feature(replication, pawn): Adds (initial) different way to attach DCRA to...
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@@ -65,34 +65,23 @@ void ARWTHVRPawn::NotifyControllerChanged()
@@ -65,34 +65,23 @@ void ARWTHVRPawn::NotifyControllerChanged()
TEXT("ARWTHVRPawn: Player Controller has changed, trying to change DCRA attachment if possible..."));
TEXT("ARWTHVRPawn: Player Controller has changed for local pawn, trying to change DCRA attachment if "
@@ -110,6 +99,10 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
@@ -110,6 +99,10 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
// Set the control rotation of the PC to zero again. There is a small period of 2 frames where, when the pawn gets
// possessed, the PC takes on the rotation of the VR Headset ONLY WHEN SPAWNING ON A CLIENT. Reset the rotation here
// such that bUseControllerRotationYaw=true does not pass the wrong yaw value to the pawn initially. There is
@@ -125,6 +118,7 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
@@ -125,6 +118,7 @@ void ARWTHVRPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponen
const bool bClusterType = Type == EPlayerType::nDisplayPrimary || Type == EPlayerType::nDisplaySecondary;
@@ -257,7 +251,6 @@ void ARWTHVRPawn::MulticastAddDCSyncComponent_Implementation()
@@ -257,7 +251,6 @@ void ARWTHVRPawn::MulticastAddDCSyncComponent_Implementation()
// Executed on the server only: Finds and attaches the CaveSetup Actor, which contains the DCRA to the Pawn.
// It is only executed on the server because attachments are synced to all clients, but not from client to server.
@@ -285,8 +278,8 @@ void ARWTHVRPawn::AttachDCRAtoPawn()
@@ -285,8 +278,8 @@ void ARWTHVRPawn::AttachDCRAtoPawn()
@@ -309,13 +302,6 @@ void ARWTHVRPawn::SetupMotionControllerSources()
@@ -309,13 +302,6 @@ void ARWTHVRPawn::SetupMotionControllerSources()
// Requests the server to perform the attachment, as only the server can sync this to all the other clients.