From 10a6ed64721a041eb0492f806fc2ced879ee7862 Mon Sep 17 00:00:00 2001
From: Sebastian Pape <pape@vr.rwth-aachen.de>
Date: Mon, 1 Feb 2021 13:01:50 +0100
Subject: [PATCH] After first tests seems to now work on Desktop

---
 .../Private/VRPawnMovement.cpp                | 382 +++++++++---------
 .../Private/VirtualRealityPawn.cpp            | 230 +++++------
 .../Public/VRPawnMovement.h                   | 138 +++----
 .../Public/VirtualRealityPawn.h               | 103 ++---
 4 files changed, 425 insertions(+), 428 deletions(-)

diff --git a/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp b/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
index 34464add..b6c5b9d1 100644
--- a/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
+++ b/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
@@ -1,188 +1,194 @@
-
-#include "VRPawnMovement.h"
-#include "DrawDebugHelpers.h"
-
-UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
-{
-	CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider"));
-	CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
-	CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
-	CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
-	CapsuleColliderComponent->SetCapsuleSize(40.0f, 96.0f);
-
-	CameraComponent = GetOwner()->FindComponentByClass<UCameraComponent>();
-	CapsuleColliderComponent->SetupAttachment(CameraComponent);
-}
-
-void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){
-
-	SetCapsuleColliderToUserSize();
-
-	FVector PositionChange = GetPendingInputVector();
-
-	if (NavigationMode == EVRNavigationModes::Walk)
-	{
-		PositionChange.Z = 0.0f;
-		ConsumeInputVector();
-		AddInputVector(PositionChange);
-	}
-	
-	if(NavigationMode == EVRNavigationModes::Fly || NavigationMode == EVRNavigationModes::Walk)
-	{
-		MoveByGravityOrStepUp(DeltaTime);
-		CheckForPhysWalkingCollision();
-
-		if(CheckForVirtualMovCollision(PositionChange, DeltaTime))
-		{
-			ConsumeInputVector();
-		}
-	}
-
-	if(NavigationMode == EVRNavigationModes::None)
-	{
-		ConsumeInputVector();
-	}
-
-	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
-	
-	LastCameraPosition = CameraComponent->GetComponentLocation();
-}
-
-bool UVRPawnMovement::CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime)
-{
-	FVector ProbePosition = PositionChange.GetSafeNormal() * GetMaxSpeed() * DeltaTime;
-	FHitResult FHitResultVR;
-	CapsuleColliderComponent->AddWorldOffset(ProbePosition, true, &FHitResultVR);
-	if (FVector::Distance(FHitResultVR.Location, CapsuleColliderComponent->GetComponentLocation()) < CapsuleColliderComponent->GetScaledCapsuleRadius())
-	{
-		return true;
-	}
-	return false;
-}
-
-void UVRPawnMovement::SetCapsuleColliderToUserSize()
-{
-	float CharachterSize = abs(UpdatedComponent->GetComponentLocation().Z - CameraComponent->GetComponentLocation().Z);
-
-	if (CharachterSize > MaxStepHeight)
-	{
-		float ColliderHeight = CharachterSize - MaxStepHeight;
-		float ColliderHalfHeight = ColliderHeight / 2.0f;
-		float ColliderRadius = 40.0f;
-		if (ColliderHalfHeight <= ColliderRadius)
-		{//Make the collider to a Sphere
-			CapsuleColliderComponent->SetCapsuleSize(ColliderHalfHeight, ColliderHalfHeight);
-		}
-		else
-		{//Make the collider to a Capsule
-			CapsuleColliderComponent->SetCapsuleSize(ColliderRadius, ColliderHalfHeight);
-		}
-
-		CapsuleColliderComponent->SetWorldLocation(CameraComponent->GetComponentLocation());
-		CapsuleColliderComponent->AddWorldOffset(FVector(0, 0, -ColliderHalfHeight));
-		CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1));
-	}
-	else
-	{
-		CapsuleColliderComponent->SetWorldLocation(CameraComponent->GetComponentLocation());
-		CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1));
-	}
-}
-
-void UVRPawnMovement::CheckForPhysWalkingCollision()
-{
-	FVector CurrentCameraPosition = CameraComponent->GetComponentLocation();
-	FVector Direction = CurrentCameraPosition - LastCameraPosition;
-	FHitResult FHitResultPhys;
-	CapsuleColliderComponent->AddWorldOffset(Direction, true, &FHitResultPhys);
-
-	if (FHitResultPhys.bBlockingHit)
-	{
-		UpdatedComponent->AddLocalOffset(FHitResultPhys.Normal*FHitResultPhys.PenetrationDepth);
-	}
-}
-
-void UVRPawnMovement::MoveByGravityOrStepUp(float DeltaSeconds)
-{
-	FVector StartLineTraceUnderCollider = CapsuleColliderComponent->GetComponentLocation();
-	StartLineTraceUnderCollider.Z -= CapsuleColliderComponent->GetScaledCapsuleHalfHeight();
-	FHitResult HitDetailsMultiLineTrace = CreateMultiLineTrace(FVector(0, 0, -1), StartLineTraceUnderCollider, CapsuleColliderComponent->GetScaledCapsuleRadius() / 4.0f, false);
-	float DistanceDifference = abs(MaxStepHeight - HitDetailsMultiLineTrace.Distance);
-	//Going up (in Fly and Walk Mode)
-	if ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance < MaxStepHeight))
-	{
-		ShiftVertically(DistanceDifference, UpSteppingAcceleration, DeltaSeconds, 1);
-	}
-	//Gravity (only in Walk Mode)
-	else if (NavigationMode==EVRNavigationModes::Walk && ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance > MaxStepHeight) || (HitDetailsMultiLineTrace.Actor == nullptr && HitDetailsMultiLineTrace.Distance != -1.0f)))
-	{
-		ShiftVertically(DistanceDifference, GravityAcceleration, DeltaSeconds, -1);
-	}
-}
-
-void UVRPawnMovement::ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction)
-{
-	VerticalSpeed += VerticalAcceleration * DeltaSeconds;
-	if (VerticalSpeed*DeltaSeconds < DiffernceDistance)
-	{
-		UpdatedComponent->AddLocalOffset(FVector(0.f, 0.f, Direction * VerticalSpeed * DeltaSeconds));
-	}
-	else
-	{
-		UpdatedComponent->AddLocalOffset(FVector(0.f, 0.f, Direction * DiffernceDistance));
-		VerticalSpeed = 0;
-	}
-}
-
-FHitResult UVRPawnMovement::CreateLineTrace(FVector Direction, const FVector Start, bool Visibility)
-{
-	//Re-initialize hit info
-	FHitResult HitDetails = FHitResult(ForceInit);
-
-	FVector End = ((Direction * 1000.f) + Start);
-	// additional trace parameters
-	FCollisionQueryParams TraceParams(FName(TEXT("InteractTrace")), true, NULL);
-	TraceParams.bTraceComplex = true; //to use complex collision on whatever we interact with to provide better precision.
-	TraceParams.bReturnPhysicalMaterial = true; //to provide details about the physical material, if one exists on the thing we hit, to come back in our hit result.
-
-	if (Visibility)
-		DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 1);
-
-	if (GetWorld()->LineTraceSingleByChannel(HitDetails, Start, End, ECC_Visibility, TraceParams))
-	{
-		if (HitDetails.bBlockingHit)
-		{
-		}
-	}
-	return HitDetails;
-}
-
-FHitResult UVRPawnMovement::CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility)
-{
-	TArray<FVector> StartVectors;
-	TArray<FHitResult> OutHits;
-	FHitResult HitDetailsMultiLineTrace;
-	HitDetailsMultiLineTrace.Distance = -1.0f;//(Distance=-1) not existing, but to know if this Variable not Initialized(when all Traces not compatible)
-
-	StartVectors.Add(Start); //LineTraceCenter
-	StartVectors.Add(Start + FVector(0, -Radius, 0)); //LineTraceLeft
-	StartVectors.Add(Start + FVector(0, +Radius, 0)); //LineTraceRight
-	StartVectors.Add(Start + FVector(+Radius, 0, 0)); //LineTraceFront
-	StartVectors.Add(Start + FVector(-Radius, 0, 0)); //LineTraceBehind
-
-	bool IsBlockingHitAndSameActor = true;
-	bool IsAllNothingHiting = true;
-	// loop through TArray
-	for (FVector& Vector : StartVectors)
-	{
-		FHitResult OutHit = CreateLineTrace(Direction, Vector, Visibility);
-		OutHits.Add(OutHit);
-		IsBlockingHitAndSameActor &= (OutHit.Actor == OutHits[0].Actor); //If all Hiting the same Object, then you are (going up/down) or (walking)
-		IsAllNothingHiting &= (OutHit.Actor == nullptr); //If all Hiting nothing, then you are falling
-	}
-
-	if (IsBlockingHitAndSameActor || IsAllNothingHiting)
-		HitDetailsMultiLineTrace = OutHits[0];
-
-	return HitDetailsMultiLineTrace;
-}
+
+#include "VRPawnMovement.h"
+#include "DrawDebugHelpers.h"
+
+UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
+{
+	
+	
+	CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider"));
+	CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
+	CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
+	CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
+	CapsuleColliderComponent->SetCapsuleSize(40.0f, 96.0f);
+}
+
+void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){
+
+	SetCapsuleColliderToUserSize();
+
+	FVector PositionChange = GetPendingInputVector();
+
+	if (NavigationMode == EVRNavigationModes::Walk)
+	{
+		PositionChange.Z = 0.0f;
+		ConsumeInputVector();
+		AddInputVector(PositionChange);
+	}
+	
+	if(NavigationMode == EVRNavigationModes::Fly || NavigationMode == EVRNavigationModes::Walk)
+	{
+		MoveByGravityOrStepUp(DeltaTime);
+		CheckForPhysWalkingCollision();
+
+		if(CheckForVirtualMovCollision(PositionChange, DeltaTime))
+		{
+			ConsumeInputVector();
+		}
+	}
+
+	if(NavigationMode == EVRNavigationModes::None)
+	{
+		ConsumeInputVector();
+	}
+
+	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
+	
+	LastCameraPosition = CameraComponent->GetComponentLocation();
+}
+
+bool UVRPawnMovement::CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime)
+{
+	FVector ProbePosition = PositionChange.GetSafeNormal() * GetMaxSpeed() * DeltaTime;
+	FHitResult FHitResultVR;
+	CapsuleColliderComponent->AddWorldOffset(ProbePosition, true, &FHitResultVR);
+	if (FVector::Distance(FHitResultVR.Location, CapsuleColliderComponent->GetComponentLocation()) < CapsuleColliderComponent->GetScaledCapsuleRadius())
+	{
+		return true;
+	}
+	return false;
+}
+
+void UVRPawnMovement::SetCameraComponent(UCameraComponent* NewCameraComponent)
+{
+	CameraComponent = NewCameraComponent;
+	CapsuleColliderComponent->SetupAttachment(CameraComponent);
+}
+
+
+void UVRPawnMovement::SetCapsuleColliderToUserSize()
+{
+	float CharachterSize = abs(UpdatedComponent->GetComponentLocation().Z - CameraComponent->GetComponentLocation().Z);
+
+	if (CharachterSize > MaxStepHeight)
+	{
+		float ColliderHeight = CharachterSize - MaxStepHeight;
+		float ColliderHalfHeight = ColliderHeight / 2.0f;
+		float ColliderRadius = 40.0f;
+		if (ColliderHalfHeight <= ColliderRadius)
+		{//Make the collider to a Sphere
+			CapsuleColliderComponent->SetCapsuleSize(ColliderHalfHeight, ColliderHalfHeight);
+		}
+		else
+		{//Make the collider to a Capsule
+			CapsuleColliderComponent->SetCapsuleSize(ColliderRadius, ColliderHalfHeight);
+		}
+
+		CapsuleColliderComponent->SetWorldLocation(CameraComponent->GetComponentLocation());
+		CapsuleColliderComponent->AddWorldOffset(FVector(0, 0, -ColliderHalfHeight));
+		CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1));
+	}
+	else
+	{
+		CapsuleColliderComponent->SetWorldLocation(CameraComponent->GetComponentLocation());
+		CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1));
+	}
+}
+
+void UVRPawnMovement::CheckForPhysWalkingCollision()
+{
+	FVector CurrentCameraPosition = CameraComponent->GetComponentLocation();
+	FVector Direction = CurrentCameraPosition - LastCameraPosition;
+	FHitResult FHitResultPhys;
+	CapsuleColliderComponent->AddWorldOffset(Direction, true, &FHitResultPhys);
+
+	if (FHitResultPhys.bBlockingHit)
+	{
+		UpdatedComponent->AddLocalOffset(FHitResultPhys.Normal*FHitResultPhys.PenetrationDepth);
+	}
+}
+
+void UVRPawnMovement::MoveByGravityOrStepUp(float DeltaSeconds)
+{
+	FVector StartLineTraceUnderCollider = CapsuleColliderComponent->GetComponentLocation();
+	StartLineTraceUnderCollider.Z -= CapsuleColliderComponent->GetScaledCapsuleHalfHeight();
+	FHitResult HitDetailsMultiLineTrace = CreateMultiLineTrace(FVector(0, 0, -1), StartLineTraceUnderCollider, CapsuleColliderComponent->GetScaledCapsuleRadius() / 4.0f, false);
+	float DistanceDifference = abs(MaxStepHeight - HitDetailsMultiLineTrace.Distance);
+	//Going up (in Fly and Walk Mode)
+	if ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance < MaxStepHeight))
+	{
+		ShiftVertically(DistanceDifference, UpSteppingAcceleration, DeltaSeconds, 1);
+	}
+	//Gravity (only in Walk Mode)
+	else if (NavigationMode==EVRNavigationModes::Walk && ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance > MaxStepHeight) || (HitDetailsMultiLineTrace.Actor == nullptr && HitDetailsMultiLineTrace.Distance != -1.0f)))
+	{
+		ShiftVertically(DistanceDifference, GravityAcceleration, DeltaSeconds, -1);
+	}
+}
+
+void UVRPawnMovement::ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction)
+{
+	VerticalSpeed += VerticalAcceleration * DeltaSeconds;
+	if (VerticalSpeed*DeltaSeconds < DiffernceDistance)
+	{
+		UpdatedComponent->AddLocalOffset(FVector(0.f, 0.f, Direction * VerticalSpeed * DeltaSeconds));
+	}
+	else
+	{
+		UpdatedComponent->AddLocalOffset(FVector(0.f, 0.f, Direction * DiffernceDistance));
+		VerticalSpeed = 0;
+	}
+}
+
+FHitResult UVRPawnMovement::CreateLineTrace(FVector Direction, const FVector Start, bool Visibility)
+{
+	//Re-initialize hit info
+	FHitResult HitDetails = FHitResult(ForceInit);
+
+	FVector End = ((Direction * 1000.f) + Start);
+	// additional trace parameters
+	FCollisionQueryParams TraceParams(FName(TEXT("InteractTrace")), true, NULL);
+	TraceParams.bTraceComplex = true; //to use complex collision on whatever we interact with to provide better precision.
+	TraceParams.bReturnPhysicalMaterial = true; //to provide details about the physical material, if one exists on the thing we hit, to come back in our hit result.
+
+	if (Visibility)
+		DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 1);
+
+	if (GetWorld()->LineTraceSingleByChannel(HitDetails, Start, End, ECC_Visibility, TraceParams))
+	{
+		if (HitDetails.bBlockingHit)
+		{
+		}
+	}
+	return HitDetails;
+}
+
+FHitResult UVRPawnMovement::CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility)
+{
+	TArray<FVector> StartVectors;
+	TArray<FHitResult> OutHits;
+	FHitResult HitDetailsMultiLineTrace;
+	HitDetailsMultiLineTrace.Distance = -1.0f;//(Distance=-1) not existing, but to know if this Variable not Initialized(when all Traces not compatible)
+
+	StartVectors.Add(Start); //LineTraceCenter
+	StartVectors.Add(Start + FVector(0, -Radius, 0)); //LineTraceLeft
+	StartVectors.Add(Start + FVector(0, +Radius, 0)); //LineTraceRight
+	StartVectors.Add(Start + FVector(+Radius, 0, 0)); //LineTraceFront
+	StartVectors.Add(Start + FVector(-Radius, 0, 0)); //LineTraceBehind
+
+	bool IsBlockingHitAndSameActor = true;
+	bool IsAllNothingHiting = true;
+	// loop through TArray
+	for (FVector& Vector : StartVectors)
+	{
+		FHitResult OutHit = CreateLineTrace(Direction, Vector, Visibility);
+		OutHits.Add(OutHit);
+		IsBlockingHitAndSameActor &= (OutHit.Actor == OutHits[0].Actor); //If all Hiting the same Object, then you are (going up/down) or (walking)
+		IsAllNothingHiting &= (OutHit.Actor == nullptr); //If all Hiting nothing, then you are falling
+	}
+
+	if (IsBlockingHitAndSameActor || IsAllNothingHiting)
+		HitDetailsMultiLineTrace = OutHits[0];
+
+	return HitDetailsMultiLineTrace;
+}
\ No newline at end of file
diff --git a/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp b/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
index 2c6a729d..4d77d493 100644
--- a/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
+++ b/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
@@ -1,121 +1,109 @@
-// Fill out your copyright notice in the Description page of Project Settings.
-
-
-#include "VirtualRealityPawn.h"
-
-
-
-#include "GameFramework/InputSettings.h"
-#include "GameFramework/PlayerInput.h"
-#include "UniversalTrackedComponent.h"
-#include "VirtualRealityUtilities.h"
-#include "VRPawnMovement.h"
-
-AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitializer)
-	: Super(ObjectInitializer)
-{
-	bUseControllerRotationYaw = true;
-	bUseControllerRotationPitch = true;
-	bUseControllerRotationRoll = true;
-	BaseEyeHeight = 160.0f;
-	
-	AutoPossessPlayer = EAutoReceiveInput::Player0; // Necessary for receiving motion controller events.
-
-	PawnMovement = CreateDefaultSubobject<UVRPawnMovement>(TEXT("Pawn Movement"));
-	PawnMovement->SetUpdatedComponent(RootComponent);
-
-	Head = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Head"));
-	Head->ProxyType = ETrackedComponentType::TCT_HEAD;
-	Head->SetupAttachment(RootComponent);
-	
-	RightHand = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Right Hand"));
-	RightHand->ProxyType = ETrackedComponentType::TCT_RIGHT_HAND;
-	RightHand->AttachementType = EAttachementType::AT_FLYSTICK;
-	RightHand->SetupAttachment(RootComponent);
-	
-	LeftHand = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Left Hand"));
-	LeftHand->ProxyType = ETrackedComponentType::TCT_LEFT_HAND;
-	LeftHand->AttachementType = EAttachementType::AT_HANDTARGET;
-	LeftHand->SetupAttachment(RootComponent);
-
-	Tracker1 = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Vive Tracker 1"));
-	Tracker1->ProxyType = ETrackedComponentType::TCT_TRACKER_1;
-	Tracker1->SetupAttachment(RootComponent);
-
-	Tracker2 = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Vive Tracker 2"));
-	Tracker2->ProxyType = ETrackedComponentType::TCT_TRACKER_2;
-	Tracker2->SetupAttachment(RootComponent);
-
-	BasicVRInteraction = CreateDefaultSubobject<UBasicVRInteractionComponent>(TEXT("Basic VR Interaction"));
-	BasicVRInteraction->Initialize(RightHand);
-}
-
-void AVirtualRealityPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
-{
-	Super::SetupPlayerInputComponent(PlayerInputComponent);
-	if (PlayerInputComponent)
-	{
-		PlayerInputComponent->BindAxis("MoveForward", this, &AVirtualRealityPawn::OnForward);
-		PlayerInputComponent->BindAxis("MoveRight", this, &AVirtualRealityPawn::OnRight);
-		PlayerInputComponent->BindAxis("TurnRate", this, &AVirtualRealityPawn::OnTurnRate);
-		PlayerInputComponent->BindAxis("LookUpRate", this, &AVirtualRealityPawn::OnLookUpRate);
-
-		// function bindings for grabbing and releasing
-		PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AVirtualRealityPawn::OnBeginFire);
-		PlayerInputComponent->BindAction("Fire", IE_Released, this, &AVirtualRealityPawn::OnEndFire);
-	}
-}
-
-void AVirtualRealityPawn::BeginPlay()
-{
-	if(!UVirtualRealityUtilities::IsDesktopMode()) /* Disable to not get cyber sick as fast */
-	{
-		UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping("TurnRate", EKeys::MouseX));
-		UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping("LookUpRate", EKeys::MouseY));
-	}
-}
-
-void AVirtualRealityPawn::OnForward_Implementation(float Value)
-{
-	if (RightHand)
-	{
-		AddMovementInput(RightHand->GetForwardVector(), Value);
-	}
-}
-
-void AVirtualRealityPawn::OnRight_Implementation(float Value)
-{
-	if (RightHand)
-	{
-		AddMovementInput(RightHand->GetRightVector(), Value);
-	}
-}
-
-void AVirtualRealityPawn::OnTurnRate_Implementation(float Rate)
-{
-	AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
-}
-
-void AVirtualRealityPawn::OnLookUpRate_Implementation(float Rate)
-{
-	// User-centered projection causes simulation sickness on look up interaction hence not implemented.
-	if (!UVirtualRealityUtilities::IsRoomMountedMode())
-	{
-		AddControllerPitchInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
-	}
-}
-
-void AVirtualRealityPawn::OnBeginFire_Implementation()
-{
-	BasicVRInteraction->BeginInteraction();
-}
-
-void AVirtualRealityPawn::OnEndFire_Implementation()
-{
-	BasicVRInteraction->EndInteraction();
-}
-
-UPawnMovementComponent* AVirtualRealityPawn::GetMovementComponent() const
-{
-	return PawnMovement;
-}
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "VirtualRealityPawn.h"
+
+
+
+#include "GameFramework/InputSettings.h"
+#include "GameFramework/PlayerInput.h"
+#include "UniversalTrackedComponent.h"
+#include "VirtualRealityUtilities.h"
+#include "VRPawnMovement.h"
+
+AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitializer)
+	: Super(ObjectInitializer)
+{
+	bUseControllerRotationYaw = true;
+	bUseControllerRotationPitch = true;
+	bUseControllerRotationRoll = true;
+	BaseEyeHeight = 160.0f;
+	
+	AutoPossessPlayer = EAutoReceiveInput::Player0; // Necessary for receiving motion controller events.
+
+	SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("Root")));
+	
+	CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
+	CameraComponent->SetupAttachment(RootComponent);
+	CameraComponent->SetAbsolute();
+	
+	PawnMovement = CreateDefaultSubobject<UVRPawnMovement>(TEXT("Pawn Movement"));
+	PawnMovement->SetUpdatedComponent(RootComponent);
+	PawnMovement->SetCameraComponent(CameraComponent);
+
+	Head = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Head"));
+	Head->ProxyType = ETrackedComponentType::TCT_HEAD;
+	Head->SetupAttachment(RootComponent);
+	
+	RightHand = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Right Hand"));
+	RightHand->ProxyType = ETrackedComponentType::TCT_RIGHT_HAND;
+	RightHand->AttachementType = EAttachementType::AT_FLYSTICK;
+	RightHand->SetupAttachment(RootComponent);
+	
+	LeftHand = CreateDefaultSubobject<UUniversalTrackedComponent>(TEXT("Left Hand"));
+	LeftHand->ProxyType = ETrackedComponentType::TCT_LEFT_HAND;
+	LeftHand->AttachementType = EAttachementType::AT_HANDTARGET;
+	LeftHand->SetupAttachment(RootComponent);
+
+	BasicVRInteraction = CreateDefaultSubobject<UBasicVRInteractionComponent>(TEXT("Basic VR Interaction"));
+	BasicVRInteraction->Initialize(RightHand);
+}
+
+void AVirtualRealityPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
+{
+	Super::SetupPlayerInputComponent(PlayerInputComponent);
+	if (!PlayerInputComponent) return;
+	
+	PlayerInputComponent->BindAxis("MoveForward", this, &AVirtualRealityPawn::OnForward);
+	PlayerInputComponent->BindAxis("MoveRight", this, &AVirtualRealityPawn::OnRight);
+	PlayerInputComponent->BindAxis("TurnRate", this, &AVirtualRealityPawn::OnTurnRate);
+	PlayerInputComponent->BindAxis("LookUpRate", this, &AVirtualRealityPawn::OnLookUpRate);
+
+	// function bindings for grabbing and releasing
+	PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &AVirtualRealityPawn::OnBeginFire);
+	PlayerInputComponent->BindAction("Fire", IE_Released, this, &AVirtualRealityPawn::OnEndFire);
+}
+
+void AVirtualRealityPawn::OnForward_Implementation(float Value)
+{
+	if (RightHand)
+	{
+		AddMovementInput(RightHand->GetForwardVector(), Value);
+	}
+}
+
+void AVirtualRealityPawn::OnRight_Implementation(float Value)
+{
+	if (RightHand)
+	{
+		AddMovementInput(RightHand->GetRightVector(), Value);
+	}
+}
+
+void AVirtualRealityPawn::OnTurnRate_Implementation(float Rate)
+{
+	/* Turning the user externally will make them sick */
+	if (UVirtualRealityUtilities::IsDesktopMode())
+	{
+		AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
+	}
+}
+
+void AVirtualRealityPawn::OnLookUpRate_Implementation(float Rate)
+{
+	/* Turning the user externally will make them sick */
+	if (UVirtualRealityUtilities::IsDesktopMode())
+	{
+		AddControllerPitchInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
+	}
+}
+
+void AVirtualRealityPawn::OnBeginFire_Implementation()
+{
+	BasicVRInteraction->BeginInteraction();
+}
+
+void AVirtualRealityPawn::OnEndFire_Implementation()
+{
+	BasicVRInteraction->EndInteraction();
+}
diff --git a/Source/DisplayClusterExtensions/Public/VRPawnMovement.h b/Source/DisplayClusterExtensions/Public/VRPawnMovement.h
index 094b02d3..e0ce022b 100644
--- a/Source/DisplayClusterExtensions/Public/VRPawnMovement.h
+++ b/Source/DisplayClusterExtensions/Public/VRPawnMovement.h
@@ -1,68 +1,70 @@
-#pragma once
-
-#include "CoreMinimal.h"
-#include "GameFramework/FloatingPawnMovement.h"
-#include "Components/CapsuleComponent.h"
-#include "Camera/CameraComponent.h"
-
-#include "VRPawnMovement.generated.h"
-
-/*
- * This Movement component is needed since in VR not only the pawn itself (UpdatedComponent) is moved but also the
- * user herself can walk and thereby move the CameraComponent, which can also lead to collisions or e.g. going up steps 
- *
- * The four modes are:
- * None: No controller movement is applied and no corrections regarding steps or collisions with walls are done
- * Ghost: The same as above but now the Inputs can be used for unconstrained flying (also through objects)
- * Fly: The user can fly but not through walls etc. When the user walks against a wall the scene is moved with her to avoid walking through
- *      The user can also walk up stairs with a maximum step height of MaxStepHeight
- * Walk: Additionally to Fly now gravity keeps the user on the floor
- */
-
-UENUM(BlueprintType)
-enum class EVRNavigationModes : uint8
-{
-	None UMETA(DisplayName = "None (no controller movement)"),
-	Ghost UMETA(DisplayName = "Ghost (flying, also through walls)"),
-	Fly UMETA(DisplayName = "Fly (prohibiting collisions)"),
-	Walk UMETA(DisplayName = "Walk (gravity and prohibiting collisions)")
-};
-
-UCLASS()
-class DISPLAYCLUSTEREXTENSIONS_API UVRPawnMovement : public UFloatingPawnMovement
-{
-	GENERATED_UCLASS_BODY()
-
-public:
-
-	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
-
-	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
-	EVRNavigationModes NavigationMode = EVRNavigationModes::Walk;
-
-	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
-	float MaxStepHeight = 40.0f;
-
-	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
-	float GravityAcceleration = 981.0f;
-	
-	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
-	float UpSteppingAcceleration = 500.0f;
-
-private:
-	FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility);
-	FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility);
-	void SetCapsuleColliderToUserSize();
-	void CheckForPhysWalkingCollision();
-	bool CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime);
-	void MoveByGravityOrStepUp(float DeltaSeconds);
-	void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction);
-	//(direction = Down = -1), (direction = Up = 1)
-
-	UPROPERTY() UCapsuleComponent* CapsuleColliderComponent = nullptr;
-	UPROPERTY() UCameraComponent* CameraComponent = nullptr;
-
-	float VerticalSpeed = 0.0f;
-	FVector LastCameraPosition;
-};
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameFramework/FloatingPawnMovement.h"
+#include "Components/CapsuleComponent.h"
+#include "Camera/CameraComponent.h"
+
+#include "VRPawnMovement.generated.h"
+
+/*
+ * This Movement component is needed since in VR not only the pawn itself (UpdatedComponent) is moved but also the
+ * user herself can walk and thereby move the CameraComponent, which can also lead to collisions or e.g. going up steps 
+ *
+ * The four modes are:
+ * None: No controller movement is applied and no corrections regarding steps or collisions with walls are done
+ * Ghost: The same as above but now the Inputs can be used for unconstrained flying (also through objects)
+ * Fly: The user can fly but not through walls etc. When the user walks against a wall the scene is moved with her to avoid walking through
+ *      The user can also walk up stairs with a maximum step height of MaxStepHeight
+ * Walk: Additionally to Fly now gravity keeps the user on the floor
+ */
+
+UENUM(BlueprintType)
+enum class EVRNavigationModes : uint8
+{
+	None UMETA(DisplayName = "None (no controller movement)"),
+	Ghost UMETA(DisplayName = "Ghost (flying, also through walls)"),
+	Fly UMETA(DisplayName = "Fly (prohibiting collisions)"),
+	Walk UMETA(DisplayName = "Walk (gravity and prohibiting collisions)")
+};
+
+UCLASS()
+class DISPLAYCLUSTEREXTENSIONS_API UVRPawnMovement : public UFloatingPawnMovement
+{
+	GENERATED_UCLASS_BODY()
+
+public:
+
+	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType,
+	                           FActorComponentTickFunction* ThisTickFunction) override;
+
+	void SetCameraComponent(UCameraComponent* NewCameraComponent);
+
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+	EVRNavigationModes NavigationMode = EVRNavigationModes::Walk;
+
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+	float MaxStepHeight = 40.0f;
+
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+	float GravityAcceleration = 981.0f;
+	
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+	float UpSteppingAcceleration = 500.0f;
+
+private:
+	FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility);
+	FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility);
+	void SetCapsuleColliderToUserSize();
+	void CheckForPhysWalkingCollision();
+	bool CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime);
+	void MoveByGravityOrStepUp(float DeltaSeconds);
+	void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction);
+	//(direction = Down = -1), (direction = Up = 1)
+
+	UPROPERTY() UCapsuleComponent* CapsuleColliderComponent = nullptr;
+	UPROPERTY() UCameraComponent* CameraComponent = nullptr;
+
+	float VerticalSpeed = 0.0f;
+	FVector LastCameraPosition;
+};
diff --git a/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h b/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
index 5fc1b5f7..d23192d5 100644
--- a/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
+++ b/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
@@ -1,51 +1,52 @@
-// Fill out your copyright notice in the Description page of Project Settings.
-
-#pragma once
-
-#include "BasicVRInteractionComponent.h"
-#include "CoreMinimal.h"
-#include "GameFramework/DefaultPawn.h"
-#include "GameFramework/RotatingMovementComponent.h"
-#include "UniversalTrackedComponent.h"
-#include "VRPawnMovement.h"
-#include "VirtualRealityPawn.generated.h"
-
-/**
- * 
- */
-UCLASS()
-class DISPLAYCLUSTEREXTENSIONS_API AVirtualRealityPawn : public APawn
-{
-	GENERATED_BODY()
-public:
-	AVirtualRealityPawn(const FObjectInitializer& ObjectInitializer);
-	
-	/* Proxy Components */
-	UPROPERTY() UUniversalTrackedComponent* Head;
-	UPROPERTY() UUniversalTrackedComponent* RightHand;
-	UPROPERTY() UUniversalTrackedComponent* LeftHand;
-	UPROPERTY() UUniversalTrackedComponent* Tracker1;
-	UPROPERTY() UUniversalTrackedComponent* Tracker2;
-	UPROPERTY() UBasicVRInteractionComponent* BasicVRInteraction;
-
-	/* Movement */
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pawn|Movement") UVRPawnMovement* PawnMovement;
-	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Movement") float BaseTurnRate = 45.0f;
-
-protected:
-	virtual void BeginPlay() override;
-	virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
-
-	/* Movement */
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnForward(float Value);
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnRight(float Value);
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnTurnRate(float Rate);
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnLookUpRate(float Rate);
-
-	/* Interaction */
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Interaction") void OnBeginFire(); 
-	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Interaction") void OnEndFire(); 
-
-	/* APawn Interface to be able to use AddMovementInput() */ 
-	virtual UPawnMovementComponent* GetMovementComponent() const override;
-};
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "BasicVRInteractionComponent.h"
+#include "CoreMinimal.h"
+#include "GameFramework/DefaultPawn.h"
+#include "GameFramework/RotatingMovementComponent.h"
+#include "UniversalTrackedComponent.h"
+#include "VRPawnMovement.h"
+#include "VirtualRealityPawn.generated.h"
+
+/**
+ * 
+ */
+UCLASS()
+class DISPLAYCLUSTEREXTENSIONS_API AVirtualRealityPawn : public APawn
+{
+	GENERATED_BODY()
+public:
+	AVirtualRealityPawn(const FObjectInitializer& ObjectInitializer);
+	
+	/* Proxy */
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Proxy Objects") UUniversalTrackedComponent* Head;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Proxy Objects") UUniversalTrackedComponent* RightHand;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Proxy Objects") UUniversalTrackedComponent* LeftHand;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Proxy Objects") UUniversalTrackedComponent* Tracker1;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Proxy Objects") UUniversalTrackedComponent* Tracker2;
+
+	/* Interaction */
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Interaction") UBasicVRInteractionComponent* BasicVRInteraction;
+
+	/* Movement */
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pawn|Movement") UVRPawnMovement* PawnMovement;
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Movement") float BaseTurnRate = 45.0f;
+
+	/* CameraComponent */
+	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Camera") UCameraComponent* CameraComponent;
+	
+protected:
+	virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
+
+	/* Movement */
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnForward(float Value);
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnRight(float Value);
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnTurnRate(float Rate);
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Movement") void OnLookUpRate(float Rate);
+
+	/* Interaction */
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Interaction") void OnBeginFire(); 
+	UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Pawn|Interaction") void OnEndFire(); 
+};
-- 
GitLab