All movement components are C++ derived blueprint components, which can be added to the `VirtualRealityPawn`. The blueprints itself can be found in `Components/Movement`. In the movement folder are two InputMappingContexts(IMCs) for either the left or right hand (which can be switched by (un-)ticking ``Move with Right Hand``). If you want to change the button mappings, you can adjust the respective IMC (best make a copy of them into your project first).
All movement components are C++ derived blueprint components, which can be added to the `RWTHVRPawn`. The blueprints itself can be found in `Components/Movement`. In the movement folder are two InputMappingContexts(IMCs) for either the left or right hand (which can be switched by (un-)ticking ``Move with Right Hand``). If you want to change the button mappings, you can adjust the respective IMC (best make a copy of them into your project first).
## VR Pawn Movement
## Collision Handling Movement
This component is added to the pawn by default. It adds a configurable movement to your pawn implementation. It can be configured via the `NavigationMode`, which behaves as follows:
*`NAV_NONE` No input is handled
*`NAV_GHOST` Simple flying movement, but no collision with walls
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@@ -11,7 +11,7 @@ This component is added to the pawn by default. It adds a configurable movement
*`NAV_WALK` Walking movement that simulates gravity and collisions for the pawn
Collisions thereby are omitted if the user is virtually steering and also when the user is physically awlking into wall etc. (in this case by moving the world away, since we cannot hinder users to physically walk further)
If you want to use a completely custom-build pawn (not based on the ``AVirtualRealityPawn``), attach it to your pawn and make sure to call
If you want to use a completely custom-build pawn (not based on the ``AWTHVRPawn``), attach it to your pawn and make sure to call