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Release dev to main branch

Open David Gilbert requested to merge dev/5.4 into 5.4
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@@ -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)
{
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