diff --git a/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp b/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
index d1f5849d13b9ea52be233f4a8798023da7daf6bc..157e44d8a64c5d79b5aa6c8a0376838bc2c1842e 100644
--- a/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
+++ b/Source/RWTHVRCluster/Private/CAVEOverlay/CAVEOverlayController.cpp
@@ -46,7 +46,7 @@ ACAVEOverlayController::ACAVEOverlayController()
 	PrimaryActorTick.bCanEverTick = true;
 	bAllowTickBeforeBeginPlay = false;
 
-	//Creation of sub-components
+	// Creation of sub-components
 	Root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
 	SetRootComponent(Root);
 
@@ -73,8 +73,8 @@ void ACAVEOverlayController::CycleDoorType()
 
 void ACAVEOverlayController::HandleClusterEvent(const FDisplayClusterClusterEventJson& Event)
 {
-	if (Event.Category.Equals("CAVEOverlay") && Event.Type.Equals("DoorChange") && Event.Parameters.Contains(
-		"NewDoorState"))
+	if (Event.Category.Equals("CAVEOverlay") && Event.Type.Equals("DoorChange") &&
+		Event.Parameters.Contains("NewDoorState"))
 	{
 		SetDoorMode(static_cast<EDoorMode>(FCString::Atoi(*Event.Parameters["NewDoorState"])));
 	}
@@ -91,8 +91,7 @@ void ACAVEOverlayController::SetDoorMode(const EDoorMode NewMode)
 		if (ScreenType == SCREEN_DOOR)
 			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
 		if (ScreenType == SCREEN_DOOR_PARTIAL)
-			Overlay->BlackBox->
-			         SetRenderScale(FVector2D(DoorOpeningWidthRelative, 1));
+			Overlay->BlackBox->SetRenderScale(FVector2D(DoorOpeningWidthRelative, 1));
 		if (ScreenType == SCREEN_PRIMARY)
 			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
 
@@ -120,7 +119,7 @@ void ACAVEOverlayController::SetDoorMode(const EDoorMode NewMode)
 
 		Overlay->BlackBox->SetVisibility(ESlateVisibility::Hidden);
 		break;
-	default: ;
+	default:;
 	}
 
 	// On the secondary nodes that are not the door, hide the overlay completely
@@ -129,7 +128,7 @@ void ACAVEOverlayController::SetDoorMode(const EDoorMode NewMode)
 		Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
 
 	UE_LOGFMT(LogCAVEOverlay, Log, "Switched door state to {State}. New opening width is {Width}.",
-	          *DoorModeNames[DoorCurrentMode], DoorCurrentOpeningWidthAbsolute);
+			  *DoorModeNames[DoorCurrentMode], DoorCurrentOpeningWidthAbsolute);
 
 	// On the primary node, show which door mode is currently active.
 	if (ScreenType == SCREEN_PRIMARY)
@@ -163,7 +162,7 @@ void ACAVEOverlayController::BeginPlay()
 	if (!bValidPC || !URWTHVRUtilities::IsRoomMountedMode())
 		return;
 
-	//Input config
+	// Input config
 	if (URWTHVRUtilities::IsPrimaryNode())
 	{
 		if (CycleDoorTypeInputAction == nullptr || IMCCaveOverlayInputMapping == nullptr)
@@ -174,12 +173,12 @@ void ACAVEOverlayController::BeginPlay()
 
 		UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PC->InputComponent);
 		Input->BindAction(CycleDoorTypeInputAction, ETriggerEvent::Triggered, this,
-		                  &ACAVEOverlayController::CycleDoorType);
+						  &ACAVEOverlayController::CycleDoorType);
 
 		if (const ULocalPlayer* LocalPlayer = PC->GetLocalPlayer())
 		{
-			if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<
-				UEnhancedInputLocalPlayerSubsystem>())
+			if (UEnhancedInputLocalPlayerSubsystem* InputSystem =
+					LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
 			{
 				InputSystem->AddMappingContext(IMCCaveOverlayInputMapping, 0);
 			}
@@ -190,8 +189,8 @@ void ACAVEOverlayController::BeginPlay()
 	IDisplayClusterClusterManager* ClusterManager = IDisplayCluster::Get().GetClusterMgr();
 	if (ClusterManager && !ClusterEventListenerDelegate.IsBound())
 	{
-		ClusterEventListenerDelegate = FOnClusterEventJsonListener::CreateUObject(
-			this, &ACAVEOverlayController::HandleClusterEvent);
+		ClusterEventListenerDelegate =
+			FOnClusterEventJsonListener::CreateUObject(this, &ACAVEOverlayController::HandleClusterEvent);
 		ClusterManager->AddClusterEventJsonListener(ClusterEventListenerDelegate);
 	}
 
@@ -226,7 +225,7 @@ void ACAVEOverlayController::BeginPlay()
 	// Set the default door mode (partially open)
 	SetDoorMode(DoorCurrentMode);
 
-	//Set Text to "" until someone presses the key for the first time
+	// Set Text to "" until someone presses the key for the first time
 	Overlay->CornerText->SetText(FText::FromString(""));
 
 	// Get the pawn so we can have access to head and hand positions
@@ -241,7 +240,7 @@ void ACAVEOverlayController::BeginPlay()
 		UE_LOGFMT(LogCAVEOverlay, Error, "No VirtualRealityPawn found which we could attach to!");
 	}
 
-	//Create dynamic materials at runtime
+	// Create dynamic materials at runtime
 	TapeMaterialDynamic = Tape->CreateDynamicMaterialInstance(0);
 	RightSignMaterialDynamic = SignRightHand->CreateDynamicMaterialInstance(0);
 	LeftSignMaterialDynamic = SignLeftHand->CreateDynamicMaterialInstance(0);
@@ -266,38 +265,37 @@ double ACAVEOverlayController::CalculateOpacityFromPosition(const FVector& Posit
 	// fully opaque when WallFadeDistance away from the wall. Could just use a lerp here..
 	return FMath::Max(
 		FMath::Clamp((FMath::Abs(Position.X) - (WallDistance - WallCloseDistance)) / WallFadeDistance, 0.0, 1.0),
-		FMath::Clamp((FMath::Abs(Position.Y) - (WallDistance - WallCloseDistance)) / WallFadeDistance, 0.0, 1.0)
-	);
+		FMath::Clamp((FMath::Abs(Position.Y) - (WallDistance - WallCloseDistance)) / WallFadeDistance, 0.0, 1.0));
 }
 
 bool ACAVEOverlayController::PositionInDoorOpening(const FVector& Position) const
 {
-	// The position of the corner with 10cm of buffer. In negative direction because the door is in negative direction of the cave
+	// The position of the corner with 10cm of buffer. In negative direction because the door is in negative direction
+	// of the cave
 	const float CornerValue = -(WallDistance + 10);
 
 	// Check whether our X position is within the door zone. This zone starts 10cm further away from the wall
 	// than the WallCloseDistance, and ends 10cm outside of the wall (door). As the door is in negative X direction,
 	// the signs need to be negated.
-	const bool bXWithinDoor = FMath::IsWithinInclusive(Position.X, CornerValue,
-	                                                   -(WallDistance - WallCloseDistance - 10));
+	const bool bXWithinDoor =
+		FMath::IsWithinInclusive(Position.X, CornerValue, -(WallDistance - WallCloseDistance - 10));
 
 	// Checks whether our Y position is between the lower corner with some overlap and
 	// the door corner (CornerValue + DoorCurrentOpeningWidthAbsolute)
-	const bool bYWithinDoor = FMath::IsWithinInclusive(Position.Y, CornerValue,
-	                                                   CornerValue + DoorCurrentOpeningWidthAbsolute);
+	const bool bYWithinDoor =
+		FMath::IsWithinInclusive(Position.Y, CornerValue, CornerValue + DoorCurrentOpeningWidthAbsolute);
 	return bXWithinDoor && bYWithinDoor;
 }
 
 void ACAVEOverlayController::SetSignsForHand(UStaticMeshComponent* Sign, const FVector& HandPosition,
-                                             UMaterialInstanceDynamic* HandMaterial) const
+											 UMaterialInstanceDynamic* HandMaterial) const
 {
-	const bool bHandIsCloseToWall = FMath::IsWithinInclusive(HandPosition.GetAbsMax(),
-	                                                         WallDistance - WallCloseDistance, WallDistance);
+	const bool bHandIsCloseToWall =
+		FMath::IsWithinInclusive(HandPosition.GetAbsMax(), WallDistance - WallCloseDistance, WallDistance);
 	if (bHandIsCloseToWall && !PositionInDoorOpening(HandPosition))
 	{
 		Sign->SetVisibility(true);
-		HandMaterial->SetScalarParameterValue("SignOpacity",
-		                                      CalculateOpacityFromPosition(HandPosition));
+		HandMaterial->SetScalarParameterValue("SignOpacity", CalculateOpacityFromPosition(HandPosition));
 
 		// Which wall are we closest to? This is the wall we project the sign onto
 		const bool bXWallCloser = FMath::Abs(HandPosition.X) > FMath::Abs(HandPosition.Y);
@@ -330,8 +328,8 @@ void ACAVEOverlayController::Tick(float DeltaTime)
 
 	// Head/Tape Logic
 	const FVector HeadPosition = VRPawn->HeadCameraComponent->GetRelativeTransform().GetLocation();
-	const bool bHeadIsCloseToWall = FMath::IsWithinInclusive(HeadPosition.GetAbsMax(),
-	                                                         WallDistance - WallCloseDistance, WallDistance);
+	const bool bHeadIsCloseToWall =
+		FMath::IsWithinInclusive(HeadPosition.GetAbsMax(), WallDistance - WallCloseDistance, WallDistance);
 
 	// Only show the tape when close to a wall and not within the door opening
 	if (bHeadIsCloseToWall && !PositionInDoorOpening(HeadPosition))
diff --git a/Source/RWTHVRCluster/Private/CaveSetup.cpp b/Source/RWTHVRCluster/Private/CaveSetup.cpp
index da178a98f0fdceaacee7bd4c3b331fbc0e8bf621..c39e47d4997863ee26b9fe5065c327efc6aa669f 100644
--- a/Source/RWTHVRCluster/Private/CaveSetup.cpp
+++ b/Source/RWTHVRCluster/Private/CaveSetup.cpp
@@ -35,7 +35,7 @@ void ACaveSetup::BeginPlay()
 			const auto Actor = World->SpawnActor(ActorClass);
 			Actor->AttachToActor(this, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
 			UE_LOGFMT(LogTemp, Display, "CaveSetup: Spawned Actor {Actor} on the Cave and attached it.",
-			          Actor->GetName());
+					  Actor->GetName());
 		}
 	}
 
@@ -48,7 +48,7 @@ void ACaveSetup::BeginPlay()
 			LiveLinkPresetToApplyOnCave->ApplyToClientLatent();
 
 			UE_LOGFMT(LogTemp, Display, "CaveSetup: Applied LiveLinkPreset {Preset} to Client.",
-			          LiveLinkPresetToApplyOnCave->GetName());
+					  LiveLinkPresetToApplyOnCave->GetName());
 		}
 	}
 }
diff --git a/Source/RWTHVRCluster/Private/ClusterConsole/ClusterConsole.cpp b/Source/RWTHVRCluster/Private/ClusterConsole/ClusterConsole.cpp
index b1d1a9019223ac0cee588aaeceb003b3ad36be7a..a0a7c49523e7191163cb53a5c290f9459c73f3f1 100644
--- a/Source/RWTHVRCluster/Private/ClusterConsole/ClusterConsole.cpp
+++ b/Source/RWTHVRCluster/Private/ClusterConsole/ClusterConsole.cpp
@@ -9,19 +9,21 @@ void FClusterConsole::Register()
 	ClusterConsoleCommand = IConsoleManager::Get().RegisterConsoleCommand(
 		TEXT("ClusterExecute"),
 		TEXT("<Your Command> - Execute commands on every node of the nDisplay cluster by prepending ClusterExecute"),
-		FConsoleCommandWithArgsDelegate::CreateLambda([](const TArray<FString>& Args)
-		{
-			if (IDisplayCluster::Get().GetClusterMgr() == nullptr || Args.Num() == 0) return;
+		FConsoleCommandWithArgsDelegate::CreateLambda(
+			[](const TArray<FString>& Args)
+			{
+				if (IDisplayCluster::Get().GetClusterMgr() == nullptr || Args.Num() == 0)
+					return;
 
-			/* Emitting cluster event */
-			FDisplayClusterClusterEventJson ClusterEvent;
-			ClusterEvent.Name = "ClusterExecute " + Args[0];
-			ClusterEvent.Type = Args[0];
-			ClusterEvent.Category = "NDisplayClusterExecute";
-			ClusterEvent.Parameters.Add("Command", FString::Join(Args, TEXT(" ")));
+				/* Emitting cluster event */
+				FDisplayClusterClusterEventJson ClusterEvent;
+				ClusterEvent.Name = "ClusterExecute " + Args[0];
+				ClusterEvent.Type = Args[0];
+				ClusterEvent.Category = "NDisplayClusterExecute";
+				ClusterEvent.Parameters.Add("Command", FString::Join(Args, TEXT(" ")));
 
-			IDisplayCluster::Get().GetClusterMgr()->EmitClusterEventJson(ClusterEvent, false);
-		}));
+				IDisplayCluster::Get().GetClusterMgr()->EmitClusterEventJson(ClusterEvent, false);
+			}));
 
 	/* Register cluster event handling */
 	const IDisplayCluster* DisplayCluster = FModuleManager::LoadModulePtr<IDisplayCluster>(IDisplayCluster::ModuleName);
diff --git a/Source/RWTHVRCluster/Private/RWTHVRCluster.cpp b/Source/RWTHVRCluster/Private/RWTHVRCluster.cpp
index 121a015a5c5321ac75864da5997743572c43464e..3f0955de6db6984ba796eb5c6ae793141456c25e 100644
--- a/Source/RWTHVRCluster/Private/RWTHVRCluster.cpp
+++ b/Source/RWTHVRCluster/Private/RWTHVRCluster.cpp
@@ -2,15 +2,9 @@
 
 #define LOCTEXT_NAMESPACE "FRWTHVRClusterModule"
 
-void FRWTHVRClusterModule::StartupModule()
-{
-	ClusterConsole.Register();
-}
+void FRWTHVRClusterModule::StartupModule() { ClusterConsole.Register(); }
 
-void FRWTHVRClusterModule::ShutdownModule()
-{
-	ClusterConsole.Unregister();
-}
+void FRWTHVRClusterModule::ShutdownModule() { ClusterConsole.Unregister(); }
 
 #undef LOCTEXT_NAMESPACE
 
diff --git a/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlayController.h b/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlayController.h
index ed2ffe10bd2160d900b318c11dd8b4ce4c6e7719..234344221310b07fe6fe657468100cb4e4e11714 100644
--- a/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlayController.h
+++ b/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlayController.h
@@ -13,7 +13,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogCAVEOverlay, Log, All);
  * Actor which controls the cave overlay. The overlay displays a warning tape around the cave
  * when the user moves their head too close to the wall, and a warning sign when the hands are
  * too close.
-*/
+ */
 UCLASS()
 class RWTHVRCLUSTER_API ACAVEOverlayController : public AActor
 {
@@ -44,28 +44,33 @@ private:
 	EScreen_Type ScreenType = SCREEN_NORMAL;
 
 	// which additional node names define the screens that cover the door
-	const TArray<FString> ScreensDoor = {
-		"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye", "node_bll_right_eye"
-	};
+	const TArray<FString> ScreensDoor = {"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye",
+										 "node_bll_right_eye"};
 
 	// which node names define the screens that cover the partial door
-	const TArray<FString> ScreensDoorPartial = {
-		"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye", "node_blr_right_eye"
-	};
+	const TArray<FString> ScreensDoorPartial = {"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye",
+												"node_blr_right_eye"};
 
 	const FString ScreenMain = "node_main";
 
-	//Door Mode
-	enum EDoorMode { DOOR_PARTIALLY_OPEN = 0, DOOR_OPEN = 1, DOOR_CLOSED = 2, DOOR_DEBUG = 3, DOOR_NUM_MODES = 4 };
+	// Door Mode
+	enum EDoorMode
+	{
+		DOOR_PARTIALLY_OPEN = 0,
+		DOOR_OPEN = 1,
+		DOOR_CLOSED = 2,
+		DOOR_DEBUG = 3,
+		DOOR_NUM_MODES = 4
+	};
 
 	const FString DoorModeNames[DOOR_NUM_MODES] = {"Partially Open", "Open", "Closed", "Debug"};
 	EDoorMode DoorCurrentMode = DOOR_PARTIALLY_OPEN;
 	const float DoorOpeningWidthRelative = 0.522; //%, used for the overlay width on the screen
-	const float DoorOpeningWidthAbsolute = 165; //cm, used for the non tape part at the door
-	const float WallDistance = 262.5; //cm, distance from center to a wall, *2 = wall width
-	const float WallCloseDistance = 75; //cm, the distance considered to be too close to the walls
-	const float WallFadeDistance = 35; //cm, the distance over which the tape is faded
-	const float WallWarningDistance = 40; //cm, distance on which the tape turns red, measured from wall
+	const float DoorOpeningWidthAbsolute = 165; // cm, used for the non tape part at the door
+	const float WallDistance = 262.5; // cm, distance from center to a wall, *2 = wall width
+	const float WallCloseDistance = 75; // cm, the distance considered to be too close to the walls
+	const float WallFadeDistance = 35; // cm, the distance over which the tape is faded
+	const float WallWarningDistance = 40; // cm, distance on which the tape turns red, measured from wall
 	float DoorCurrentOpeningWidthAbsolute = 0;
 
 	// Helper function to create a mesh component in the constructor
@@ -79,7 +84,7 @@ private:
 
 	// Sets the position, orientation and opacity/visibility of the Sign according to the HandPosition.
 	void SetSignsForHand(UStaticMeshComponent* Sign, const FVector& HandPosition,
-	                     UMaterialInstanceDynamic* HandMaterial) const;
+						 UMaterialInstanceDynamic* HandMaterial) const;
 
 	// Only calculate positions and material values when we're fully initialized.
 	bool bInitialized = false;
@@ -123,7 +128,7 @@ public:
 	UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "CAVEOverlay")
 	UInputAction* CycleDoorTypeInputAction;
 
-	UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="CAVEOverlay")
+	UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "CAVEOverlay")
 	UInputMappingContext* IMCCaveOverlayInputMapping;
 
 	UPROPERTY()
diff --git a/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlaySettings.h b/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlaySettings.h
index e902289363d7cd73cd127faa4837782763116e6e..eee4b554ffa439a6d1f743144fa44689de5193d7 100644
--- a/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlaySettings.h
+++ b/Source/RWTHVRCluster/Public/CAVEOverlay/CAVEOverlaySettings.h
@@ -10,7 +10,7 @@ enum DefaultActivationType
 	DefaultActivationType_ON UMETA(DisplayName = "On by default")
 };
 
-UCLASS(config=Game, defaultconfig, meta=(DisplayName="CAVE Overlay"))
+UCLASS(config = Game, defaultconfig, meta = (DisplayName = "CAVE Overlay"))
 class RWTHVRCLUSTER_API UCAVEOverlaySettings : public UDeveloperSettings
 {
 	GENERATED_BODY()
@@ -19,6 +19,6 @@ public:
 	UPROPERTY(EditAnywhere, config, Category = "General", meta = (DisplayName = "Default Activation Type"))
 	TEnumAsByte<DefaultActivationType> DefaultActivationType = DefaultActivationType_ON;
 
-	UPROPERTY(EditAnywhere, config, Category = Maps, meta=(AllowedClasses="/Script/Engine.World"))
+	UPROPERTY(EditAnywhere, config, Category = Maps, meta = (AllowedClasses = "/Script/Engine.World"))
 	TArray<FSoftObjectPath> ExcludedMaps;
 };
diff --git a/Source/RWTHVRCluster/Public/CAVEOverlay/DoorOverlayData.h b/Source/RWTHVRCluster/Public/CAVEOverlay/DoorOverlayData.h
index 0fb53f02a1c8084b13d14e05ff5106ca261433b9..b4a0fada65f6f01d398e73a33de60b4fec4dc307 100644
--- a/Source/RWTHVRCluster/Public/CAVEOverlay/DoorOverlayData.h
+++ b/Source/RWTHVRCluster/Public/CAVEOverlay/DoorOverlayData.h
@@ -17,8 +17,8 @@ class RWTHVRCLUSTER_API UDoorOverlayData : public UUserWidget
 	GENERATED_BODY()
 
 public:
-	//These declarations are magically bound to the UMG blueprints elements,
-	//if they are named the same
+	// These declarations are magically bound to the UMG blueprints elements,
+	// if they are named the same
 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
 	UTextBlock* CornerText;
 
diff --git a/Source/RWTHVRCluster/Public/ClusterConsole/ClusterConsole.h b/Source/RWTHVRCluster/Public/ClusterConsole/ClusterConsole.h
index 46453808be934f5e9d6782f638c984c3f03ec0d8..f09a948c64f5b82b1c50c62cfb5b4a7ca86118a8 100644
--- a/Source/RWTHVRCluster/Public/ClusterConsole/ClusterConsole.h
+++ b/Source/RWTHVRCluster/Public/ClusterConsole/ClusterConsole.h
@@ -8,8 +8,9 @@
 /**
  * The ClusterConsole provides the console command "ClusterExecute"
  * The code catches your command, broadcasts it to every nDisplay node and executes it everywhere
- * 
- * This class has to be registered and unregistered. This can easily be done in every StartupModule/ShutdownModule functions.
+ *
+ * This class has to be registered and unregistered. This can easily be done in every StartupModule/ShutdownModule
+ * functions.
  */
 USTRUCT()
 struct RWTHVRCLUSTER_API FClusterConsole
diff --git a/Source/RWTHVRCluster/Public/Events/DisplayClusterEventParameterHelper.h b/Source/RWTHVRCluster/Public/Events/DisplayClusterEventParameterHelper.h
index aa633d5fe15fe79c4462495363c4ffc3dbb2fcf6..49500b767751ada9db7d935be95de34311540ad5 100644
--- a/Source/RWTHVRCluster/Public/Events/DisplayClusterEventParameterHelper.h
+++ b/Source/RWTHVRCluster/Public/Events/DisplayClusterEventParameterHelper.h
@@ -6,7 +6,7 @@
 
 template <typename ParameterType, typename... RemainingParameterTypes>
 inline void SerializeParameters(FMemoryWriter* MemoryWriter, ParameterType&& Parameter,
-                                RemainingParameterTypes&&... RemainingParameters)
+								RemainingParameterTypes&&... RemainingParameters)
 {
 	using NonConstType = typename std::remove_cv_t<typename TRemoveReference<ParameterType>::Type>;
 	// const_cast because the same operator (<<) is used for reading and writing
@@ -14,18 +14,17 @@ inline void SerializeParameters(FMemoryWriter* MemoryWriter, ParameterType&& Par
 	SerializeParameters(MemoryWriter, Forward<RemainingParameterTypes>(RemainingParameters)...);
 }
 
-inline void SerializeParameters(FMemoryWriter* MemoryWriter)
-{
-}
+inline void SerializeParameters(FMemoryWriter* MemoryWriter) {}
 
-// This is a wrapper function to recursively fill the argument tuple. This overload is only used if the index indicating the
-// currently handled attribute is less than the number of total attributes. I.e., if the attribute index is valid.
+// This is a wrapper function to recursively fill the argument tuple. This overload is only used if the index indicating
+// the currently handled attribute is less than the number of total attributes. I.e., if the attribute index is valid.
 template <int CurrentIndex, typename... ArgTypes>
 inline typename TEnableIf<(CurrentIndex < sizeof...(ArgTypes))>::Type
 FillArgumentTuple(FMemoryReader* MemoryReader, TTuple<ArgTypes...>* ArgumentTuple)
 {
-	// Read the "<<" as ">>" operator here. FArchive uses the same for both and decides based on an internal type on what to do. So
-	// this statement parses the bytes that were passed into reader and puts the parsed object into the tuple at index CurrentIndex.
+	// Read the "<<" as ">>" operator here. FArchive uses the same for both and decides based on an internal type on
+	// what to do. So this statement parses the bytes that were passed into reader and puts the parsed object into the
+	// tuple at index CurrentIndex.
 	(*MemoryReader) << ArgumentTuple->template Get<CurrentIndex>();
 
 	// Recursive call for the remaining attributes.
@@ -40,20 +39,18 @@ FillArgumentTuple(FMemoryReader* MemoryReader, TTuple<ArgTypes...>* ArgumentTupl
 }
 
 template <typename RetType, typename... ArgTypes>
-inline RetType CallDelegateWithParameterMap(
-	const TDelegate<RetType, ArgTypes...>& Delegate, const TMap<FString, FString>& Parameters)
+inline RetType CallDelegateWithParameterMap(const TDelegate<RetType, ArgTypes...>& Delegate,
+											const TMap<FString, FString>& Parameters)
 {
-	// Create a tuple that holds all arguments. This assumes that all argument types are default constructible. However, all
-	// types that overload the FArchive "<<" operator probably are.
+	// Create a tuple that holds all arguments. This assumes that all argument types are default constructible. However,
+	// all types that overload the FArchive "<<" operator probably are.
 	TTuple<typename std::remove_cv_t<typename TRemoveReference<ArgTypes>::Type>...> ArgumentTuple;
 
 	// This call will parse the string map and fill all values in the tuple appropriately.
 	FillArgumentTuple<0>(&ArgumentTuple, Parameters);
 
-	// The lambda function is only necessary because delegates do not overload the ()-operator but use the Execute() method
-	// instead. So, the lambda acts as a wrapper.
+	// The lambda function is only necessary because delegates do not overload the ()-operator but use the Execute()
+	// method instead. So, the lambda acts as a wrapper.
 	return ArgumentTuple.ApplyBefore([Delegate](ArgTypes&&... Arguments)
-	{
-		Delegate.Execute(Forward<ArgTypes>(Arguments)...);
-	});
+									 { Delegate.Execute(Forward<ArgTypes>(Arguments)...); });
 }
diff --git a/Source/RWTHVRCluster/Public/Events/DisplayClusterEventWrapper.h b/Source/RWTHVRCluster/Public/Events/DisplayClusterEventWrapper.h
index ef39e5ed0c21f99774ee2d36aae6f0dd5b8d10cc..e08fed921287bbad6a76367e590cc21e2b476b5d 100644
--- a/Source/RWTHVRCluster/Public/Events/DisplayClusterEventWrapper.h
+++ b/Source/RWTHVRCluster/Public/Events/DisplayClusterEventWrapper.h
@@ -11,8 +11,8 @@ static constexpr int32 CLUSTER_EVENT_WRAPPER_EVENT_ID = 1337420;
 template <typename MemberFunctionType, MemberFunctionType MemberFunction>
 class ClusterEventWrapperEvent;
 
-template <typename ObjectType, typename ReturnType, typename... ArgTypes, ReturnType (ObjectType::*
-	          MemberFunction)(ArgTypes...)>
+template <typename ObjectType, typename ReturnType, typename... ArgTypes,
+		  ReturnType (ObjectType::*MemberFunction)(ArgTypes...)>
 class ClusterEventWrapperEvent<ReturnType (ObjectType::*)(ArgTypes...), MemberFunction>
 {
 	static_assert(TIsDerivedFrom<ObjectType, UObject>::IsDerived, "Object needs to derive from UObject");
@@ -20,9 +20,7 @@ class ClusterEventWrapperEvent<ReturnType (ObjectType::*)(ArgTypes...), MemberFu
 public:
 	using MemberFunctionType = decltype(MemberFunction);
 
-	ClusterEventWrapperEvent(const TCHAR* MethodName) : MethodName{MethodName}
-	{
-	}
+	ClusterEventWrapperEvent(const TCHAR* MethodName) : MethodName{MethodName} {}
 
 	void Attach(ObjectType* NewObject)
 	{
@@ -58,7 +56,7 @@ public:
 
 					FString EventMethodName;
 					// This reads the value!
-					MemoryReader << EventMethodName; 
+					MemoryReader << EventMethodName;
 					if (EventMethodName != MethodName)
 					{
 						// This event does not belong to this method.
@@ -74,9 +72,7 @@ public:
 					FillArgumentTuple<0>(&MemoryReader, &ArgumentTuple);
 
 					ArgumentTuple.ApplyBefore([this](const ArgTypes&... Arguments)
-					{
-						(Object->*MemberFunction)(Forward<const ArgTypes&>(Arguments)...);
-					});
+											  { (Object->*MemberFunction)(Forward<const ArgTypes&>(Arguments)...); });
 				});
 			ClusterManager->AddClusterEventBinaryListener(ClusterEventListenerDelegate);
 		}
@@ -134,8 +130,9 @@ private:
 #define DCEW_STRINGIFY(x) #x
 #define DCEW_TOSTRING(x) DCEW_STRINGIFY(x)
 
-#define DECLARE_DISPLAY_CLUSTER_EVENT(OwningType, MethodIdentifier)                                                          \
-	ClusterEventWrapperEvent<decltype(&OwningType::MethodIdentifier), &OwningType::MethodIdentifier> MethodIdentifier##Event \
-	{                                                                                                                        \
-		TEXT(DCEW_TOSTRING(OwningType) DCEW_TOSTRING(MethodIdentifier))                                                      \
+#define DECLARE_DISPLAY_CLUSTER_EVENT(OwningType, MethodIdentifier)                                                    \
+	ClusterEventWrapperEvent<decltype(&OwningType::MethodIdentifier), &OwningType::MethodIdentifier>                   \
+		MethodIdentifier##Event                                                                                        \
+	{                                                                                                                  \
+		TEXT(DCEW_TOSTRING(OwningType) DCEW_TOSTRING(MethodIdentifier))                                                \
 	}
diff --git a/Source/RWTHVRToolkit/Private/Core/ClientTransformReplication.cpp b/Source/RWTHVRToolkit/Private/Core/ClientTransformReplication.cpp
index 5063c9cf2b4642b2751275094775d8650521ae4e..0bce9302ae30860f0211918a620be91e9666ea21 100644
--- a/Source/RWTHVRToolkit/Private/Core/ClientTransformReplication.cpp
+++ b/Source/RWTHVRToolkit/Private/Core/ClientTransformReplication.cpp
@@ -39,7 +39,7 @@ void UClientTransformReplication::UpdateState(float DeltaTime)
 					ControllerNetUpdateCount = 0.0f;
 
 					// The local state has changed and we're within the update rate. Apply the new local state to the
-					// replicated variable - this just saves the new local state on the local net owner. 
+					// replicated variable - this just saves the new local state on the local net owner.
 					ReplicatedTransform.Position = Loc;
 					ReplicatedTransform.Rotation = Rot;
 
@@ -57,7 +57,7 @@ void UClientTransformReplication::UpdateState(float DeltaTime)
 }
 
 void UClientTransformReplication::TickComponent(float DeltaTime, ELevelTick TickType,
-                                                FActorComponentTickFunction* ThisTickFunction)
+												FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 
diff --git a/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp b/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
index dfc80f27c13289b3a40dbbd728adeb8ec2314674..4d9b4b6e4dcdb1447e2d9ff98fbfc5400f000589 100644
--- a/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
+++ b/Source/RWTHVRToolkit/Private/Core/RWTHVRGameModeBase.cpp
@@ -11,7 +11,7 @@
 
 
 FString ARWTHVRGameModeBase::InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId,
-                                           const FString& Options, const FString& Portal)
+										   const FString& Options, const FString& Portal)
 {
 	// Used by the DisplayClusterNetDriver/Connection to handshake nodes. Could use their types directly
 	// but I don't really want to introduce a hard dependency here.
@@ -31,12 +31,11 @@ FString ARWTHVRGameModeBase::InitNewPlayer(APlayerController* NewPlayerControlle
 			// When the primary node is a listen server, it apparently doesn't get the node option...
 			// Could additionally check for listen, but this should be save enough.
 			const FString NodeName = UGameplayStatics::HasOption(Options, NodeNameKey)
-				                         ? UGameplayStatics::ParseOption(Options, NodeNameKey)
-				                         : PrimaryNodeId;
+				? UGameplayStatics::ParseOption(Options, NodeNameKey)
+				: PrimaryNodeId;
 
-			const EPlayerType Type = NodeName == PrimaryNodeId
-				                         ? EPlayerType::nDisplayPrimary
-				                         : EPlayerType::nDisplaySecondary;
+			const EPlayerType Type =
+				NodeName == PrimaryNodeId ? EPlayerType::nDisplayPrimary : EPlayerType::nDisplaySecondary;
 			State->RequestSetPlayerType(Type);
 		}
 	}
@@ -52,7 +51,7 @@ void ARWTHVRGameModeBase::PostLogin(APlayerController* NewPlayer)
 		if (NewPlayer->GetPawn() && NewPlayer->GetPawn()->IsValidLowLevelFast())
 		{
 			UE_LOGFMT(Toolkit, Display,
-			          "ARWTHVRGameModeBase::PostLogin: New player already auto-possessed a pawn, not spawning new one");
+					  "ARWTHVRGameModeBase::PostLogin: New player already auto-possessed a pawn, not spawning new one");
 			Super::PostLogin(NewPlayer);
 			return;
 		}
diff --git a/Source/RWTHVRToolkit/Private/Fixes/ActivateConsoleInShipping.cpp b/Source/RWTHVRToolkit/Private/Fixes/ActivateConsoleInShipping.cpp
index e24d994d25ac8d2db0e3ed89b021f93a7dcfb03f..5c0d0a6c31c6806bdcad11052732b812a119496b 100644
--- a/Source/RWTHVRToolkit/Private/Fixes/ActivateConsoleInShipping.cpp
+++ b/Source/RWTHVRToolkit/Private/Fixes/ActivateConsoleInShipping.cpp
@@ -4,7 +4,8 @@
 void FActivateConsoleInShipping::Register()
 {
 	/* Should only enable console in shipping */
-	if (FApp::GetBuildConfiguration() != EBuildConfiguration::Shipping) return;
+	if (FApp::GetBuildConfiguration() != EBuildConfiguration::Shipping)
+		return;
 
 	On_Post_World_Initialization_Delegate.BindRaw(this, &FActivateConsoleInShipping::OnSessionStart);
 	StartHandle = FWorldDelegates::OnPostWorldInitialization.Add(On_Post_World_Initialization_Delegate);
@@ -12,7 +13,8 @@ void FActivateConsoleInShipping::Register()
 
 void FActivateConsoleInShipping::Unregister() const
 {
-	if (FApp::GetBuildConfiguration() != EBuildConfiguration::Shipping) return;
+	if (FApp::GetBuildConfiguration() != EBuildConfiguration::Shipping)
+		return;
 
 	FWorldDelegates::OnPostWorldInitialization.Remove(StartHandle);
 }
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactables/ActionBehaviour.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactables/ActionBehaviour.cpp
index 0b7ff6e65729a8c27204edff42de1369bd74f8b2..4e9c3fd662dd3baa2a30fddd8f516022e4efa9ba 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactables/ActionBehaviour.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactables/ActionBehaviour.cpp
@@ -4,18 +4,15 @@
 #include "Interaction/Interactables/ActionBehaviour.h"
 
 // We disable ticking here, as we are mainly interested in the events
-UActionBehaviour::UActionBehaviour()
-{
-	PrimaryComponentTick.bCanEverTick = false;
-}
+UActionBehaviour::UActionBehaviour() { PrimaryComponentTick.bCanEverTick = false; }
 
 void UActionBehaviour::OnActionStart(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-                                     const FInputActionValue& Value)
+									 const FInputActionValue& Value)
 {
 }
 
 void UActionBehaviour::OnActionEnd(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-                                   const FInputActionValue& Value)
+								   const FInputActionValue& Value)
 {
 }
 
@@ -29,7 +26,7 @@ void UActionBehaviour::BeginPlay()
 
 // Called every frame
 void UActionBehaviour::TickComponent(float DeltaTime, ELevelTick TickType,
-                                     FActorComponentTickFunction* ThisTickFunction)
+									 FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 }
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactables/GrabBehavior.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactables/GrabBehavior.cpp
index 0acf4d7abd92c4ef4ac0e555c8ce3387b6c6ce43..0ff95d0c6fc823faef1016badc7fb8330beb9679 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactables/GrabBehavior.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactables/GrabBehavior.cpp
@@ -36,7 +36,7 @@ UPrimitiveComponent* UGrabBehavior::GetHighestParentSimulatingPhysics(UPrimitive
 }
 
 void UGrabBehavior::OnActionStart(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-                                  const FInputActionValue& Value)
+								  const FInputActionValue& Value)
 {
 	const APawn* Player = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
 
@@ -69,7 +69,7 @@ void UGrabBehavior::OnActionStart(USceneComponent* TriggeredComponent, const UIn
 }
 
 void UGrabBehavior::OnActionEnd(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-                                const FInputActionValue& Value)
+								const FInputActionValue& Value)
 {
 	if (MyPhysicsComponent)
 	{
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactables/HoverBehaviour.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactables/HoverBehaviour.cpp
index 22986668f167c91498e6be7da5c2058bfac38856..96897613cd2f536cb9625a9b395ce49181656e70 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactables/HoverBehaviour.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactables/HoverBehaviour.cpp
@@ -3,13 +3,9 @@
 
 #include "Interaction/Interactables/HoverBehaviour.h"
 
-void UHoverBehaviour::OnHoverStart(const USceneComponent* TriggeredComponent, FHitResult Hit)
-{
-}
+void UHoverBehaviour::OnHoverStart(const USceneComponent* TriggeredComponent, FHitResult Hit) {}
 
-void UHoverBehaviour::OnHoverEnd(const USceneComponent* TriggeredComponent)
-{
-}
+void UHoverBehaviour::OnHoverEnd(const USceneComponent* TriggeredComponent) {}
 
 void UHoverBehaviour::BeginPlay()
 {
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactables/InteractableComponent.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactables/InteractableComponent.cpp
index d354afa8768f1973d740239eaa223e3bc8c5ab88..29ee75b08e1d37147671228e167c09e4cde462f8 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactables/InteractableComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactables/InteractableComponent.cpp
@@ -41,15 +41,17 @@ void UInteractableComponent::BeginPlay()
 
 // This functions dispatches the HoverStart Event to the attached Hover Behaviour Components
 void UInteractableComponent::HandleOnHoverStartEvents(USceneComponent* TriggerComponent,
-                                                      const EInteractorType Interactor)
+													  const EInteractorType Interactor)
 {
 	// We early return if there the InteractorFilter is set and the Interactor is allowed.
-	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor)) return;
+	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor))
+		return;
 
 	// We early return if the source Interactor is not part of the allowed components
-	if (!IsComponentAllowed(TriggerComponent)) return;
+	if (!IsComponentAllowed(TriggerComponent))
+		return;
 
-	//Broadcast event to all HoverBehaviours
+	// Broadcast event to all HoverBehaviours
 	for (const UHoverBehaviour* b : OnHoverBehaviours)
 	{
 		b->OnHoverStartEvent.Broadcast(TriggerComponent, HitResult);
@@ -60,12 +62,14 @@ void UInteractableComponent::HandleOnHoverStartEvents(USceneComponent* TriggerCo
 void UInteractableComponent::HandleOnHoverEndEvents(USceneComponent* TriggerComponent, const EInteractorType Interactor)
 {
 	// We early return if there the InteractorFilter is set and the Interactor is allowed.
-	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor)) return;
+	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor))
+		return;
 
 	// We early return if the source Interactor is not part of the allowed components
-	if (!IsComponentAllowed(TriggerComponent)) return;
+	if (!IsComponentAllowed(TriggerComponent))
+		return;
 
-	//Broadcast event to all HoverBehaviours
+	// Broadcast event to all HoverBehaviours
 	for (const UHoverBehaviour* b : OnHoverBehaviours)
 	{
 		b->OnHoverEndEvent.Broadcast(TriggerComponent);
@@ -74,17 +78,18 @@ void UInteractableComponent::HandleOnHoverEndEvents(USceneComponent* TriggerComp
 
 // This functions dispatches the ActionStart Event to the attached Action Behaviour Components
 void UInteractableComponent::HandleOnActionStartEvents(USceneComponent* TriggerComponent,
-                                                       const UInputAction* InputAction,
-                                                       const FInputActionValue& Value,
-                                                       const EInteractorType Interactor)
+													   const UInputAction* InputAction, const FInputActionValue& Value,
+													   const EInteractorType Interactor)
 {
 	// We early return if there the InteractorFilter is set and the Interactor is allowed.
-	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor)) return;
+	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor))
+		return;
 
 	// We early return if the source Interactor is not part of the allowed components
-	if (!IsComponentAllowed(TriggerComponent)) return;
+	if (!IsComponentAllowed(TriggerComponent))
+		return;
 
-	//Broadcast event to all ActionBehaviours
+	// Broadcast event to all ActionBehaviours
 	for (const UActionBehaviour* b : OnActionBehaviours)
 	{
 		b->OnActionBeginEvent.Broadcast(TriggerComponent, InputAction, Value);
@@ -93,16 +98,17 @@ void UInteractableComponent::HandleOnActionStartEvents(USceneComponent* TriggerC
 
 // This functions dispatches the ActionEnd Event to the attached Action Behaviour Components
 void UInteractableComponent::HandleOnActionEndEvents(USceneComponent* TriggerComponent, const UInputAction* InputAction,
-                                                     const FInputActionValue& Value,
-                                                     const EInteractorType Interactor)
+													 const FInputActionValue& Value, const EInteractorType Interactor)
 {
 	// We early return if there the InteractorFilter is set and the Interactor is allowed.
-	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor)) return;
+	if (!(InteractorFilter == EInteractorType::None || InteractorFilter & Interactor))
+		return;
 
 	// We early return if the source Interactor is not part of the allowed components
-	if (!IsComponentAllowed(TriggerComponent)) return;
+	if (!IsComponentAllowed(TriggerComponent))
+		return;
 
-	//Broadcast event to all ActionBehaviours
+	// Broadcast event to all ActionBehaviours
 	for (const UActionBehaviour* b : OnActionBehaviours)
 	{
 		b->OnActionEndEvent.Broadcast(TriggerComponent, InputAction, Value);
@@ -116,7 +122,7 @@ void UInteractableComponent::InitDefaultBehaviourReferences()
 	// only do this if empty, otherwise the user has explicitly stated, which behaviors to include
 	if (OnHoverBehaviours.IsEmpty())
 	{
-		//Selecting
+		// Selecting
 		TInlineComponentArray<UHoverBehaviour*> AttachedHoverBehaviours;
 		GetOwner()->GetComponents(AttachedHoverBehaviours, true);
 
@@ -126,7 +132,7 @@ void UInteractableComponent::InitDefaultBehaviourReferences()
 	// only do this if empty, otherwise the user has explicitly stated, which behaviors to include
 	if (OnActionBehaviours.IsEmpty())
 	{
-		//Clicking
+		// Clicking
 		TInlineComponentArray<UActionBehaviour*> AttachedClickBehaviours;
 		GetOwner()->GetComponents(AttachedClickBehaviours, true);
 
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactors/GrabComponent.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactors/GrabComponent.cpp
index 32df40be5c43d29f66c99351bd0c28165ec48c48..fcc3abae942e3baa4d1fd01f453dabb6cf9d3b81 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactors/GrabComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactors/GrabComponent.cpp
@@ -13,8 +13,8 @@
 // Sets default values for this component's properties
 UGrabComponent::UGrabComponent()
 {
-	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
-	// off to improve performance if you don't need them.
+	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these
+	// features off to improve performance if you don't need them.
 	PrimaryComponentTick.bCanEverTick = true;
 
 	// ...
@@ -34,9 +34,8 @@ void UGrabComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorC
 	auto DebugTrace = bShowDebugTrace ? EDrawDebugTrace::ForOneFrame : EDrawDebugTrace::None;
 
 	UKismetSystemLibrary::SphereTraceMulti(GetWorld(), GetAttachParent()->GetComponentLocation(),
-	                                       GetAttachParent()->GetComponentLocation(), GrabSphereRadius, TraceType, true,
-	                                       ActorsToIgnore, DebugTrace,
-	                                       OutHits, true, FColor::Green);
+										   GetAttachParent()->GetComponentLocation(), GrabSphereRadius, TraceType, true,
+										   ActorsToIgnore, DebugTrace, OutHits, true, FColor::Green);
 
 	for (FHitResult Hit : OutHits)
 	{
@@ -94,7 +93,7 @@ void UGrabComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
 	if (!InputSubsystem)
 		return;
 
-	// add Input Mapping context 
+	// add Input Mapping context
 	InputSubsystem->AddMappingContext(IMCGrab, 0);
 
 	UEnhancedInputComponent* EI = Cast<UEnhancedInputComponent>(Pawn->InputComponent);
diff --git a/Source/RWTHVRToolkit/Private/Interaction/Interactors/RaycastSelectionComponent.cpp b/Source/RWTHVRToolkit/Private/Interaction/Interactors/RaycastSelectionComponent.cpp
index be22429936c5b2aeea654f8b05c3c302f2950bee..dc88e0375bf44a01c62aa2c91de71e9f18643bca 100644
--- a/Source/RWTHVRToolkit/Private/Interaction/Interactors/RaycastSelectionComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Interaction/Interactors/RaycastSelectionComponent.cpp
@@ -11,8 +11,8 @@
 // Sets default values for this component's properties
 URaycastSelectionComponent::URaycastSelectionComponent()
 {
-	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
-	// off to improve performance if you don't need them.
+	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these
+	// features off to improve performance if you don't need them.
 	PrimaryComponentTick.bCanEverTick = true;
 
 	// ...
@@ -20,7 +20,7 @@ URaycastSelectionComponent::URaycastSelectionComponent()
 
 // Called every frame
 void URaycastSelectionComponent::TickComponent(float DeltaTime, ELevelTick TickType,
-                                               FActorComponentTickFunction* ThisTickFunction)
+											   FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 
@@ -35,9 +35,8 @@ void URaycastSelectionComponent::TickComponent(float DeltaTime, ELevelTick TickT
 
 	auto DebugTrace = bShowDebugTrace ? EDrawDebugTrace::ForOneFrame : EDrawDebugTrace::None;
 
-	UKismetSystemLibrary::LineTraceSingle(GetWorld(), TraceStart, TraceEnd
-	                                      , TraceType, true, ActorsToIgnore, DebugTrace,
-	                                      Hit, true, FColor::Green);
+	UKismetSystemLibrary::LineTraceSingle(GetWorld(), TraceStart, TraceEnd, TraceType, true, ActorsToIgnore, DebugTrace,
+										  Hit, true, FColor::Green);
 
 	AActor* HitActor = Hit.GetActor();
 	if (HitActor)
@@ -66,15 +65,13 @@ void URaycastSelectionComponent::TickComponent(float DeltaTime, ELevelTick TickT
 void URaycastSelectionComponent::OnBeginSelect(const FInputActionValue& Value)
 {
 	if (CurrentInteractable && CurrentInteractable->HasInteractionTypeFlag(EInteractorType::Raycast))
-		CurrentInteractable->HandleOnActionStartEvents(this, RayCastSelectInputAction, Value,
-		                                               EInteractorType::Raycast);
+		CurrentInteractable->HandleOnActionStartEvents(this, RayCastSelectInputAction, Value, EInteractorType::Raycast);
 }
 
 void URaycastSelectionComponent::OnEndSelect(const FInputActionValue& Value)
 {
 	if (CurrentInteractable && CurrentInteractable->HasInteractionTypeFlag(EInteractorType::Raycast))
-		CurrentInteractable->HandleOnActionEndEvents(this, RayCastSelectInputAction, Value,
-		                                             EInteractorType::Raycast);
+		CurrentInteractable->HandleOnActionEndEvents(this, RayCastSelectInputAction, Value, EInteractorType::Raycast);
 }
 
 void URaycastSelectionComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
@@ -89,7 +86,7 @@ void URaycastSelectionComponent::SetupPlayerInput(UInputComponent* PlayerInputCo
 	if (!InputSubsystem)
 		return;
 
-	// add Input Mapping context 
+	// add Input Mapping context
 	InputSubsystem->AddMappingContext(IMCRaycastSelection, 0);
 
 	UEnhancedInputComponent* EI = Cast<UEnhancedInputComponent>(Pawn->InputComponent);
diff --git a/Source/RWTHVRToolkit/Private/Pawn/InputExtensionInterface.cpp b/Source/RWTHVRToolkit/Private/Pawn/InputExtensionInterface.cpp
index 9d0fc069ab4be6f1478f57ff67f665aff2db7f6e..ddee08706d0f68ad5a5ce1bd4c632642b3bc971f 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/InputExtensionInterface.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/InputExtensionInterface.cpp
@@ -3,10 +3,11 @@
 
 #include "Pawn/InputExtensionInterface.h"
 
-UEnhancedInputLocalPlayerSubsystem* IInputExtensionInterface::GetEnhancedInputLocalPlayerSubsystem(const APawn* Pawn) const
+UEnhancedInputLocalPlayerSubsystem*
+IInputExtensionInterface::GetEnhancedInputLocalPlayerSubsystem(const APawn* Pawn) const
 {
 	const APlayerController* PlayerController = Pawn ? Cast<APlayerController>(Pawn->GetController()) : nullptr;
 	const ULocalPlayer* LP = PlayerController ? PlayerController->GetLocalPlayer() : nullptr;
-	
-	return LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();	
+
+	return LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
 }
diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
index 2d273b753dbff1f7df0a88af5c31286d8c71cdb6..f644f4add3b96e08f66f28a873e57fba8a504dbd 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/CollisionHandlingMovement.cpp
@@ -2,7 +2,8 @@
 
 #include "Kismet/KismetSystemLibrary.h"
 
-UCollisionHandlingMovement::UCollisionHandlingMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
+UCollisionHandlingMovement::UCollisionHandlingMovement(const FObjectInitializer& ObjectInitializer) :
+	Super(ObjectInitializer)
 {
 	// the capsule is used to store the players size and position, e.g., for other interactions and as starting point
 	// for the capsule trace (which however not use the capsule component directly)
@@ -10,10 +11,10 @@ UCollisionHandlingMovement::UCollisionHandlingMovement(const FObjectInitializer&
 	CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
 	CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap);
 	CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic,
-	                                                        ECollisionResponse::ECR_Block);
+															ECollisionResponse::ECR_Block);
 	CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, 80.0f);
 
-	//set some defaults for the UFloatingPawnMovement component, which are more reasonable for usage in VR
+	// set some defaults for the UFloatingPawnMovement component, which are more reasonable for usage in VR
 	MaxSpeed = 300.f;
 	Acceleration = 800.f;
 	Deceleration = 2000.f;
@@ -30,7 +31,7 @@ void UCollisionHandlingMovement::BeginPlay()
 
 
 void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick TickType,
-                                    FActorComponentTickFunction* ThisTickFunction)
+											   FActorComponentTickFunction* ThisTickFunction)
 {
 	SetCapsuleColliderToUserSize();
 
@@ -49,9 +50,9 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
 
 	if (NavigationMode == EVRNavigationModes::NAV_FLY || NavigationMode == EVRNavigationModes::NAV_WALK)
 	{
-		//if me managed to get into a collision revert the movement since last Tick
+		// if me managed to get into a collision revert the movement since last Tick
 		CheckAndRevertCollisionSinceLastTick();
-		//check whether we are still in collision e.g. if an object has moved and got us into collision
+		// check whether we are still in collision e.g. if an object has moved and got us into collision
 		MoveOutOfNewDynamicCollisions();
 
 		if (InputVector.Size() > 0.001)
@@ -71,13 +72,13 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
 		// and gravity for walking only
 		MoveByGravityOrStepUp(DeltaTime);
 
-		//if we physically (in the tracking space) walked into something, move the world away (by moving the pawn)
+		// if we physically (in the tracking space) walked into something, move the world away (by moving the pawn)
 		CheckForPhysWalkingCollision();
 	}
 
 	if (NavigationMode == EVRNavigationModes::NAV_NONE)
 	{
-		//just remove whatever input is there
+		// just remove whatever input is there
 		ConsumeInputVector();
 	}
 
@@ -88,7 +89,7 @@ void UCollisionHandlingMovement::SetHeadComponent(USceneComponent* NewHeadCompon
 {
 	HeadComponent = NewHeadComponent;
 	CapsuleColliderComponent->SetupAttachment(HeadComponent);
-	const float HalfHeight = 80.0f; //this is just an initial value to look good in editor
+	const float HalfHeight = 80.0f; // this is just an initial value to look good in editor
 	CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, HalfHeight);
 	CapsuleColliderComponent->SetWorldLocation(FVector(0.0f, 0.0f, -HalfHeight));
 }
@@ -120,7 +121,7 @@ void UCollisionHandlingMovement::SetCapsuleColliderToUserSize() const
 		const float ColliderHalfHeight = ColliderHeight / 2.0f;
 		if (ColliderHalfHeight <= CapsuleRadius)
 		{
-			//the capsule will actually be compressed to a sphere
+			// the capsule will actually be compressed to a sphere
 			CapsuleColliderComponent->SetCapsuleSize(ColliderHalfHeight, ColliderHalfHeight);
 		}
 		else
@@ -128,8 +129,8 @@ void UCollisionHandlingMovement::SetCapsuleColliderToUserSize() const
 			CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, ColliderHalfHeight);
 		}
 
-		CapsuleColliderComponent->SetWorldLocation(
-			HeadComponent->GetComponentLocation() - FVector(0, 0, ColliderHalfHeight));
+		CapsuleColliderComponent->SetWorldLocation(HeadComponent->GetComponentLocation() -
+												   FVector(0, 0, ColliderHalfHeight));
 	}
 	else
 	{
@@ -145,7 +146,7 @@ void UCollisionHandlingMovement::CheckAndRevertCollisionSinceLastTick()
 
 	if (!LastCollisionFreeCapsulePosition.IsSet())
 	{
-		//we cannot revert anyways so only check if the current position is collision free
+		// we cannot revert anyways so only check if the current position is collision free
 		if (!CreateCapsuleTrace(CapsuleLocation, CapsuleLocation).bBlockingHit)
 		{
 			LastCollisionFreeCapsulePosition = CapsuleLocation;
@@ -153,10 +154,10 @@ void UCollisionHandlingMovement::CheckAndRevertCollisionSinceLastTick()
 		return;
 	}
 
-	//check whether we are in a collision at the current position
+	// check whether we are in a collision at the current position
 	if (CreateCapsuleTrace(CapsuleLocation, CapsuleLocation).bBlockingHit)
 	{
-		//if so move back to last position
+		// if so move back to last position
 		UpdatedComponent->AddWorldOffset(LastCollisionFreeCapsulePosition.GetValue() - CapsuleLocation);
 	}
 	else
@@ -171,10 +172,10 @@ void UCollisionHandlingMovement::MoveOutOfNewDynamicCollisions()
 
 	if (ResolveDirectionOptional.IsSet())
 	{
-		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);
 
-		//invalidate the last collision-free position, since apparently something changed so we got into this collision
+		// invalidate the last collision-free position, since apparently something changed so we got into this collision
 		LastCollisionFreeCapsulePosition.Reset();
 	}
 }
@@ -183,18 +184,18 @@ void UCollisionHandlingMovement::CheckForPhysWalkingCollision()
 {
 	if (!LastCollisionFreeCapsulePosition.IsSet())
 	{
-		//we don't know any old collision-free location, so do nothing here
+		// we don't know any old collision-free location, so do nothing here
 		return;
 	}
 
 	const FVector CapsuleLocation = CapsuleColliderComponent->GetComponentLocation();
 	const FHitResult HitResult = CreateCapsuleTrace(LastCollisionFreeCapsulePosition.GetValue(), CapsuleLocation);
 
-	//if this was not possible move the entire pawn away to avoid the head collision
+	// if this was not possible move the entire pawn away to avoid the head collision
 	if (HitResult.bBlockingHit)
 	{
 		const FVector MoveOutVector = HitResult.Location - CapsuleLocation;
-		//move it out twice as far, to avoid getting stuck situations
+		// move it out twice as far, to avoid getting stuck situations
 		UpdatedComponent->AddWorldOffset(2 * MoveOutVector);
 	}
 }
@@ -209,23 +210,23 @@ FVector UCollisionHandlingMovement::GetCollisionSafeVirtualSteeringVec(FVector I
 	}
 
 
-	const float SafetyFactor = 3.0f; //so we detect collision a bit earlier
+	const float SafetyFactor = 3.0f; // so we detect collision a bit earlier
 	const FVector CapsuleLocation = CapsuleColliderComponent->GetComponentLocation();
 	FVector ProbePosition = SafetyFactor * InputVector.GetSafeNormal() * GetMaxSpeed() * DeltaTime + CapsuleLocation;
 	const FHitResult TraceResult = CreateCapsuleTrace(CapsuleLocation, ProbePosition);
 	if (!TraceResult.bBlockingHit)
 	{
-		//everything is fine, use that vector
+		// everything is fine, use that vector
 		return InputVector;
 	}
 
-	//otherwise remove the component of that vector that goes towards the collision
+	// otherwise remove the component of that vector that goes towards the collision
 	FVector CollisionVector = TraceResult.Location - CapsuleLocation;
 
-	//sometimes (if by chance we already moved into collision entirely CollisionVector is 0
+	// sometimes (if by chance we already moved into collision entirely CollisionVector is 0
 	if (!CollisionVector.Normalize())
 	{
-		//then we probably start already in collision, so we use the last one
+		// then we probably start already in collision, so we use the last one
 		CollisionVector = LastSteeringCollisionVector;
 	}
 	else
@@ -256,10 +257,10 @@ void UCollisionHandlingMovement::MoveByGravityOrStepUp(float DeltaSeconds)
 	if (DownTraceHitResult.bBlockingHit)
 	{
 		HeightDifference = DownTraceHitResult.ImpactPoint.Z - UpdatedComponent->GetComponentLocation().Z;
-		//so for HeightDifference>0, we have to move the pawn up; for HeightDifference<0 we have to move it down
+		// so for HeightDifference>0, we have to move the pawn up; for HeightDifference<0 we have to move it down
 	}
 
-	//Going up (in Fly and Walk Mode)
+	// Going up (in Fly and Walk Mode)
 	if (HeightDifference > 0.0f && HeightDifference <= MaxStepHeight)
 	{
 		ShiftVertically(HeightDifference, UpSteppingAcceleration, DeltaSeconds);
@@ -272,10 +273,10 @@ void UCollisionHandlingMovement::MoveByGravityOrStepUp(float DeltaSeconds)
 
 	if (!DownTraceHitResult.bBlockingHit && MaxFallingDepth < 0.0f)
 	{
-		HeightDifference = -1000.0f; //just fall
+		HeightDifference = -1000.0f; // just fall
 	}
 
-	//Gravity (only in Walk Mode)
+	// Gravity (only in Walk Mode)
 	if (HeightDifference < 0.0f)
 	{
 		ShiftVertically(HeightDifference, GravityAcceleration, DeltaSeconds);
@@ -296,17 +297,18 @@ void UCollisionHandlingMovement::ShiftVertically(float Distance, float VerticalA
 	}
 }
 
-FHitResult UCollisionHandlingMovement::CreateCapsuleTrace(const FVector& Start, const FVector& End, const bool DrawDebug) const
+FHitResult UCollisionHandlingMovement::CreateCapsuleTrace(const FVector& Start, const FVector& End,
+														  const bool DrawDebug) const
 {
 	const EDrawDebugTrace::Type DrawType = DrawDebug ? EDrawDebugTrace::Type::ForDuration : EDrawDebugTrace::Type::None;
 
-	//UE_LOG(LogTemp, Warning, TEXT("Capsule from %s to %s"), *Start.ToString(), *End.ToString())
+	// UE_LOG(LogTemp, Warning, TEXT("Capsule from %s to %s"), *Start.ToString(), *End.ToString())
 
 	FHitResult Hit;
 	UKismetSystemLibrary::CapsuleTraceSingle(GetWorld(), Start, End, CapsuleColliderComponent->GetScaledCapsuleRadius(),
-	                                         CapsuleColliderComponent->GetScaledCapsuleHalfHeight(),
-	                                         UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Visibility), true,
-	                                         ActorsToIgnore, DrawType, Hit, true);
+											 CapsuleColliderComponent->GetScaledCapsuleHalfHeight(),
+											 UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Visibility), true,
+											 ActorsToIgnore, DrawType, Hit, true);
 	return Hit;
 }
 
@@ -316,9 +318,9 @@ TOptional<FVector> UCollisionHandlingMovement::GetOverlapResolveDirection() cons
 	TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes;
 	traceObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Visibility));
 	UKismetSystemLibrary::CapsuleOverlapComponents(GetWorld(), CapsuleColliderComponent->GetComponentLocation(),
-	                                               CapsuleColliderComponent->GetScaledCapsuleRadius(),
-	                                               CapsuleColliderComponent->GetScaledCapsuleHalfHeight(),
-	                                               traceObjectTypes, nullptr, ActorsToIgnore, OverlappingComponents);
+												   CapsuleColliderComponent->GetScaledCapsuleRadius(),
+												   CapsuleColliderComponent->GetScaledCapsuleHalfHeight(),
+												   traceObjectTypes, nullptr, ActorsToIgnore, OverlappingComponents);
 
 	if (OverlappingComponents.Num() == 0)
 	{
@@ -327,12 +329,13 @@ TOptional<FVector> UCollisionHandlingMovement::GetOverlapResolveDirection() cons
 	}
 
 	FVector ResolveVector = FVector::ZeroVector;
-	//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
+	// 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)
 	{
 		FHitResult Hit = CreateCapsuleTrace(CapsuleColliderComponent->GetComponentLocation(),
-		                                    OverlappingComp->GetComponentLocation(), false);
+											OverlappingComp->GetComponentLocation(), false);
 		ResolveVector += Hit.ImpactNormal * Hit.PenetrationDepth;
 	}
 	return ResolveVector;
diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/ContinuousMovementComponent.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/ContinuousMovementComponent.cpp
index 19b461a2b8a55978141906fb98ac98a645410a94..9954fc63fe80c2c19602fdd77ee2c52e1bffd848 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/ContinuousMovementComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/ContinuousMovementComponent.cpp
@@ -32,7 +32,7 @@ void UContinuousMovementComponent::SetupPlayerInput(UInputComponent* PlayerInput
 		IMCMovement = IMCMovementLeft;
 	}
 
-	// add Input Mapping context 
+	// add Input Mapping context
 	InputSubsystem->AddMappingContext(IMCMovement, 0);
 
 	UEnhancedInputComponent* EI = Cast<UEnhancedInputComponent>(PlayerInputComponent);
@@ -54,15 +54,13 @@ void UContinuousMovementComponent::OnMove(const FInputActionValue& Value)
 	if (!VRPawn || !VRPawn->Controller)
 		return;
 
-	const bool bGazeDirected = URWTHVRUtilities::IsDesktopMode() || SteeringMode ==
-		EVRSteeringModes::STEER_GAZE_DIRECTED;
+	const bool bGazeDirected =
+		URWTHVRUtilities::IsDesktopMode() || SteeringMode == EVRSteeringModes::STEER_GAZE_DIRECTED;
 
-	const FVector ForwardDir = bGazeDirected
-		                           ? VRPawn->HeadCameraComponent->GetForwardVector()
-		                           : MovementHand->GetForwardVector();
-	const FVector RightDir = bGazeDirected
-		                         ? VRPawn->HeadCameraComponent->GetRightVector()
-		                         : MovementHand->GetRightVector();
+	const FVector ForwardDir =
+		bGazeDirected ? VRPawn->HeadCameraComponent->GetForwardVector() : MovementHand->GetForwardVector();
+	const FVector RightDir =
+		bGazeDirected ? VRPawn->HeadCameraComponent->GetRightVector() : MovementHand->GetRightVector();
 
 	const FVector2D MoveValue = Value.Get<FVector2D>();
 
@@ -85,6 +83,6 @@ void UContinuousMovementComponent::OnMoveUp(const FInputActionValue& Value)
 		return;
 
 	const float MoveValue = Value.Get<FVector2D>().X;
-	//the right hand is rotated on desktop to follow the cursor so it's forward is also changing with cursor position
+	// the right hand is rotated on desktop to follow the cursor so it's forward is also changing with cursor position
 	VRPawn->AddMovementInput(FVector::UpVector, MoveValue);
 }
diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/TeleportationComponent.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/TeleportationComponent.cpp
index 29b3fda86929d0106488a9eca83965b246095d35..3e1e14b8f4ab4bf57ad956550afa9059ff93162a 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/TeleportationComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/TeleportationComponent.cpp
@@ -24,18 +24,9 @@ void UTeleportationComponent::SetupPlayerInput(UInputComponent* PlayerInputCompo
 		return;
 	}
 
-	TeleportTraceComponent = UNiagaraFunctionLibrary::SpawnSystemAtLocation
-	(
-		GetWorld(),
-		TeleportTraceSystem,
-		VRPawn->GetActorLocation(),
-		FRotator(0),
-		FVector(1),
-		true,
-		true,
-		ENCPoolMethod::AutoRelease,
-		true
-	);
+	TeleportTraceComponent = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
+		GetWorld(), TeleportTraceSystem, VRPawn->GetActorLocation(), FRotator(0), FVector(1), true, true,
+		ENCPoolMethod::AutoRelease, true);
 
 	FActorSpawnParameters SpawnParameters = FActorSpawnParameters();
 	SpawnParameters.Name = "TeleportVisualizer";
@@ -43,7 +34,7 @@ void UTeleportationComponent::SetupPlayerInput(UInputComponent* PlayerInputCompo
 	if (BPTeleportVisualizer)
 	{
 		TeleportVisualizer = GetWorld()->SpawnActor<AActor>(BPTeleportVisualizer, VRPawn->GetActorLocation(),
-		                                                    VRPawn->GetActorRotation(), SpawnParameters);
+															VRPawn->GetActorRotation(), SpawnParameters);
 	}
 	TeleportTraceComponent->SetVisibility(false);
 	TeleportVisualizer->SetActorHiddenInGame(true);
@@ -62,7 +53,7 @@ void UTeleportationComponent::SetupPlayerInput(UInputComponent* PlayerInputCompo
 		IMCMovement = IMCTeleportLeft;
 	}
 
-	// add Input Mapping context 
+	// add Input Mapping context
 	InputSubsystem->AddMappingContext(IMCMovement, 0);
 
 	UEnhancedInputComponent* EI = Cast<UEnhancedInputComponent>(PlayerInputComponent);
@@ -99,14 +90,8 @@ void UTeleportationComponent::UpdateTeleportTrace(const FInputActionValue& Value
 
 	TArray<AActor> ActorsToIgnore;
 
-	FPredictProjectilePathParams PredictParams = FPredictProjectilePathParams
-	(
-		TeleportProjectileRadius,
-		StartPosition,
-		TeleportLaunchSpeed * ForwardVector,
-		5.0,
-		ECC_WorldStatic
-	);
+	FPredictProjectilePathParams PredictParams = FPredictProjectilePathParams(
+		TeleportProjectileRadius, StartPosition, TeleportLaunchSpeed * ForwardVector, 5.0, ECC_WorldStatic);
 
 	PredictParams.ActorsToIgnore.Add(VRPawn);
 	PredictParams.ActorsToIgnore.Add(TeleportVisualizer);
@@ -147,7 +132,7 @@ void UTeleportationComponent::UpdateTeleportTrace(const FInputActionValue& Value
 		PathPoints.Add(PData.Location);
 	}
 	UNiagaraDataInterfaceArrayFunctionLibrary::SetNiagaraArrayVector(TeleportTraceComponent, FName("User.PointArray"),
-	                                                                 PathPoints);
+																	 PathPoints);
 }
 
 bool UTeleportationComponent::IsValidTeleportLocation(const FHitResult& Hit, FVector& ProjectedLocation) const
@@ -155,8 +140,9 @@ bool UTeleportationComponent::IsValidTeleportLocation(const FHitResult& Hit, FVe
 	UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
 	const FNavAgentProperties& AgentProps = FNavAgentProperties(15, 160);
 	FNavLocation ProjectedNavLocation;
-	const bool bProjectPoint = (NavSys && NavSys->ProjectPointToNavigation(
-		Hit.Location, ProjectedNavLocation, INVALID_NAVEXTENT, &AgentProps));
+	const bool bProjectPoint =
+		(NavSys &&
+		 NavSys->ProjectPointToNavigation(Hit.Location, ProjectedNavLocation, INVALID_NAVEXTENT, &AgentProps));
 	ProjectedLocation = ProjectedNavLocation.Location;
 	return bProjectPoint /*&& Hit.IsValidBlockingHit()*/;
 }
diff --git a/Source/RWTHVRToolkit/Private/Pawn/Navigation/TurnComponent.cpp b/Source/RWTHVRToolkit/Private/Pawn/Navigation/TurnComponent.cpp
index 44735faf76e3acf9a44214d8a7ff0e6e47ab2e14..31e57513a8de14a7f2aab645ef6ec69a497d0bf4 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/Navigation/TurnComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/Navigation/TurnComponent.cpp
@@ -67,15 +67,9 @@ void UTurnComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
 }
 
 // A separate button has to be pressed, for when mouse movement should contribute to turning
-void UTurnComponent::StartDesktopRotation()
-{
-	bApplyDesktopRotation = true;
-}
+void UTurnComponent::StartDesktopRotation() { bApplyDesktopRotation = true; }
 
-void UTurnComponent::EndDesktopRotation()
-{
-	bApplyDesktopRotation = false;
-}
+void UTurnComponent::EndDesktopRotation() { bApplyDesktopRotation = false; }
 
 void UTurnComponent::OnBeginTurn(const FInputActionValue& Value)
 {
diff --git a/Source/RWTHVRToolkit/Private/Pawn/RWTHVRPawn.cpp b/Source/RWTHVRToolkit/Private/Pawn/RWTHVRPawn.cpp
index 546d1bcfe32e78c4aab50ff4b161175c83b094af..ee080a8799635fa3d0ad53d3af18c4f396988096 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/RWTHVRPawn.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/RWTHVRPawn.cpp
@@ -15,8 +15,7 @@
 #include "Roles/LiveLinkTransformTypes.h"
 #include "Utility/RWTHVRUtilities.h"
 
-ARWTHVRPawn::ARWTHVRPawn(const FObjectInitializer& ObjectInitializer)
-	: Super(ObjectInitializer)
+ARWTHVRPawn::ARWTHVRPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
 {
 	BaseEyeHeight = 160.0f;
 
@@ -25,7 +24,7 @@ ARWTHVRPawn::ARWTHVRPawn(const FObjectInitializer& ObjectInitializer)
 	HeadCameraComponent = CreateDefaultSubobject<UReplicatedCameraComponent>(TEXT("Camera"));
 	HeadCameraComponent->SetupAttachment(RootComponent);
 	HeadCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, BaseEyeHeight));
-	//so it is rendered correctly in editor
+	// so it is rendered correctly in editor
 
 	PawnMovement = CreateDefaultSubobject<UCollisionHandlingMovement>(TEXT("Pawn Movement"));
 	PawnMovement->SetUpdatedComponent(RootComponent);
@@ -64,8 +63,8 @@ void ARWTHVRPawn::NotifyControllerChanged()
 	if (IsLocallyControlled())
 	{
 		// Only do this for the primary node or when we're running in standalone
-		if (URWTHVRUtilities::IsRoomMountedMode() && (URWTHVRUtilities::IsPrimaryNode() ||
-			GetNetMode() == NM_Standalone))
+		if (URWTHVRUtilities::IsRoomMountedMode() &&
+			(URWTHVRUtilities::IsPrimaryNode() || GetNetMode() == NM_Standalone))
 		{
 			// If we are also the authority (standalone or listen server), directly attach it to us.
 			// If we are not (client), ask the server to do it.
@@ -88,10 +87,10 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
 		return;
 	}
 
-	// Set the control rotation of the PC to zero again. There is a small period of 2 frames where, when the pawn gets possessed,
-	// the PC takes on the rotation of the VR Headset ONLY WHEN SPAWNING ON A CLIENT. Reset the rotation here such that
-	// bUseControllerRotationYaw=true does not pass the wrong yaw value to the pawn initially.
-	// There is probably a checkbox or way of spawning that prevents that in a better way that this, change if found.
+	// Set the control rotation of the PC to zero again. There is a small period of 2 frames where, when the pawn gets
+	// possessed, the PC takes on the rotation of the VR Headset ONLY WHEN SPAWNING ON A CLIENT. Reset the rotation here
+	// such that bUseControllerRotationYaw=true does not pass the wrong yaw value to the pawn initially. There is
+	// probably a checkbox or way of spawning that prevents that in a better way that this, change if found.
 	PlayerController->SetControlRotation(FRotator::ZeroRotator);
 
 	SetupMotionControllerSources();
@@ -137,16 +136,17 @@ void ARWTHVRPawn::EvaluateLivelink() const
 		}
 
 		// Get the LiveLink interface and evaluate the current existing frame data for the given Subject and Role.
-		ILiveLinkClient& LiveLinkClient = IModularFeatures::Get().GetModularFeature<ILiveLinkClient>(
-			ILiveLinkClient::ModularFeatureName);
+		ILiveLinkClient& LiveLinkClient =
+			IModularFeatures::Get().GetModularFeature<ILiveLinkClient>(ILiveLinkClient::ModularFeatureName);
 		FLiveLinkSubjectFrameData SubjectData;
-		const bool bHasValidData = LiveLinkClient.EvaluateFrame_AnyThread(
-			HeadSubjectRepresentation.Subject, HeadSubjectRepresentation.Role, SubjectData);
+		const bool bHasValidData = LiveLinkClient.EvaluateFrame_AnyThread(HeadSubjectRepresentation.Subject,
+																		  HeadSubjectRepresentation.Role, SubjectData);
 
 		if (!bHasValidData)
 			return;
 
-		// Assume we are using a Transform Role to track the components! This is a slightly dangerous assumption, and could be further improved.
+		// Assume we are using a Transform Role to track the components! This is a slightly dangerous assumption, and
+		// could be further improved.
 		const FLiveLinkTransformStaticData* StaticData = SubjectData.StaticData.Cast<FLiveLinkTransformStaticData>();
 		const FLiveLinkTransformFrameData* FrameData = SubjectData.FrameData.Cast<FLiveLinkTransformFrameData>();
 
@@ -204,7 +204,7 @@ void ARWTHVRPawn::AttachDCRAtoPawn()
 	else
 	{
 		UE_LOGFMT(Toolkit, Warning,
-		          "No CaveSetup Actor found which can be attached to the Pawn! This won't work on the Cave.");
+				  "No CaveSetup Actor found which can be attached to the Pawn! This won't work on the Cave.");
 	}
 }
 
@@ -246,19 +246,19 @@ void ARWTHVRPawn::SetCameraOffset() const
 }
 
 void ARWTHVRPawn::ApplyLiveLinkTransform(const FTransform& Transform,
-                                                 const FLiveLinkTransformStaticData& StaticData) const
+										 const FLiveLinkTransformStaticData& StaticData) const
 {
 	if (StaticData.bIsLocationSupported)
 	{
 		if (bWorldTransform)
 		{
 			HeadCameraComponent->SetWorldLocation(Transform.GetLocation(), false, nullptr,
-			                                      ETeleportType::TeleportPhysics);
+												  ETeleportType::TeleportPhysics);
 		}
 		else
 		{
 			HeadCameraComponent->SetRelativeLocation(Transform.GetLocation(), false, nullptr,
-			                                         ETeleportType::TeleportPhysics);
+													 ETeleportType::TeleportPhysics);
 		}
 	}
 
@@ -267,12 +267,12 @@ void ARWTHVRPawn::ApplyLiveLinkTransform(const FTransform& Transform,
 		if (bWorldTransform)
 		{
 			HeadCameraComponent->SetWorldRotation(Transform.GetRotation(), false, nullptr,
-			                                      ETeleportType::TeleportPhysics);
+												  ETeleportType::TeleportPhysics);
 		}
 		else
 		{
 			HeadCameraComponent->SetRelativeRotation(Transform.GetRotation(), false, nullptr,
-			                                         ETeleportType::TeleportPhysics);
+													 ETeleportType::TeleportPhysics);
 		}
 	}
 
diff --git a/Source/RWTHVRToolkit/Private/Pawn/ReplicatedMotionControllerComponent.cpp b/Source/RWTHVRToolkit/Private/Pawn/ReplicatedMotionControllerComponent.cpp
index 7de46b1f7e230e3d8135602e752aec351c676ebf..086457f502ea0bee1c5fac994ac92f2f5e85598a 100644
--- a/Source/RWTHVRToolkit/Private/Pawn/ReplicatedMotionControllerComponent.cpp
+++ b/Source/RWTHVRToolkit/Private/Pawn/ReplicatedMotionControllerComponent.cpp
@@ -46,7 +46,7 @@ void UReplicatedMotionControllerComponent::UpdateState(float DeltaTime)
 }
 
 void UReplicatedMotionControllerComponent::TickComponent(float DeltaTime, ELevelTick TickType,
-                                                         FActorComponentTickFunction* ThisTickFunction)
+														 FActorComponentTickFunction* ThisTickFunction)
 {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 	UpdateState(DeltaTime);
@@ -57,7 +57,8 @@ void UReplicatedMotionControllerComponent::GetLifetimeReplicatedProps(
 {
 	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 
-	// Disable the basic built in replication of relative transform data, as we are using our own transform sync/state update
+	// Disable the basic built in replication of relative transform data, as we are using our own transform sync/state
+	// update
 	DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeLocation);
 	DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeRotation);
 	DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeScale3D);
diff --git a/Source/RWTHVRToolkit/Private/RWTHVRToolkit.cpp b/Source/RWTHVRToolkit/Private/RWTHVRToolkit.cpp
index 6e2fa82b1da92fe488f05da6c86441fe03607b66..31f42c2b8498fd8dba6cf44598375648e7ae4622 100644
--- a/Source/RWTHVRToolkit/Private/RWTHVRToolkit.cpp
+++ b/Source/RWTHVRToolkit/Private/RWTHVRToolkit.cpp
@@ -7,9 +7,8 @@ void FRWTHVRToolkitModule::StartupModule()
 	IModularFeatures& ModularFeatures = IModularFeatures::Get();
 	if (ModularFeatures.IsModularFeatureAvailable(ILiveLinkClient::ModularFeatureName))
 	{
-		FLiveLinkClient* LiveLinkClient = static_cast<FLiveLinkClient*>(&IModularFeatures::Get().GetModularFeature<
-			ILiveLinkClient>(
-			ILiveLinkClient::ModularFeatureName));
+		FLiveLinkClient* LiveLinkClient = static_cast<FLiveLinkClient*>(
+			&IModularFeatures::Get().GetModularFeature<ILiveLinkClient>(ILiveLinkClient::ModularFeatureName));
 		LiveLinkMotionController = MakeUnique<FLiveLinkMotionControllerFix>(*LiveLinkClient);
 		LiveLinkMotionController->RegisterController();
 	}
diff --git a/Source/RWTHVRToolkit/Private/UI/ExternalImage.cpp b/Source/RWTHVRToolkit/Private/UI/ExternalImage.cpp
index 378aa32524b650e036b9e44637ea9f139c0d642e..c5e4a7e8c91f61d290183abb74bc6893aaca9285 100644
--- a/Source/RWTHVRToolkit/Private/UI/ExternalImage.cpp
+++ b/Source/RWTHVRToolkit/Private/UI/ExternalImage.cpp
@@ -5,9 +5,7 @@
 #include "Misc/FileHelper.h"
 #include "Runtime/ImageWrapper/Public/IImageWrapperModule.h"
 
-UExternalImage::UExternalImage()
-{
-}
+UExternalImage::UExternalImage() {}
 
 void UExternalImage::LoadImageFromURL(const FString& ImageURL)
 {
@@ -76,7 +74,7 @@ bool UExternalImage::LoadCompressedDataIntoTexture2D(const TArray<uint8>& InComp
 }
 
 void UExternalImage::LoadDataFromURL(const FString& ImageURL, TArray<uint8>& OutCompressedData,
-                                     TFunction<void()> OnSuccessCallback)
+									 TFunction<void()> OnSuccessCallback)
 {
 	TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
 
@@ -92,7 +90,7 @@ void UExternalImage::LoadDataFromURL(const FString& ImageURL, TArray<uint8>& Out
 			else
 			{
 				UE_LOG(LogTemp, Log, TEXT("UExternalyLoadedImage Request unsucessful (%d): %s"),
-				       Response->GetResponseCode(), *Request->GetURL());
+					   Response->GetResponseCode(), *Request->GetURL());
 			}
 		});
 
@@ -102,7 +100,8 @@ void UExternalImage::LoadDataFromURL(const FString& ImageURL, TArray<uint8>& Out
 }
 
 void UExternalImage::LoadDataFromFile(const FString& ImagePath, TArray<uint8>& OutCompressedData,
-                                      TFunction<void()> OnSuccessCallback)
+									  TFunction<void()> OnSuccessCallback)
 {
-	if (FFileHelper::LoadFileToArray(OutCompressedData, *ImagePath)) OnSuccessCallback();
+	if (FFileHelper::LoadFileToArray(OutCompressedData, *ImagePath))
+		OnSuccessCallback();
 }
diff --git a/Source/RWTHVRToolkit/Public/Core/ClientTransformReplication.h b/Source/RWTHVRToolkit/Public/Core/ClientTransformReplication.h
index 7791947cbb6e7d60c654458756cb4e5937dd0078..ac364067efcca3c0c21a6ae940b25ece78914647 100644
--- a/Source/RWTHVRToolkit/Public/Core/ClientTransformReplication.h
+++ b/Source/RWTHVRToolkit/Public/Core/ClientTransformReplication.h
@@ -9,10 +9,10 @@
 
 
 /*
-* Simple Client Transform Replication Component. Replicates the owning actor's root transform from owning client to server,
-* from there to all other clients.
-*/
-UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+ * Simple Client Transform Replication Component. Replicates the owning actor's root transform from owning client to
+ * server, from there to all other clients.
+ */
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UClientTransformReplication : public UActorComponent
 {
 	GENERATED_BODY()
@@ -22,21 +22,22 @@ public:
 
 protected:
 	/*
-	* For now, replicate in a naive sending every x ms if the transform has changed.
-	* This is way overkill, as we should only be sending input. However, I am not yet fully sure how
-	* the Unreal Client-Authoritative thingy works and what part simulates e.g. gravity.
-	* As this modifies only the tracking origin, latency should not be that much of an issue, so theoretically
-	* Server-Authority should work here too, in which case we'd just send the x and y input.
-	* Try both ways.
-	*/
+	 * For now, replicate in a naive sending every x ms if the transform has changed.
+	 * This is way overkill, as we should only be sending input. However, I am not yet fully sure how
+	 * the Unreal Client-Authoritative thingy works and what part simulates e.g. gravity.
+	 * As this modifies only the tracking origin, latency should not be that much of an issue, so theoretically
+	 * Server-Authority should work here too, in which case we'd just send the x and y input.
+	 * Try both ways.
+	 */
 
 	/////////////////////////////////////////////////////////////////////////////////////////////////////
 	// Full transform update replication
 	/////////////////////////////////////////////////////////////////////////////////////////////////////
 
-	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every tick).
+	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every
+	// tick).
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Networking",
-		meta = (ClampMin = "0", UIMin = "0"))
+			  meta = (ClampMin = "0", UIMin = "0"))
 	float ControllerNetUpdateRate;
 
 	// Accumulates time until next send
@@ -46,7 +47,8 @@ protected:
 	UPROPERTY(EditDefaultsOnly, ReplicatedUsing = OnRep_ReplicatedTransform, Category = "Networking")
 	FReplicatedTransform ReplicatedTransform;
 
-	// Called whenever ReplicatedTransform is replicated to clients. Not called on Owning client, manually called on server
+	// Called whenever ReplicatedTransform is replicated to clients. Not called on Owning client, manually called on
+	// server
 	UFUNCTION()
 	virtual void OnRep_ReplicatedTransform()
 	{
@@ -66,5 +68,5 @@ protected:
 
 public:
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 };
diff --git a/Source/RWTHVRToolkit/Public/Core/RWTHVRGameModeBase.h b/Source/RWTHVRToolkit/Public/Core/RWTHVRGameModeBase.h
index 16e0efcefd41472fe45dcd209d89935a7bca5d1f..1469ac36caa9b571b765622766a01ed103b26252 100644
--- a/Source/RWTHVRToolkit/Public/Core/RWTHVRGameModeBase.h
+++ b/Source/RWTHVRToolkit/Public/Core/RWTHVRGameModeBase.h
@@ -22,11 +22,11 @@ protected:
 	 * If we are, set the player types correspondingly.
 	 */
 	virtual FString InitNewPlayer(APlayerController* NewPlayerController, const FUniqueNetIdRepl& UniqueId,
-	                              const FString& Options, const FString& Portal) override;
+								  const FString& Options, const FString& Portal) override;
 
 	/**
-	 * Checks the player type of the NewPlayer. If it has been set to nDisplaySecondary, spawn a spectator pawn and possess.
-	 * If not, spawn a DefaultPawnClass Pawn and Possess it (Should be BP_VirtualRealityPawn to make sense).
+	 * Checks the player type of the NewPlayer. If it has been set to nDisplaySecondary, spawn a spectator pawn and
+	 * possess. If not, spawn a DefaultPawnClass Pawn and Possess it (Should be BP_VirtualRealityPawn to make sense).
 	 */
 	virtual void PostLogin(APlayerController* NewPlayer) override;
 };
diff --git a/Source/RWTHVRToolkit/Public/Core/RWTHVRPlayerState.h b/Source/RWTHVRToolkit/Public/Core/RWTHVRPlayerState.h
index 546a3095c75a4df8855467a14788c8000c84b88f..4c709e204428e4cbcd20d782823676c5b8e12c7c 100644
--- a/Source/RWTHVRToolkit/Public/Core/RWTHVRPlayerState.h
+++ b/Source/RWTHVRToolkit/Public/Core/RWTHVRPlayerState.h
@@ -19,7 +19,7 @@ class RWTHVRTOOLKIT_API ARWTHVRPlayerState : public APlayerState
 
 private:
 	/** Replicated player type for this player*/
-	UPROPERTY(Replicated, Category=PlayerState, BlueprintGetter=GetPlayerType, meta=(AllowPrivateAccess))
+	UPROPERTY(Replicated, Category = PlayerState, BlueprintGetter = GetPlayerType, meta = (AllowPrivateAccess))
 	EPlayerType PlayerType = EPlayerType::Desktop;
 
 	UFUNCTION(Reliable, Server)
@@ -29,10 +29,7 @@ private:
 
 public:
 	UFUNCTION(BlueprintGetter)
-	EPlayerType GetPlayerType() const
-	{
-		return PlayerType;
-	}
+	EPlayerType GetPlayerType() const { return PlayerType; }
 
 	UFUNCTION(BlueprintCallable)
 	void RequestSetPlayerType(EPlayerType NewPlayerType);
diff --git a/Source/RWTHVRToolkit/Public/Fixes/ActivateConsoleInShipping.h b/Source/RWTHVRToolkit/Public/Fixes/ActivateConsoleInShipping.h
index 140b05449e0b4dce98499a4190151a060e6e80fa..f13734b9ed4881f4bc3682805f1d4f4364a66ec4 100644
--- a/Source/RWTHVRToolkit/Public/Fixes/ActivateConsoleInShipping.h
+++ b/Source/RWTHVRToolkit/Public/Fixes/ActivateConsoleInShipping.h
@@ -5,7 +5,8 @@
 #include "ActivateConsoleInShipping.generated.h"
 
 /**
- * This fixes activates the debugging console shipping builds. Unfortunately, it can't activate the auto-completion inside the console
+ * This fixes activates the debugging console shipping builds. Unfortunately, it can't activate the auto-completion
+ * inside the console
  */
 USTRUCT()
 struct RWTHVRTOOLKIT_API FActivateConsoleInShipping
@@ -18,7 +19,7 @@ struct RWTHVRTOOLKIT_API FActivateConsoleInShipping
 private:
 	void OnSessionStart(UWorld*, const UWorld::InitializationValues) const;
 
-	TDelegate<void (UWorld*, const UWorld::InitializationValues)> On_Post_World_Initialization_Delegate;
+	TDelegate<void(UWorld*, const UWorld::InitializationValues)> On_Post_World_Initialization_Delegate;
 
 	FDelegateHandle StartHandle;
 };
diff --git a/Source/RWTHVRToolkit/Public/Fixes/LiveLinkMotionControllerFix.h b/Source/RWTHVRToolkit/Public/Fixes/LiveLinkMotionControllerFix.h
index ad6e78c1e0e421bfa46de8ddac047db8f8c25aa3..131ed7d1ecb55500e3b87fbec68894dea1b0c0fa 100644
--- a/Source/RWTHVRToolkit/Public/Fixes/LiveLinkMotionControllerFix.h
+++ b/Source/RWTHVRToolkit/Public/Fixes/LiveLinkMotionControllerFix.h
@@ -20,7 +20,7 @@
  * As they are a modular feature, this is a copy & paste of the original class with just that simple line changed.
  * Works well non-invasive and can be removed if the PR is merged or they fix it another way:
  * https://github.com/EpicGames/UnrealEngine/pull/10895
-*/
+ */
 
 class FLiveLinkMotionControllerFix : public IMotionController
 {
@@ -46,8 +46,8 @@ public:
 	FLiveLinkMotionControllerFix(FLiveLinkClient& InClient) : Client(InClient)
 	{
 		BuildSourceData();
-		OnSubjectsChangedHandle = Client.OnLiveLinkSubjectsChanged().AddRaw(
-			this, &FLiveLinkMotionControllerFix::OnSubjectsChangedHandler);
+		OnSubjectsChangedHandle =
+			Client.OnLiveLinkSubjectsChanged().AddRaw(this, &FLiveLinkMotionControllerFix::OnSubjectsChangedHandler);
 		WildcardSource = FGuid::NewGuid();
 	}
 
@@ -57,27 +57,21 @@ public:
 		OnSubjectsChangedHandle.Reset();
 	}
 
-	void RegisterController()
-	{
-		IModularFeatures::Get().RegisterModularFeature(GetModularFeatureName(), this);
-	}
+	void RegisterController() { IModularFeatures::Get().RegisterModularFeature(GetModularFeatureName(), this); }
 
-	void UnregisterController()
-	{
-		IModularFeatures::Get().UnregisterModularFeature(GetModularFeatureName(), this);
-	}
+	void UnregisterController() { IModularFeatures::Get().UnregisterModularFeature(GetModularFeatureName(), this); }
 
 	virtual bool GetControllerOrientationAndPosition(const int32 ControllerIndex, const FName MotionSource,
-	                                                 FRotator& OutOrientation, FVector& OutPosition,
-	                                                 float) const override
+													 FRotator& OutOrientation, FVector& OutPosition,
+													 float) const override
 	{
 		FLiveLinkSubjectKey SubjectKey = GetSubjectKeyFromMotionSource(MotionSource);
 
 		FLiveLinkSubjectFrameData FrameData;
 		if (Client.EvaluateFrame_AnyThread(SubjectKey.SubjectName, ULiveLinkTransformRole::StaticClass(), FrameData))
 		{
-			if (FLiveLinkTransformFrameData* TransformFrameData = FrameData.FrameData.Cast<
-				FLiveLinkTransformFrameData>())
+			if (FLiveLinkTransformFrameData* TransformFrameData =
+					FrameData.FrameData.Cast<FLiveLinkTransformFrameData>())
 			{
 				OutPosition = TransformFrameData->Transform.GetLocation();
 				OutOrientation = TransformFrameData->Transform.GetRotation().Rotator();
@@ -87,39 +81,31 @@ public:
 		return false;
 	}
 
-	virtual bool GetControllerOrientationAndPosition(const int32 ControllerIndex, const FName MotionSource,
-	                                                 FRotator& OutOrientation, FVector& OutPosition,
-	                                                 bool& OutbProvidedLinearVelocity, FVector& OutLinearVelocity,
-	                                                 bool& OutbProvidedAngularVelocity,
-	                                                 FVector& OutAngularVelocityAsAxisAndLength,
-	                                                 bool& OutbProvidedLinearAcceleration,
-	                                                 FVector& OutLinearAcceleration,
-	                                                 float WorldToMetersScale) const override
+	virtual bool GetControllerOrientationAndPosition(
+		const int32 ControllerIndex, const FName MotionSource, FRotator& OutOrientation, FVector& OutPosition,
+		bool& OutbProvidedLinearVelocity, FVector& OutLinearVelocity, bool& OutbProvidedAngularVelocity,
+		FVector& OutAngularVelocityAsAxisAndLength, bool& OutbProvidedLinearAcceleration,
+		FVector& OutLinearAcceleration, float WorldToMetersScale) const override
 	{
 		OutbProvidedLinearVelocity = false;
 		OutbProvidedAngularVelocity = false;
 		OutbProvidedLinearAcceleration = false;
 		return GetControllerOrientationAndPosition(ControllerIndex, MotionSource, OutOrientation, OutPosition,
-		                                           WorldToMetersScale);
+												   WorldToMetersScale);
 	}
 
-	virtual bool GetControllerOrientationAndPositionForTime(const int32 ControllerIndex, const FName MotionSource,
-	                                                        FTimespan Time, bool& OutTimeWasUsed,
-	                                                        FRotator& OutOrientation, FVector& OutPosition,
-	                                                        bool& OutbProvidedLinearVelocity,
-	                                                        FVector& OutLinearVelocity,
-	                                                        bool& OutbProvidedAngularVelocity,
-	                                                        FVector& OutAngularVelocityAsAxisAndLength,
-	                                                        bool& OutbProvidedLinearAcceleration,
-	                                                        FVector& OutLinearAcceleration,
-	                                                        float WorldToMetersScale) const override
+	virtual bool GetControllerOrientationAndPositionForTime(
+		const int32 ControllerIndex, const FName MotionSource, FTimespan Time, bool& OutTimeWasUsed,
+		FRotator& OutOrientation, FVector& OutPosition, bool& OutbProvidedLinearVelocity, FVector& OutLinearVelocity,
+		bool& OutbProvidedAngularVelocity, FVector& OutAngularVelocityAsAxisAndLength,
+		bool& OutbProvidedLinearAcceleration, FVector& OutLinearAcceleration, float WorldToMetersScale) const override
 	{
 		OutTimeWasUsed = false;
 		OutbProvidedLinearVelocity = false;
 		OutbProvidedAngularVelocity = false;
 		OutbProvidedLinearAcceleration = false;
 		return GetControllerOrientationAndPosition(ControllerIndex, MotionSource, OutOrientation, OutPosition,
-		                                           WorldToMetersScale);
+												   WorldToMetersScale);
 	}
 
 	float GetCustomParameterValue(const FName MotionSource, FName ParameterName, bool& bValueFound) const override
@@ -146,8 +132,8 @@ public:
 		return 0.f;
 	}
 
-	virtual ETrackingStatus
-	GetControllerTrackingStatus(const int32 ControllerIndex, const FName MotionSource) const override
+	virtual ETrackingStatus GetControllerTrackingStatus(const int32 ControllerIndex,
+														const FName MotionSource) const override
 	{
 		FLiveLinkSubjectKey SubjectKey = GetSubjectKeyFromMotionSource(MotionSource);
 
@@ -189,21 +175,18 @@ public:
 
 		for (const FGuid& Source : SourceGuids)
 		{
-			FText SourceName = (Source == WildcardSource)
-				                   ? LOCTEXT("LiveLinkAnySource", "Any")
-				                   : Client.GetSourceType(Source);
+			FText SourceName =
+				(Source == WildcardSource) ? LOCTEXT("LiveLinkAnySource", "Any") : Client.GetSourceType(Source);
 			Headers.Emplace(Source, SourceName);
 		}
 
 		{
 			FGuid& CaptureWildcardSource = WildcardSource;
 			Headers.Sort([CaptureWildcardSource](const FHeaderEntry& A, const FHeaderEntry& B)
-			{
-				return A.Key == CaptureWildcardSource || A.Value.CompareToCaseIgnored(B.Value) <= 0;
-			});
+						 { return A.Key == CaptureWildcardSource || A.Value.CompareToCaseIgnored(B.Value) <= 0; });
 		}
 
-		//Build EnumeratedSources data
+		// Build EnumeratedSources data
 		EnumeratedSources.Reset();
 		EnumeratedSources.Reserve(SubjectKeys.Num());
 
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactables/ActionBehaviour.h b/Source/RWTHVRToolkit/Public/Interaction/Interactables/ActionBehaviour.h
index 14d2f407da84e380576e13d6dcc6cfaa7b0506f0..755d876dc3205b0538f6bc394352def55b2da670 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactables/ActionBehaviour.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactables/ActionBehaviour.h
@@ -11,13 +11,12 @@
 
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnActionBegin, USceneComponent*, TriggeredComponent,
-                                               const UInputAction*,
-                                               InputAction, const FInputActionValue&, Value);
+											   const UInputAction*, InputAction, const FInputActionValue&, Value);
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnActionEnd, USceneComponent*, TriggeredComponent, const UInputAction*,
-                                               InputAction, const FInputActionValue&, Value);
+											   InputAction, const FInputActionValue&, Value);
 
-UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UActionBehaviour : public USceneComponent
 {
 	GENERATED_BODY()
@@ -35,14 +34,14 @@ public:
 protected:
 	UFUNCTION()
 	virtual void OnActionStart(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-	                           const FInputActionValue& Value);
+							   const FInputActionValue& Value);
 
 	UFUNCTION()
 	virtual void OnActionEnd(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-	                         const FInputActionValue& Value);
+							 const FInputActionValue& Value);
 
 	virtual void BeginPlay() override;
 
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 };
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactables/GrabBehavior.h b/Source/RWTHVRToolkit/Public/Interaction/Interactables/GrabBehavior.h
index b50766d60b6e71a8146f640ec3382a1637c4adff..9978823ad96b612d920c6135886d333717a90d7a 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactables/GrabBehavior.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactables/GrabBehavior.h
@@ -8,19 +8,19 @@
 #include "GrabBehavior.generated.h"
 
 
-UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UGrabBehavior : public UActionBehaviour
 {
 	GENERATED_BODY()
 
 public:
-	UPROPERTY(EditAnywhere, Category="Grabbing")
+	UPROPERTY(EditAnywhere, Category = "Grabbing")
 	bool bBlockOtherInteractionsWhileGrabbed = true;
 
 	virtual void OnActionStart(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-	                           const FInputActionValue& Value) override;
+							   const FInputActionValue& Value) override;
 	virtual void OnActionEnd(USceneComponent* TriggeredComponent, const UInputAction* InputAction,
-	                         const FInputActionValue& Value) override;
+							 const FInputActionValue& Value) override;
 
 	UPrimitiveComponent* GetFirstComponentSimulatingPhysics(const AActor* TargetActor);
 
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactables/HoverBehaviour.h b/Source/RWTHVRToolkit/Public/Interaction/Interactables/HoverBehaviour.h
index 3bdcde4f47ed5bdfb91451f716070a494dda528d..7557653fbf02dc8d1780bbb32804c583324281ad 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactables/HoverBehaviour.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactables/HoverBehaviour.h
@@ -7,30 +7,31 @@
 #include "HoverBehaviour.generated.h"
 
 
-DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHoverStart, const USceneComponent*, TriggeredComponent,FHitResult, Hit);
+DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHoverStart, const USceneComponent*, TriggeredComponent, FHitResult,
+											 Hit);
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnHoverEnd, const USceneComponent*, TriggeredComponent);
 
-UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UHoverBehaviour : public USceneComponent
 {
 	GENERATED_BODY()
 
-public:	
+public:
 	/**
-	* TriggeredComponent: Component that triggered this event (e.g. GrabComponent, RayCastComponent attached at the VRPawn)
-	* Hit: Hit Result of the trace to get access to e.g. contact point/normals etc.
-	*/
+	 * TriggeredComponent: Component that triggered this event (e.g. GrabComponent, RayCastComponent attached at the
+	 * VRPawn) Hit: Hit Result of the trace to get access to e.g. contact point/normals etc.
+	 */
 	UPROPERTY(BlueprintAssignable)
-		FOnHoverStart OnHoverStartEvent;
+	FOnHoverStart OnHoverStartEvent;
 
 	UPROPERTY(BlueprintAssignable)
-		FOnHoverEnd OnHoverEndEvent;
+	FOnHoverEnd OnHoverEndEvent;
 
 protected:
 	UFUNCTION()
-		virtual void OnHoverStart(const USceneComponent* TriggeredComponent, FHitResult Hit);
+	virtual void OnHoverStart(const USceneComponent* TriggeredComponent, FHitResult Hit);
 	UFUNCTION()
-		virtual void OnHoverEnd(const USceneComponent* TriggeredComponent);
-	
+	virtual void OnHoverEnd(const USceneComponent* TriggeredComponent);
+
 	virtual void BeginPlay() override;
 };
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractableComponent.h b/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractableComponent.h
index 61352414cc6098457d1e19bf9b2e418703ed92a3..8332a897126c46ccb62418b04da0808b6a1bd2b0 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractableComponent.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractableComponent.h
@@ -22,13 +22,13 @@ class UHoverBehaviour;
  *
  * The Interactable can be filtered.
  * Currently we filter on the InteractorType, e.g.: Raycast, Spherecast, etc.
- * 
+ *
  * Action and Hover Behaviours can be manually added via Blueprints on a per-Interactable basis.
  * If no Action and Hover Behaviours are set manually, all Action and Hover behaviours that are
  * attached to the Actor are used.
  *
  */
-UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UInteractableComponent : public UActorComponent
 {
 	GENERATED_BODY()
@@ -47,14 +47,12 @@ public:
 	TArray<UActionBehaviour*> OnActionBehaviours;
 
 	UFUNCTION(BlueprintCallable)
-	FORCEINLINE bool HasInteractionTypeFlag(EInteractorType type)
-	{
-		return type & InteractorFilter;
-	}
+	FORCEINLINE bool HasInteractionTypeFlag(EInteractorType type) { return type & InteractorFilter; }
 
 	/**
-	 * @brief Restrict interactability to given components (e.g. if an object is grabbed, block interactions from other components)
-	 * @param Components 
+	 * @brief Restrict interactability to given components (e.g. if an object is grabbed, block interactions from other
+	 * components)
+	 * @param Components
 	 */
 	UFUNCTION()
 	void RestrictInteractionToComponents(const TArray<USceneComponent*>& Components);
@@ -73,11 +71,9 @@ public:
 	void HandleOnHoverStartEvents(USceneComponent* TriggerComponent, const EInteractorType Interactor);
 	void HandleOnHoverEndEvents(USceneComponent* TriggerComponent, const EInteractorType Interactor);
 	void HandleOnActionStartEvents(USceneComponent* TriggerComponent, const UInputAction* InputAction,
-	                               const FInputActionValue& Value,
-	                               const EInteractorType Interactor);
+								   const FInputActionValue& Value, const EInteractorType Interactor);
 	void HandleOnActionEndEvents(USceneComponent* TriggerComponent, const UInputAction* InputAction,
-	                             const FInputActionValue& Value,
-	                             const EInteractorType Interactor);
+								 const FInputActionValue& Value, const EInteractorType Interactor);
 
 	/**
 	 * @brief If click and grab behaviors are not explicitly specified, load all existing ones
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractionBitSet.h b/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractionBitSet.h
index e8dd1afcdc3c58c33fbe31ad01eeedf145ea26ec..a317318d9d4af78e1a640c76ce6e7629dbbefae7 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractionBitSet.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactables/InteractionBitSet.h
@@ -1,7 +1,7 @@
 #pragma once
 
 UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
-enum EInteractorType: int
+enum EInteractorType : int
 {
 	None = 0 UMETA(Hidden),
 	Raycast = 1 << 0,
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactors/GrabComponent.h b/Source/RWTHVRToolkit/Public/Interaction/Interactors/GrabComponent.h
index cb154963f9c86ca26e7f20cd9e8afb38821c2037..84e1eea6a0eb35fe03519d7eebf39fc93fa0fde0 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactors/GrabComponent.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactors/GrabComponent.h
@@ -20,7 +20,7 @@ public:
 	UGrabComponent();
 
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 
 	UPROPERTY(EditDefaultsOnly, Category = "Input")
 	class UInputMappingContext* IMCGrab;
diff --git a/Source/RWTHVRToolkit/Public/Interaction/Interactors/RaycastSelectionComponent.h b/Source/RWTHVRToolkit/Public/Interaction/Interactors/RaycastSelectionComponent.h
index 9d70e04e2ecce78fe053c0cdbd0951a1deda5737..45095c3ac50cc2b81e691e9463d3af2253815173 100644
--- a/Source/RWTHVRToolkit/Public/Interaction/Interactors/RaycastSelectionComponent.h
+++ b/Source/RWTHVRToolkit/Public/Interaction/Interactors/RaycastSelectionComponent.h
@@ -20,7 +20,7 @@ public:
 
 	// Called every frame
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 
 
 	UPROPERTY(EditDefaultsOnly, Category = "Input")
diff --git a/Source/RWTHVRToolkit/Public/Pawn/InputExtensionInterface.h b/Source/RWTHVRToolkit/Public/Pawn/InputExtensionInterface.h
index 323049f53909e167dbd5997d18d03d07c657621a..51963c0a1514950229a8b8286ad41e407accd362 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/InputExtensionInterface.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/InputExtensionInterface.h
@@ -9,7 +9,7 @@ class UEnhancedInputLocalPlayerSubsystem;
 
 /**
  * Simple interface that can be implemented if your class/component defines input actions.
- * Use SetupPlayerInput to bind actions, it will be called by VirtualRealityPawn::SetupPlayerInputComponent. 
+ * Use SetupPlayerInput to bind actions, it will be called by VirtualRealityPawn::SetupPlayerInputComponent.
  */
 UINTERFACE(MinimalAPI, NotBlueprintable)
 class UInputExtensionInterface : public UInterface
@@ -22,11 +22,9 @@ class RWTHVRTOOLKIT_API IInputExtensionInterface
 	GENERATED_BODY()
 
 public:
-
 	// Called by VirtualRealityPawn::SetupPlayerInputComponent
 	virtual void SetupPlayerInput(UInputComponent* PlayerInputComponent) {}
 
-	// Helper function to get the local player subsystem 
+	// Helper function to get the local player subsystem
 	virtual UEnhancedInputLocalPlayerSubsystem* GetEnhancedInputLocalPlayerSubsystem(const APawn* Pawn) const;
-	
 };
diff --git a/Source/RWTHVRToolkit/Public/Pawn/Navigation/ContinuousMovementComponent.h b/Source/RWTHVRToolkit/Public/Pawn/Navigation/ContinuousMovementComponent.h
index 13c3d03b28f6a9f43033e623dbeead3ba7d622ac..adbcef6f926e48e57d379423f0b1829f699fe4e3 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/Navigation/ContinuousMovementComponent.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/Navigation/ContinuousMovementComponent.h
@@ -17,7 +17,7 @@ enum class EVRSteeringModes : uint8
 };
 
 /**
- * 
+ *
  */
 UCLASS(Blueprintable)
 class RWTHVRTOOLKIT_API UContinuousMovementComponent : public UMovementComponentBase
diff --git a/Source/RWTHVRToolkit/Public/Pawn/Navigation/TurnComponent.h b/Source/RWTHVRToolkit/Public/Pawn/Navigation/TurnComponent.h
index d137cf82a3fd2e2083730879e95a1307d7664e59..de3f274e28caf8f353349798a84c4f2dfc02356d 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/Navigation/TurnComponent.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/Navigation/TurnComponent.h
@@ -22,15 +22,15 @@ public:
 	bool bAllowTurning = true;
 
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement|Turning",
-		meta = (EditCondition = "bAllowTurning"))
+			  meta = (EditCondition = "bAllowTurning"))
 	bool bSnapTurn = false;
 
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement|Turning",
-		meta = (EditCondition = "!bSnapTurn && bAllowTurning"))
+			  meta = (EditCondition = "!bSnapTurn && bAllowTurning"))
 	float TurnRateFactor = 1.0f;
 
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement|Turning",
-		meta = (EditCondition = "bSnapTurn && bAllowTurning", ClampMin = 0, ClampMax = 360))
+			  meta = (EditCondition = "bSnapTurn && bAllowTurning", ClampMin = 0, ClampMax = 360))
 	float SnapTurnAngle = 22.5;
 
 	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input|Actions")
@@ -44,7 +44,7 @@ public:
 
 	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input")
 	class UInputMappingContext* IMCMovement_Right;
-	
+
 	/**Input Mapping Context that maps buttons for desktop mode*/
 	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input")
 	class UInputMappingContext* IMCDesktopRotation;
@@ -57,9 +57,9 @@ public:
 	void OnBeginTurn(const FInputActionValue& Value);
 
 	/**
-	* Called once if stick input is received to rotate player at constant value
-	* @param Value Stick input value determines turn direction
-	*/
+	 * Called once if stick input is received to rotate player at constant value
+	 * @param Value Stick input value determines turn direction
+	 */
 	UFUNCTION(BlueprintCallable)
 	void OnBeginSnapTurn(const FInputActionValue& Value);
 
@@ -79,8 +79,9 @@ private:
 	class UInputMappingContext* IMCTurn;
 
 	/**
-	 * If we just use VRPawn->AddControllerYawInput(Yaw), rotation is around tracking origin instead of the actual player position
-	 * This function updates the pawns rotation and location to result in a rotation around the users tracked position.
+	 * If we just use VRPawn->AddControllerYawInput(Yaw), rotation is around tracking origin instead of the actual
+	 * player position This function updates the pawns rotation and location to result in a rotation around the users
+	 * tracked position.
 	 */
 	void RotateCameraAndPawn(float Yaw) const;
 	bool bApplyDesktopRotation;
diff --git a/Source/RWTHVRToolkit/Public/Pawn/ReplicatedCameraComponent.h b/Source/RWTHVRToolkit/Public/Pawn/ReplicatedCameraComponent.h
index a68cee69704922d66e715506097ae95ad67384d1..a6b0649b9598b4933b439f1e0b497476124f24a4 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/ReplicatedCameraComponent.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/ReplicatedCameraComponent.h
@@ -25,12 +25,13 @@ protected:
 	/////////////////////////////////////////////////////////////////////////////////////////////////////
 
 	/*
-	*  See UClientTransformReplication for a description of the replication functions, they work exactly the same way.
-	*/
+	 *  See UClientTransformReplication for a description of the replication functions, they work exactly the same way.
+	 */
 
-	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every tick).
+	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every
+	// tick).
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Networking",
-		meta = (ClampMin = "0", UIMin = "0"))
+			  meta = (ClampMin = "0", UIMin = "0"))
 	float ControllerNetUpdateRate;
 
 	// Accumulates time until next send
@@ -44,7 +45,7 @@ protected:
 	UFUNCTION()
 	virtual void OnRep_ReplicatedTransform()
 	{
-		//For now, directly apply the transforms:
+		// For now, directly apply the transforms:
 		if (!GetOwner()->HasLocalNetOwner())
 			SetRelativeLocationAndRotation(ReplicatedTransform.Position, ReplicatedTransform.Rotation);
 	}
@@ -55,5 +56,5 @@ protected:
 public:
 	// Called every frame
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 };
diff --git a/Source/RWTHVRToolkit/Public/Pawn/ReplicatedMotionControllerComponent.h b/Source/RWTHVRToolkit/Public/Pawn/ReplicatedMotionControllerComponent.h
index a743dbf84363018dde8eaa5d3540cff7e75f9fef..563bc6ca86cccbe8832f09e565b9e8b81d0c6d00 100644
--- a/Source/RWTHVRToolkit/Public/Pawn/ReplicatedMotionControllerComponent.h
+++ b/Source/RWTHVRToolkit/Public/Pawn/ReplicatedMotionControllerComponent.h
@@ -10,7 +10,7 @@
 /**
  * Simple MotionControllerComponent with added client-side transform replication.
  */
-UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
+UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
 class RWTHVRTOOLKIT_API UReplicatedMotionControllerComponent : public UMotionControllerComponent
 {
 	GENERATED_BODY()
@@ -24,9 +24,10 @@ protected:
 	// Full transform update replication
 	/////////////////////////////////////////////////////////////////////////////////////////////////////
 
-	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every tick).
+	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every
+	// tick).
 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Networking",
-		meta = (ClampMin = "0", UIMin = "0"))
+			  meta = (ClampMin = "0", UIMin = "0"))
 	float ControllerNetUpdateRate;
 
 	// Accumulates time until next send
@@ -53,5 +54,5 @@ protected:
 public:
 	// Called every frame
 	virtual void TickComponent(float DeltaTime, ELevelTick TickType,
-	                           FActorComponentTickFunction* ThisTickFunction) override;
+							   FActorComponentTickFunction* ThisTickFunction) override;
 };
diff --git a/Source/RWTHVRToolkit/Public/UI/ExternalImage.h b/Source/RWTHVRToolkit/Public/UI/ExternalImage.h
index d566a6782262c65267c02c055044ae42ca5166cf..c9570244c452e0596e81c18f42553a689c70cecf 100644
--- a/Source/RWTHVRToolkit/Public/UI/ExternalImage.h
+++ b/Source/RWTHVRToolkit/Public/UI/ExternalImage.h
@@ -26,7 +26,7 @@ private:
 
 	bool LoadCompressedDataIntoTexture2D(const TArray<uint8>& InCompressedData, UTexture2D*& OutTexture);
 	static void LoadDataFromURL(const FString& ImageURL, TArray<uint8>& OutCompressedData,
-	                            TFunction<void()> OnSuccessCallback);
+								TFunction<void()> OnSuccessCallback);
 	static void LoadDataFromFile(const FString& ImagePath, TArray<uint8>& OutCompressedData,
-	                             TFunction<void()> OnSuccessCallback);
+								 TFunction<void()> OnSuccessCallback);
 };
diff --git a/Source/RWTHVRToolkit/Public/Utility/DemoConfig.h b/Source/RWTHVRToolkit/Public/Utility/DemoConfig.h
index 51c20241f8809a3c63409682367809bf9ffb08bb..1470622aaea52af2e41e9a8aa9dcb079ee1eeab7 100644
--- a/Source/RWTHVRToolkit/Public/Utility/DemoConfig.h
+++ b/Source/RWTHVRToolkit/Public/Utility/DemoConfig.h
@@ -7,8 +7,10 @@
 /**
  * This DeveloperSettings derivative has the following behavior:
  * 1. Creates a DefaultDemo.ini in your projects config folder (Name can be changed via "config =" parameter in UCLASS)
- * 2. Creates a settings page in the project settings (ProjectSettings|Game|Demo) for all UPROPERTY-s and stores all UPROPERTY-s with a "Config" flag into (1.), that are altered
- * 3. When packaged, creates a Demo.ini (without "Default") in the config directory of the game and dumps the contents of the DefaultDemo.ini into it
+ * 2. Creates a settings page in the project settings (ProjectSettings|Game|Demo) for all UPROPERTY-s and stores all
+ * UPROPERTY-s with a "Config" flag into (1.), that are altered
+ * 3. When packaged, creates a Demo.ini (without "Default") in the config directory of the game and dumps the contents
+ * of the DefaultDemo.ini into it
  * 4. When packaged, loads the config file from (3.) into this class
  * 5. Settings can be accessed from everywhere via `GetDefault<UYourSubClass>()->PropertyName`
  */
@@ -28,11 +30,12 @@ class RWTHVRTOOLKIT_API UDemoConfig : public UDeveloperSettings
 		Super::PostInitProperties();
 
 		// Do not create/load this config file in the editor. We have the DefaultDemo.ini already
-		if (FApp::GetBuildTargetType() == EBuildTargetType::Editor) return;
+		if (FApp::GetBuildTargetType() == EBuildTargetType::Editor)
+			return;
 
 		// Load config file (does nothing if not exist)
-		const FString ConfigFile = FPaths::Combine(FPaths::ProjectConfigDir(),
-		                                           FPaths::GetCleanFilename(GetClass()->GetConfigName()));
+		const FString ConfigFile =
+			FPaths::Combine(FPaths::ProjectConfigDir(), FPaths::GetCleanFilename(GetClass()->GetConfigName()));
 		FConfigCacheIni Config(EConfigCacheType::DiskBacked);
 		Config.LoadFile(ConfigFile);
 
diff --git a/Source/RWTHVRToolkitEditor/Private/RWTHVRToolkitEditor.cpp b/Source/RWTHVRToolkitEditor/Private/RWTHVRToolkitEditor.cpp
index 4925935177729451b963577e93d723878edcd790..e53695d2b66804e9131f4dccbd5ec9a2856c6d71 100644
--- a/Source/RWTHVRToolkitEditor/Private/RWTHVRToolkitEditor.cpp
+++ b/Source/RWTHVRToolkitEditor/Private/RWTHVRToolkitEditor.cpp
@@ -7,12 +7,8 @@ IMPLEMENT_GAME_MODULE(FRWTHVRToolkitEditorModule, RWTHVRToolkitEditor);
 
 #define LOCTEXT_NAMESPACE "RWTHVRToolkitEditor"
 
-void FRWTHVRToolkitEditorModule::StartupModule()
-{
-}
+void FRWTHVRToolkitEditorModule::StartupModule() {}
 
-void FRWTHVRToolkitEditorModule::ShutdownModule()
-{
-}
+void FRWTHVRToolkitEditorModule::ShutdownModule() {}
 
 #undef LOCTEXT_NAMESPACE