Update Pawn authored by Jonathan Ehret's avatar Jonathan Ehret
[[_TOC_]] [[_TOC_]]
# Movement # Movement
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. 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).
## VR Pawn 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
* `NAV_FLY` Flying movement with collision checking
* `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)
To use this component attach it to your pawn and make sure to call
```cpp
PawnMovement->SetUpdatedComponent(RootComponent);
PawnMovement->SetCameraComponent(CameraComponent);
```
```
## Continuous Movement ## Continuous Movement
## Teleportation ## Teleportation
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