Draft: Improve walking implementation
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All threads resolved!
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- Ehret authored
deactivate collision when it persists (e.g., because something of he environment moved into us, like the rotation VCI logo)
@@ -22,7 +22,7 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) :
@@ -22,7 +22,7 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) :
@@ -42,6 +42,12 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, F
@@ -42,6 +42,12 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, F
@@ -61,7 +67,7 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, F
@@ -61,7 +67,7 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, F
//if we physically (in the tracking space) walked into something, move the world away (by moving the pawn)
@@ -130,15 +136,15 @@ void UVRPawnMovement::SetCapsuleColliderToUserSize()
@@ -130,15 +136,15 @@ void UVRPawnMovement::SetCapsuleColliderToUserSize()
@@ -147,13 +153,17 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
@@ -147,13 +153,17 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()