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add sync component to pawn

Merged Jonathan Ehret requested to merge feature/pawn_cluster_sync into dev/5.3

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@@ -35,6 +35,14 @@ ARWTHVRPawn::ARWTHVRPawn(const FObjectInitializer& ObjectInitializer) : Super(Ob
LeftHand = CreateDefaultSubobject<UReplicatedMotionControllerComponent>(TEXT("Left Hand MCC"));
LeftHand->SetupAttachment(RootComponent);
// Add an nDisplay Parent Sync Component. It syncs the parent's transform from master to clients.
// This is required because for collision based movement, it can happen that the physics engine
// for some reason acts different on the nodes, therefore leading to a potential desync when
// e.g. colliding with an object while moving.
SyncComponent =
CreateDefaultSubobject<UDisplayClusterSceneComponentSyncParent>(TEXT("Parent Display Cluster Sync Component"));
SyncComponent->SetupAttachment(RootComponent);
}
void ARWTHVRPawn::Tick(float DeltaSeconds)
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