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Commit ace5e78b authored by David Gilbert's avatar David Gilbert :bug:
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Merge branch 'dev/5.4' into fix/CAVESnapTurn

parents 3c7cf620 3da9a6a2
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2 merge requests!107UE5.4-2024.1-rc1,!100Splits mouse rotation from IA_Turn to avoid snap turn on CAVE
Pipeline #463087 failed
......@@ -148,7 +148,7 @@ Build_Linux_Without_Cluster:
artifacts: true
# Deploys to vrdev
Deploy_Windows:
.Deploy_Windows:
rules:
- if: $CI_PIPELINE_SOURCE == "web"
- if: $CI_PIPELINE_SOURCE == "schedule"
......
......
......@@ -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);
}
......@@ -67,13 +70,8 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
}
}
// in case we are in a collision and collision checks are temporarily deactivated, we only allow physical
// movement without any checks, otherwise check collision during physical movement
if (bCollisionChecksTemporarilyDeactivated)
{
ConsumeInputVector();
}
else
// in case we are in a collision and collision checks are temporarily deactivated.
if (!bCollisionChecksTemporarilyDeactivated)
{
// so we add stepping-up (for both walk and fly)
// and gravity for walking only
......
......
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