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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: ...@@ -148,7 +148,7 @@ Build_Linux_Without_Cluster:
artifacts: true artifacts: true
# Deploys to vrdev # Deploys to vrdev
Deploy_Windows: .Deploy_Windows:
rules: rules:
- if: $CI_PIPELINE_SOURCE == "web" - if: $CI_PIPELINE_SOURCE == "web"
- if: $CI_PIPELINE_SOURCE == "schedule" - if: $CI_PIPELINE_SOURCE == "schedule"
......
...@@ -41,8 +41,11 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick ...@@ -41,8 +41,11 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
{ {
// you are only allowed to move horizontally in NAV_WALK // you are only allowed to move horizontally in NAV_WALK
// everything else will be handled by stepping-up/gravity // everything else will be handled by stepping-up/gravity
// so remove Z component for the input vector of the UFloatingPawnMovement // so rotate the input vector onto horizontal plane
InputVector.Z = 0.0f; const FRotator InputRot = FRotator(InputVector.Rotation());
const FRotator InputYaw = FRotator(0, InputRot.Yaw, 0);
InputVector = InputRot.UnrotateVector(InputVector);
InputVector = InputYaw.RotateVector(InputVector);
ConsumeInputVector(); ConsumeInputVector();
AddInputVector(InputVector); AddInputVector(InputVector);
} }
...@@ -67,13 +70,8 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick ...@@ -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 // in case we are in a collision and collision checks are temporarily deactivated.
// movement without any checks, otherwise check collision during physical movement if (!bCollisionChecksTemporarilyDeactivated)
if (bCollisionChecksTemporarilyDeactivated)
{
ConsumeInputVector();
}
else
{ {
// so we add stepping-up (for both walk and fly) // so we add stepping-up (for both walk and fly)
// and gravity for walking only // and gravity for walking only
......
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