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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
RWTH VR Toolkit
Merge requests
!61
add sync component to pawn
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Merged
add sync component to pawn
feature/pawn_cluster_sync
into
dev/5.3
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2
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3
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3
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2
Merged
Jonathan Ehret
requested to merge
feature/pawn_cluster_sync
into
dev/5.3
1 year ago
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2
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3
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3
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2
1
1
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dev/5.3
version 3
30245c2c
1 year ago
version 2
609a157a
1 year ago
version 1
62b46f6d
1 year ago
dev/5.3 (base)
and
latest version
latest version
e31ba9ff
3 commits,
1 year ago
version 3
30245c2c
2 commits,
1 year ago
version 2
609a157a
1 commit,
1 year ago
version 1
62b46f6d
1 commit,
1 year ago
2 files
+
14
−
0
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Source/RWTHVRToolkit/Private/Pawn/RWTHVRPawn.cpp
+
8
−
0
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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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