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Commit b062819e authored by David Gilbert's avatar David Gilbert :bug:
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docs(navigation): small typo fixes

parent 1fa4703d
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1 merge request!41walking movement improvements: fix blocked ghost movement, be able to handle...
......@@ -174,7 +174,7 @@ void UVRPawnMovement::MoveOutOfNewDynamicCollisions()
FVector ResolveDirection = 1.5f * ResolveDirectionOptional.GetValue(); //scale it up for security distance
UpdatedComponent->AddWorldOffset(ResolveDirection);
//invalidate the last collision-free position, since apparently something change so ew got into this collision
//invalidate the last collision-free position, since apparently something changed so we got into this collision
LastCollisionFreeCapsulePosition.Reset();
}
}
......@@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
{
if (!LastCollisionFreeCapsulePosition.IsSet())
{
//we don't know any old location-free location, so do nothing here
//we don't know any old collision-free location, so do nothing here
return;
}
......@@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const
}
FVector ResolveVector = FVector::ZeroVector;
//check what to do to move out of these collisions (or nothing if non is there)
//check what to do to move out of these collisions (or nothing if none is there)
//we just add the penetrations so in very unfortunate conditions this can become problematic/blocking but for now and our regular use cases this works
for (const UPrimitiveComponent* OverlappingComp : OverlappingComponents)
{
......
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