diff --git a/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp b/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
index 5e61b83936e56b398210c09b7f1001f09653712a..4805e433258ea8a8fd01cda88e03bf125e00a2a0 100644
--- a/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
+++ b/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
@@ -163,7 +163,7 @@ void ACAVEOverlayController::BeginPlay()
 
 	if (!bValidPC)
 		return;
-	
+
 	// Input config
 	if (URWTHVRClusterUtilities::IsPrimaryNode())
 	{
@@ -228,7 +228,7 @@ void ACAVEOverlayController::BeginPlay()
 	}
 
 	PC->OnPossessedPawnChanged.AddUniqueDynamic(this, &ACAVEOverlayController::UpdatePossessedPawn);
-	
+
 	// I think this breaks in multiplayer mode
 	InitFromPawn(PC->GetPawn());
 
@@ -238,10 +238,7 @@ void ACAVEOverlayController::BeginPlay()
 	UE_LOGFMT(LogCAVEOverlay, Display, "CaveOverlay Initialization was successfull.");
 }
 
-void ACAVEOverlayController::UpdatePossessedPawn(APawn* OldPawn, APawn* NewPawn)
-{
-	InitFromPawn(NewPawn);
-}
+void ACAVEOverlayController::UpdatePossessedPawn(APawn* OldPawn, APawn* NewPawn) { InitFromPawn(NewPawn); }
 
 
 void ACAVEOverlayController::InitFromPawn(const APawn* CurrentPawn)
@@ -251,7 +248,7 @@ void ACAVEOverlayController::InitFromPawn(const APawn* CurrentPawn)
 	MotionControllers.Empty();
 	SignsStaticMeshComponents.Empty();
 	SignsMIDs.Empty();
-	
+
 	// Get the pawn so we can have access to head and hand positions
 	if (CurrentPawn)
 	{