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Interaction refactoring and replication

Merged David Gilbert requested to merge refactor/interaction_replication into dev/5.4
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@@ -37,7 +37,9 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
{
if (ShouldSkipUpdate(DeltaTime))
{
return;
}
const AController* Controller = PawnOwner->GetController();
if (Controller && Controller->IsLocalController())
@@ -58,7 +60,7 @@ void UCollisionHandlingMovement::TickComponent(float DeltaTime, enum ELevelTick
ConsumeInputVector();
AddInputVector(InputVector);
}
if (NavigationMode == EVRNavigationModes::NAV_FLY || NavigationMode == EVRNavigationModes::NAV_WALK)
{
// if me managed to get into a collision revert the movement since last Tick
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