@@ -149,7 +149,7 @@ The cluster module `RWTHVRCluster` is part of the [RWTH VR Cluster Plugin](https
**CaveSetup**
The main actor that you need to add to your map if you want to deploy on the Cave is the `BP_CaveSetup` actor. It inherits from the C++ class `CaveSetup`, and has a few purposes:
The CaveSetup class has a few purposes:
1. It has the [DCRA](https://docs.unrealengine.com/5.3/en-US/ndisplay-root-actor-reference-for-unreal-engine/) attached as a child actor. On non-cave systems, the DCRA will simply be destroyed.
2. The pawn searches for the `CaveSetup` actor and attaches it to itself, therefore attaching the DCRA to the pawn as well.
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@@ -166,6 +166,20 @@ Additionally, the module contains various nDisplay configuration files:
- aixcave_two_players_tdw (two player with tdw)
- ExampleConfigs/NDC_CaveUnwrap (example unwrapped cave config for local tests on your own PC)
**Version 5.3**
The main actor that you need to add to your map if you want to deploy on the Cave is the `BP_CaveSetup` actor. It inherits from the C++ class `CaveSetup` documented above.
**Version 5.4**
In this version, the `BP_CaveSetup`-blueprint has been removed, as the CaveSetup actor will be automatically attached to your pawn at runtime. You no longer need to manually add any components or actors to your map to deploy on the Cave.
### Version Upgrade
**Version 5.3 -> 5.4+**
In newer plugin versions the `BP_CaveSetup`-blueprint has been removed. When you upgrade your plugins, you will find that your levels will no longer contain a `CaveSetup`-actor but an `aixcave`-actor instead. This `aixcave`-actor needs to be removed from your map for it to function in the Cave. You will no longer need to add any actors or components to your maps manually, as they will be automatically added at runtime.
### Cave Overlay
The Cave Overlay is used to display a warning tape and sign when the head or controller(s) come too close to the Cave walls. Additionally, it can be used to black out the door projectors when the door is opened. This isn't done automatically, but the door state can be toggled by pressing `F10`.