From 9ea93a8b7c92ef8cb0e7c40ab2f3cf5399af3156 Mon Sep 17 00:00:00 2001 From: Christian Helwig <helwig@vr.rwth-aachen.de> Date: Thu, 12 Sep 2024 12:44:40 +0200 Subject: [PATCH] fix(movement): Fixes a bug where the movement velocity is dependent on the controller rotation --- .../Private/Pawn/Navigation/CollisionHandlingMovement.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp index 4f86fc4f..d75c4d40 100644 --- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp +++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp @@ -41,8 +41,11 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick { // you are only allowed to move horizontally in NAV_WALK // everything else will be handled by stepping-up/gravity - // so remove Z component for the input vector of the UFloatingPawnMovement - InputVector.Z = 0.0f; + // so rotate the input vector onto horizontal plane + const FRotator InputRot = FRotator(InputVector.Rotation()); + const FRotator InputYaw = FRotator(0, InputRot.Yaw, 0); + InputVector = InputRot.UnrotateVector(InputVector); + InputVector = InputYaw.RotateVector(InputVector); ConsumeInputVector(); AddInputVector(InputVector); } -- GitLab