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Splits mouse rotation from IA_Turn to avoid snap turn on CAVE

Merged David Gilbert requested to merge fix/CAVESnapTurn into dev/5.4
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+ 18
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@@ -37,14 +37,28 @@ void UTurnComponent::SetupPlayerInput(UInputComponent* PlayerInputComponent)
// turning
if (bAllowTurning)
{
// no snap turning for desktop mode
if (bSnapTurn && !URWTHVRUtilities::IsDesktopMode())
if (bSnapTurn)
{
EI->BindAction(Turn, ETriggerEvent::Started, this, &UTurnComponent::OnBeginSnapTurn);
// no snap turning for desktop mode
if (!URWTHVRUtilities::IsDesktopMode())
{
EI->BindAction(Turn, ETriggerEvent::Started, this, &UTurnComponent::OnBeginSnapTurn);
}
else
{
EI->BindAction(DesktopTurn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
}
}
else
{
EI->BindAction(DesktopTurn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
if (!URWTHVRUtilities::IsDesktopMode())
{
EI->BindAction(Turn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
}
else
{
EI->BindAction(DesktopTurn, ETriggerEvent::Triggered, this, &UTurnComponent::OnBeginTurn);
}
}
}
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