a/Source/CharacterPluginEditor/Public/ModifyCurvesGraphNode.h
+++ b/Source/CharacterPluginEditor/Public/ModifyCurvesGraphNode.h
@@ -13,12 +13,11 @@ UCLASS()
 class CHARACTERPLUGINEDITOR_API UModifyCurvesGraphNode : public UAnimGraphNode_Base
 {
 	GENERATED_BODY()
-	
+
 	UPROPERTY(EditAnywhere, Category = Settings)
 	FModifyCurvesNode Node;
 
 public:
-
 	virtual FLinearColor GetNodeTitleColor() const override;
 	virtual FText GetTooltipText() const override;
 	virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
@@ -28,5 +27,5 @@ public:
 	UModifyCurvesGraphNode(const FObjectInitializer& ObjectInitializer);
 
 protected:
-	
-};
+
+};
\ No newline at end of file