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Commit 6512fd6f authored by Ali Can Demiralp's avatar Ali Can Demiralp
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Merge branch 'develop'

parents ba4756a3 dc8713ff
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......@@ -3,6 +3,7 @@
#include "Cluster/IDisplayClusterClusterManager.h"
#include "Engine/World.h"
#include "Game/IDisplayClusterGameManager.h"
#include "GameFramework/InputSettings.h"
#include "GameFramework/WorldSettings.h"
#include "Input/IDisplayClusterInputManager.h"
#include "Kismet/GameplayStatics.h"
......@@ -81,6 +82,10 @@ void AVirtualRealityPawn::BeginPlay ()
{
Super::BeginPlay();
bUseControllerRotationYaw = true;
bUseControllerRotationPitch = true;
bUseControllerRotationRoll = true;
// Display cluster settings apply to all setups (PC, HMD, CAVE/ROLV) despite the unfortunate name due to being an UE4 internal.
TArray<AActor*> SettingsActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ADisplayClusterSettings::StaticClass(), SettingsActors);
......@@ -96,6 +101,9 @@ void AVirtualRealityPawn::BeginPlay ()
if (IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster)
{
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("TurnRate" )), EKeys::MouseX));
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("LookUpRate")), EKeys::MouseY));
// Requires a scene node called flystick in the config.
Flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick"));
......@@ -103,8 +111,11 @@ void AVirtualRealityPawn::BeginPlay ()
LeftHand = Flystick;
RightHand = Flystick;
}
else if (UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled())
else if (UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayConnected())
{
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("TurnRate" )), EKeys::MouseX));
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("LookUpRate")), EKeys::MouseY));
LeftMotionController ->SetVisibility(true);
RightMotionController->SetVisibility(true);
......@@ -114,10 +125,6 @@ void AVirtualRealityPawn::BeginPlay ()
}
else
{
bUseControllerRotationYaw = true;
bUseControllerRotationPitch = true;
bUseControllerRotationRoll = true;
Forward = RootComponent;
LeftHand = RootComponent;
RightHand = RootComponent;
......
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