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) {