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Commit ed152f12 authored by Gschladt's avatar Gschladt
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fix: snap and continuous turn moved to separate input actions

parent 6faba874
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1 merge request!117Fix/snapturn
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......@@ -42,7 +42,7 @@ void UTurnComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
// no snap turning for desktop mode
if (!URWTHVRUtilities::IsDesktopMode())
{
EI->BindAction(XRTurn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginSnapTurn);
EI->BindAction(XRTurnSnap, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginSnapTurn);
}
else
{
......@@ -53,7 +53,7 @@ void UTurnComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
{
if (!URWTHVRUtilities::IsDesktopMode())
{
EI->BindAction(XRTurn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
EI->BindAction(XRTurnContinuous, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
}
else
{
......
......@@ -35,7 +35,10 @@ public:
float SnapTurnAngle = 22.5;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input|Actions")
class UInputAction* XRTurn;
class UInputAction* XRTurnContinuous;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input|Actions")
class UInputAction* XRTurnSnap;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR Movement|Input|Actions")
class UInputAction* DesktopTurn;
......
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