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Commit 3af3a457 authored by Simon Oehrl's avatar Simon Oehrl
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Merge branch 'feature/VR-pawn-generate-overlap-events' into '4.26'

Have VirtualRealityPawn generate overlap events

See merge request VR-Group/unreal-development/plugins/rwth-vr-toolkit!8
parents c841e7b1 987e9339
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1 merge request!8Have VirtualRealityPawn generate overlap events
...@@ -6,7 +6,7 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : ...@@ -6,7 +6,7 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) :
{ {
CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider")); CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider"));
CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore); CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, 80.0f); CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, 80.0f);
} }
......
...@@ -65,7 +65,7 @@ private: ...@@ -65,7 +65,7 @@ private:
void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction); void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction);
//(direction = Down = -1), (direction = Up = 1) //(direction = Down = -1), (direction = Up = 1)
UPROPERTY() UCapsuleComponent* CapsuleColliderComponent = nullptr; UPROPERTY(VisibleAnywhere) UCapsuleComponent* CapsuleColliderComponent = nullptr;
UPROPERTY() USceneComponent* HeadComponent = nullptr; UPROPERTY() USceneComponent* HeadComponent = nullptr;
float VerticalSpeed = 0.0f; float VerticalSpeed = 0.0f;
......
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