Skip to content
Snippets Groups Projects
Commit 280dfb15 authored by David Gilbert's avatar David Gilbert :bug:
Browse files

Merge branch 'dev/5.4' of...

parents 4030b25c 0b09ea2f
No related branches found
No related tags found
2 merge requests!120UE5.4-2024.1,!112pull 5.4 changes into 5.5
...@@ -83,7 +83,7 @@ Generate_Project: ...@@ -83,7 +83,7 @@ Generate_Project:
RUN_SETUP: "false" RUN_SETUP: "false"
GEN_DEPENDENCIES: "( GEN_DEPENDENCIES: "(
[master@UnrealDTrackPlugin]='https://github.com/VRGroupRWTH/UnrealDTrackPlugin.git' [master@UnrealDTrackPlugin]='https://github.com/VRGroupRWTH/UnrealDTrackPlugin.git'
[5.4@RWTHVRCluster]='https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin.git' [dev/5.4@RWTHVRCluster]='https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin.git'
)" )"
Generate_Project_Without_Cluster: Generate_Project_Without_Cluster:
......
...@@ -143,6 +143,16 @@ void ARWTHVRGameModeBase::PostLogin(APlayerController* NewPlayer) ...@@ -143,6 +143,16 @@ void ARWTHVRGameModeBase::PostLogin(APlayerController* NewPlayer)
} }
} }
if (GetNetMode() == NM_Standalone)
{
const FName BaseName = PawnClass->HasAnyFlags(RF_ClassDefaultObject)
? PawnClass->GetFName()
: *PawnClass->GetFName().GetPlainNameString();
SpawnInfo.Name = BaseName;
SpawnInfo.NameMode = FActorSpawnParameters::ESpawnActorNameMode::Requested;
}
// Spawn and possess the pawn // Spawn and possess the pawn
APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, StartSpot->GetTransform(), SpawnInfo); APawn* ResultPawn = GetWorld()->SpawnActor<APawn>(PawnClass, StartSpot->GetTransform(), SpawnInfo);
NewPlayer->Possess(ResultPawn); NewPlayer->Possess(ResultPawn);
......
...@@ -249,7 +249,7 @@ void ARWTHVRPawn::MulticastAddDCSyncComponent_Implementation() ...@@ -249,7 +249,7 @@ void ARWTHVRPawn::MulticastAddDCSyncComponent_Implementation()
// for some reason acts different on the nodes, therefore leading to a potential desync when // for some reason acts different on the nodes, therefore leading to a potential desync when
// e.g. colliding with an object while moving. // e.g. colliding with an object while moving.
if (URWTHVRUtilities::IsRoomMountedMode()) if (URWTHVRUtilities::IsRoomMountedMode() && !SyncComponent)
{ {
SyncComponent = Cast<USceneComponent>(AddComponentByClass( SyncComponent = Cast<USceneComponent>(AddComponentByClass(
UDisplayClusterSceneComponentSyncParent::StaticClass(), false, FTransform::Identity, false)); UDisplayClusterSceneComponentSyncParent::StaticClass(), false, FTransform::Identity, false));
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Please register or to comment