walking movement improvements: fix blocked ghost movement, be able to handle...
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UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
@@ -22,8 +22,8 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) :
@@ -22,8 +22,8 @@ UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) :
@@ -46,13 +46,14 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType,
@@ -46,13 +46,14 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType,
if (NavigationMode == EVRNavigationModes::NAV_FLY || NavigationMode == EVRNavigationModes::NAV_WALK)
@@ -65,6 +66,7 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType,
@@ -65,6 +66,7 @@ void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType,
@@ -139,12 +141,23 @@ void UVRPawnMovement::SetCapsuleColliderToUserSize() const
@@ -139,12 +141,23 @@ void UVRPawnMovement::SetCapsuleColliderToUserSize() const
@@ -154,15 +167,28 @@ void UVRPawnMovement::CheckAndRevertCollisionSinceLastTick()
@@ -154,15 +167,28 @@ void UVRPawnMovement::CheckAndRevertCollisionSinceLastTick()
@@ -175,6 +201,14 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
@@ -175,6 +201,14 @@ void UVRPawnMovement::CheckForPhysWalkingCollision()
FVector ProbePosition = SafetyFactor * InputVector.GetSafeNormal() * GetMaxSpeed() * DeltaTime + CapsuleLocation;
@@ -276,7 +310,7 @@ FHitResult UVRPawnMovement::CreateCapsuleTrace(const FVector& Start, const FVect
@@ -276,7 +310,7 @@ FHitResult UVRPawnMovement::CreateCapsuleTrace(const FVector& Start, const FVect
@@ -286,9 +320,14 @@ FVector UVRPawnMovement::GetOverlapResolveDirection()
@@ -286,9 +320,14 @@ FVector UVRPawnMovement::GetOverlapResolveDirection()
//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