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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() ...@@ -174,7 +174,7 @@ void UVRPawnMovement::MoveOutOfNewDynamicCollisions()
FVector ResolveDirection = 1.5f * ResolveDirectionOptional.GetValue(); //scale it up for security distance FVector ResolveDirection = 1.5f * ResolveDirectionOptional.GetValue(); //scale it up for security distance
UpdatedComponent->AddWorldOffset(ResolveDirection); 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(); LastCollisionFreeCapsulePosition.Reset();
} }
} }
...@@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision() ...@@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
{ {
if (!LastCollisionFreeCapsulePosition.IsSet()) 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; return;
} }
...@@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const ...@@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const
} }
FVector ResolveVector = FVector::ZeroVector; 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 //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) for (const UPrimitiveComponent* OverlappingComp : OverlappingComponents)
{ {
......
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