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Commit dc8713ff authored by Ali Can Demiralp's avatar Ali Can Demiralp
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Mouse is now disabled in HMD/DC modes.

parent 1591057c
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...@@ -3,6 +3,7 @@ ...@@ -3,6 +3,7 @@
#include "Cluster/IDisplayClusterClusterManager.h" #include "Cluster/IDisplayClusterClusterManager.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "Game/IDisplayClusterGameManager.h" #include "Game/IDisplayClusterGameManager.h"
#include "GameFramework/InputSettings.h"
#include "GameFramework/WorldSettings.h" #include "GameFramework/WorldSettings.h"
#include "Input/IDisplayClusterInputManager.h" #include "Input/IDisplayClusterInputManager.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
...@@ -81,6 +82,10 @@ void AVirtualRealityPawn::BeginPlay () ...@@ -81,6 +82,10 @@ void AVirtualRealityPawn::BeginPlay ()
{ {
Super::BeginPlay(); Super::BeginPlay();
bUseControllerRotationYaw = true;
bUseControllerRotationPitch = true;
bUseControllerRotationRoll = true;
// Display cluster settings apply to all setups (PC, HMD, CAVE/ROLV) despite the unfortunate name due to being an UE4 internal. // Display cluster settings apply to all setups (PC, HMD, CAVE/ROLV) despite the unfortunate name due to being an UE4 internal.
TArray<AActor*> SettingsActors; TArray<AActor*> SettingsActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ADisplayClusterSettings::StaticClass(), SettingsActors); UGameplayStatics::GetAllActorsOfClass(GetWorld(), ADisplayClusterSettings::StaticClass(), SettingsActors);
...@@ -96,6 +101,9 @@ void AVirtualRealityPawn::BeginPlay () ...@@ -96,6 +101,9 @@ void AVirtualRealityPawn::BeginPlay ()
if (IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster) if (IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster)
{ {
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("TurnRate" )), EKeys::MouseX));
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("LookUpRate")), EKeys::MouseY));
// Requires a scene node called flystick in the config. // Requires a scene node called flystick in the config.
Flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick")); Flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick"));
...@@ -103,8 +111,11 @@ void AVirtualRealityPawn::BeginPlay () ...@@ -103,8 +111,11 @@ void AVirtualRealityPawn::BeginPlay ()
LeftHand = Flystick; LeftHand = Flystick;
RightHand = Flystick; RightHand = Flystick;
} }
else if (UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled()) else if (UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayConnected())
{ {
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("TurnRate" )), EKeys::MouseX));
UInputSettings::GetInputSettings()->RemoveAxisMapping(FInputAxisKeyMapping(FName(TEXT("LookUpRate")), EKeys::MouseY));
LeftMotionController ->SetVisibility(true); LeftMotionController ->SetVisibility(true);
RightMotionController->SetVisibility(true); RightMotionController->SetVisibility(true);
...@@ -114,10 +125,6 @@ void AVirtualRealityPawn::BeginPlay () ...@@ -114,10 +125,6 @@ void AVirtualRealityPawn::BeginPlay ()
} }
else else
{ {
bUseControllerRotationYaw = true;
bUseControllerRotationPitch = true;
bUseControllerRotationRoll = true;
Forward = RootComponent; Forward = RootComponent;
LeftHand = RootComponent; LeftHand = RootComponent;
RightHand = RootComponent; RightHand = RootComponent;
......
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