From 0f38a63bc467ea41b12f686d78c250d0f520ba91 Mon Sep 17 00:00:00 2001
From: Sebastian Pape <Sebastian.Pape@rwth-aachen.de>
Date: Wed, 11 Sep 2019 17:04:37 +0200
Subject: [PATCH] Reformatting code, redefine key to action, adding fps counter

---
 Content/DoorOverlay.uasset                    | Bin 24539 -> 21406 bytes
 .../Private/CAVEOverlayController.cpp         | 405 ++++++++++--------
 .../Public/CAVEOverlayController.h            | 114 +++--
 Source/CAVEOverlay/Public/DoorOverlayData.h   |   3 +
 4 files changed, 287 insertions(+), 235 deletions(-)

diff --git a/Content/DoorOverlay.uasset b/Content/DoorOverlay.uasset
index 6034247a2e956c8770cf6dbff43f64b66dcb97f8..16120de5acd753b3846a98ed20e35e3121557c7a 100644
GIT binary patch
delta 5933
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diff --git a/Source/CAVEOverlay/Private/CAVEOverlayController.cpp b/Source/CAVEOverlay/Private/CAVEOverlayController.cpp
index e270626..0c667b6 100644
--- a/Source/CAVEOverlay/Private/CAVEOverlayController.cpp
+++ b/Source/CAVEOverlay/Private/CAVEOverlayController.cpp
@@ -1,91 +1,115 @@
 // Fill out your copyright notice in the Description page of Project Settings.
 
-
 #include "CAVEOverlayController.h"
-
-DEFINE_LOG_CATEGORY(CAVEOverlayLog);
-
-template<std::size_t SIZE> bool containsFString(const std::array<FString, SIZE> &a, const FString &s) {
-	for (FString cs : a) {
-		if (cs.Equals(s, ESearchCase::IgnoreCase)) return true;
+#include "CoreMinimal.h"
+#include "GameFramework/Actor.h"
+#include "DoorOverlayData.h"
+#include "IDisplayCluster.h"
+#include "Engine/Engine.h"
+#include "IXRTrackingSystem.h"
+#include "Components/InputComponent.h"
+#include "Cluster/IDisplayClusterClusterManager.h"
+#include "IDisplayClusterGameManager.h"
+#include "UObject/ConstructorHelpers.h"
+#include <array>
+#include "Components/StaticMeshComponent.h"
+#include "Materials/Material.h"
+#include "Materials/MaterialInstanceDynamic.h"
+#include "DisplayClusterExtensions/Public/VirtualRealityPawn.h"
+#include "DisplayCluster/Public/DisplayClusterSceneComponent.h"
+
+DEFINE_LOG_CATEGORY(LogCAVEOverlay);
+
+template <std::size_t S>
+bool ContainsFString(const std::array<FString, S>& A, const FString& Entry)
+{
+	for (FString CS : A)
+	{
+		if (CS.Equals(Entry, ESearchCase::IgnoreCase)) return true;
 	}
 	return false;
 }
 
-UStaticMeshComponent* ACAVEOverlayController::createMeshComponent(const FName &name, UStaticMesh* mesh, USceneComponent* parent) {
-	UStaticMeshComponent* result = CreateDefaultSubobject<UStaticMeshComponent>(name);
-	result->SetStaticMesh(mesh);
-	result->SetupAttachment(parent);
-	result->SetVisibility(false);
-	return result;
+UStaticMeshComponent* ACAVEOverlayController::CreateMeshComponent(const FName& Name, UStaticMesh* Mesh, USceneComponent* Parent)
+{
+	UStaticMeshComponent* Result = CreateDefaultSubobject<UStaticMeshComponent>(Name);
+	Result->SetStaticMesh(Mesh);
+	Result->SetupAttachment(Parent);
+	Result->SetVisibility(false);
+	return Result;
 }
 
-template<typename T> bool loadAsset(const FString &path, T* &result) {
-	ConstructorHelpers::FObjectFinder<T> loader(*path);
-	result = loader.Object;
-	if(!loader.Succeeded()) UE_LOG(CAVEOverlayLog, Error, TEXT("Could not find %s. Have you renamed it?"), *path);
-	return loader.Succeeded();
+template <typename T>
+bool LoadAsset(const FString& Path, T* & Result)
+{
+	ConstructorHelpers::FObjectFinder<T> Loader(*Path);
+	Result = Loader.Object;
+	if (!Loader.Succeeded()) UE_LOG(LogCAVEOverlay, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
+	return Loader.Succeeded();
 }
 
 // Sets default values
 ACAVEOverlayController::ACAVEOverlayController()
 {
- 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
+	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 	PrimaryActorTick.bCanEverTick = true;
 	bAllowTickBeforeBeginPlay = false;
 	AutoReceiveInput = EAutoReceiveInput::Player0;
 
 	ConstructorHelpers::FClassFinder<UDoorOverlayData> WidgetClassFinder(TEXT("Blueprint'/CAVEOverlay/DoorOverlay'"));
-	if (WidgetClassFinder.Succeeded()) {
-		overlay_class_ = WidgetClassFinder.Class;
-	} else {
-		UE_LOG(CAVEOverlayLog, Error, TEXT("Could not find the DoorOverlay class. Have you renamed it?"));
+	if (WidgetClassFinder.Succeeded())
+	{
+		Overlay_Class = WidgetClassFinder.Class;
+	}
+	else
+	{
+		UE_LOG(LogCAVEOverlay, Error, TEXT("Could not find the DoorOverlay class. Have you renamed it?"));
 	}
 
-	//Creation of subcomponents
-	root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
-	SetRootComponent(root);
-	tape_root = CreateDefaultSubobject<USceneComponent>("TapeRoot");
-	sign_root = CreateDefaultSubobject<USceneComponent>("SignRoot");
-	tape_root->SetupAttachment(root);
-	sign_root->SetupAttachment(root);
+	//Creation of sub-components
+	Root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
+	SetRootComponent(Root);
+	Tape_Root = CreateDefaultSubobject<USceneComponent>("TapeRoot");
+	Sign_Root = CreateDefaultSubobject<USceneComponent>("SignRoot");
+	Tape_Root->SetupAttachment(Root);
+	Sign_Root->SetupAttachment(Root);
 
 	//Loading of Materials and Meshes
-	loadAsset("/CAVEOverlay/Stripes", tape_material_);
-	loadAsset("/CAVEOverlay/StopMaterial", sign_material_);
-	loadAsset("/CAVEOverlay/Plane", plane_mesh_);
+	LoadAsset("/CAVEOverlay/Stripes", Tape_Material);
+	LoadAsset("/CAVEOverlay/StopMaterial", Sign_Material);
+	LoadAsset("/CAVEOverlay/Plane", Plane_Mesh_);
 
-	tape_negative_y = createMeshComponent("TapeNegY", plane_mesh_, tape_root);
-	tape_negative_x = createMeshComponent("TapeNegX", plane_mesh_, tape_root);
-	tape_positive_y = createMeshComponent("TapePosY", plane_mesh_, tape_root);
-	tape_positive_x = createMeshComponent("TapePosX", plane_mesh_, tape_root);
+	Tape_Negative_Y = CreateMeshComponent("TapeNegY", Plane_Mesh_, Tape_Root);
+	Tape_Negative_X = CreateMeshComponent("TapeNegX", Plane_Mesh_, Tape_Root);
+	Tape_Positive_Y = CreateMeshComponent("TapePosY", Plane_Mesh_, Tape_Root);
+	Tape_Positive_X = CreateMeshComponent("TapePosX", Plane_Mesh_, Tape_Root);
 
-	sign_negative_y = createMeshComponent("SignNegY", plane_mesh_, sign_root);
-	sign_negative_x = createMeshComponent("SignNegX", plane_mesh_, sign_root);
-	sign_positive_y = createMeshComponent("SignPosY", plane_mesh_, sign_root);
-	sign_positive_x = createMeshComponent("SignPosX", plane_mesh_, sign_root);
+	Sign_Negative_Y = CreateMeshComponent("SignNegY", Plane_Mesh_, Sign_Root);
+	Sign_Negative_X = CreateMeshComponent("SignNegX", Plane_Mesh_, Sign_Root);
+	Sign_Positive_Y = CreateMeshComponent("SignPosY", Plane_Mesh_, Sign_Root);
+	Sign_Positive_X = CreateMeshComponent("SignPosX", Plane_Mesh_, Sign_Root);
 
 	//Set initial Position, Rotation and Scale of Tape
-	tape_negative_y->SetRelativeLocationAndRotation(FVector(0, -wall_distance_, 0), FRotator(0, 0, 90));
-	tape_positive_y->SetRelativeLocationAndRotation(FVector(0, +wall_distance_, 0), FRotator(0, 180, 90));
-	tape_negative_x->SetRelativeLocationAndRotation(FVector(-wall_distance_, 0, 0), FRotator(0, -90, 90));
-	tape_positive_x->SetRelativeLocationAndRotation(FVector(+wall_distance_, 0, 0), FRotator(0, 90, 90));
+	Tape_Negative_Y->SetRelativeLocationAndRotation(FVector(0, -Wall_Distance, 0), FRotator(0, 0, 90));
+	Tape_Positive_Y->SetRelativeLocationAndRotation(FVector(0, +Wall_Distance, 0), FRotator(0, 180, 90));
+	Tape_Negative_X->SetRelativeLocationAndRotation(FVector(-Wall_Distance, 0, 0), FRotator(0, -90, 90));
+	Tape_Positive_X->SetRelativeLocationAndRotation(FVector(+Wall_Distance, 0, 0), FRotator(0, 90, 90));
 
-	tape_negative_y->SetRelativeScale3D(FVector(wall_distance_ / 100 * 2, 0.15, 1));
-	tape_positive_y->SetRelativeScale3D(FVector(wall_distance_ / 100 * 2, 0.15, 1));
-	tape_negative_x->SetRelativeScale3D(FVector(wall_distance_ / 100 * 2, 0.15, 1));
-	tape_positive_x->SetRelativeScale3D(FVector(wall_distance_ / 100 * 2, 0.15, 1));
+	Tape_Negative_Y->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
+	Tape_Positive_Y->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
+	Tape_Negative_X->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
+	Tape_Positive_X->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
 
 	//Set initial Position, Rotation and Scale of Signs
-	sign_negative_y->SetRelativeLocationAndRotation(FVector(0, -wall_distance_, 0), FRotator(0, 0, 90));
-	sign_positive_y->SetRelativeLocationAndRotation(FVector(0, +wall_distance_, 0), FRotator(0, 180, 90));
-	sign_negative_x->SetRelativeLocationAndRotation(FVector(-wall_distance_, 0, 0), FRotator(0, -90, 90));
-	sign_positive_x->SetRelativeLocationAndRotation(FVector(+wall_distance_, 0, 0), FRotator(0, 90, 90));
-
-	sign_negative_y->SetRelativeScale3D(FVector(0.5f));
-	sign_positive_y->SetRelativeScale3D(FVector(0.5f));
-	sign_negative_x->SetRelativeScale3D(FVector(0.5f));
-	sign_positive_x->SetRelativeScale3D(FVector(0.5f));
+	Sign_Negative_Y->SetRelativeLocationAndRotation(FVector(0, -Wall_Distance, 0), FRotator(0, 0, 90));
+	Sign_Positive_Y->SetRelativeLocationAndRotation(FVector(0, +Wall_Distance, 0), FRotator(0, 180, 90));
+	Sign_Negative_X->SetRelativeLocationAndRotation(FVector(-Wall_Distance, 0, 0), FRotator(0, -90, 90));
+	Sign_Positive_X->SetRelativeLocationAndRotation(FVector(+Wall_Distance, 0, 0), FRotator(0, 90, 90));
+
+	Sign_Negative_Y->SetRelativeScale3D(FVector(0.5f));
+	Sign_Positive_Y->SetRelativeScale3D(FVector(0.5f));
+	Sign_Negative_X->SetRelativeScale3D(FVector(0.5f));
+	Sign_Positive_X->SetRelativeScale3D(FVector(0.5f));
 }
 
 void ACAVEOverlayController::PostInitializeComponents()
@@ -93,57 +117,61 @@ void ACAVEOverlayController::PostInitializeComponents()
 	Super::PostInitializeComponents();
 
 	//Create dynamic materials in runtime
-	tape_material_dynamic_ = UMaterialInstanceDynamic::Create(tape_material_, tape_root);
-	sign_material_dynamic_ = UMaterialInstanceDynamic::Create(sign_material_, sign_root);
-
-	tape_negative_y->SetMaterial(0, tape_material_dynamic_);
-	tape_negative_x->SetMaterial(0, tape_material_dynamic_);
-	tape_positive_y->SetMaterial(0, tape_material_dynamic_);
-	tape_positive_x->SetMaterial(0, tape_material_dynamic_);
-
-	sign_negative_y->SetMaterial(0, sign_material_dynamic_);
-	sign_negative_x->SetMaterial(0, sign_material_dynamic_);
-	sign_positive_y->SetMaterial(0, sign_material_dynamic_);
-	sign_positive_x->SetMaterial(0, sign_material_dynamic_);
+	Tape_Material_Dynamic_ = UMaterialInstanceDynamic::Create(Tape_Material, Tape_Root);
+	Sign_Material_Dynamic_ = UMaterialInstanceDynamic::Create(Sign_Material, Sign_Root);
+
+	Tape_Negative_Y->SetMaterial(0, Tape_Material_Dynamic_);
+	Tape_Negative_X->SetMaterial(0, Tape_Material_Dynamic_);
+	Tape_Positive_Y->SetMaterial(0, Tape_Material_Dynamic_);
+	Tape_Positive_X->SetMaterial(0, Tape_Material_Dynamic_);
+
+	Sign_Negative_Y->SetMaterial(0, Sign_Material_Dynamic_);
+	Sign_Negative_X->SetMaterial(0, Sign_Material_Dynamic_);
+	Sign_Positive_Y->SetMaterial(0, Sign_Material_Dynamic_);
+	Sign_Positive_X->SetMaterial(0, Sign_Material_Dynamic_);
 }
 
 void ACAVEOverlayController::CycleDoorType()
 {
-	door_current_mode_ = static_cast<DOOR_MODE>((door_current_mode_ + 1) % DOOR_NUM_MODES);
-	SetDoorMode(door_current_mode_);
+	Door_Current_Mode = static_cast<EDoor_Mode>((Door_Current_Mode + 1) % DOOR_NUM_MODES);
+	SetDoorMode(Door_Current_Mode);
 }
 
-void ACAVEOverlayController::SetDoorMode(DOOR_MODE m)
+void ACAVEOverlayController::SetDoorMode(EDoor_Mode M)
 {
-	switch (door_current_mode_) {
-	case DOOR_MODE::DOOR_PARTIALLY_OPEN:
-		door_current_opening_width_absolute_ = door_opening_width_absolute_;
-		if (screen_type_ == SCREEN_DOOR) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1));
-		if (screen_type_ == SCREEN_DOOR_PARTIAL) overlay_->BlackBox->SetRenderScale(FVector2D(door_opening_width_relative_, 1));
-		if (screen_type_ == SCREEN_MASTER) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1));
-		overlay_->BlackBox->SetVisibility(ESlateVisibility::Visible);
+	switch (Door_Current_Mode)
+	{
+	case EDoor_Mode::DOOR_DEBUG:
+	case EDoor_Mode::DOOR_PARTIALLY_OPEN:
+		Door_Current_Opening_Width_Absolute = Door_Opening_Width_Absolute;
+		if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
+		if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(Door_Opening_Width_Relative, 1));
+		if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
+		Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
 		break;
-	case DOOR_MODE::DOOR_OPEN:
-		door_current_opening_width_absolute_ = wall_distance_ * 2;
-		if (screen_type_ == SCREEN_DOOR) overlay_->BlackBox->SetRenderScale(FVector2D(1, 1));
-		if (screen_type_ == SCREEN_DOOR_PARTIAL) overlay_->BlackBox->SetRenderScale(FVector2D(1, 1));
-		if (screen_type_ == SCREEN_MASTER) overlay_->BlackBox->SetRenderScale(FVector2D(1, 1));
-		overlay_->BlackBox->SetVisibility(ESlateVisibility::Visible);
+	case EDoor_Mode::DOOR_OPEN:
+		Door_Current_Opening_Width_Absolute = Wall_Distance * 2;
+		if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
+		if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
+		if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
+		Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
 		break;
-	case DOOR_MODE::DOOR_CLOSED:
-		door_current_opening_width_absolute_ = 0;
-		if (screen_type_ == SCREEN_DOOR) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1));
-		if (screen_type_ == SCREEN_DOOR_PARTIAL) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1));
-		if (screen_type_ == SCREEN_MASTER) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1));
-		overlay_->BlackBox->SetVisibility(ESlateVisibility::Hidden);
+	case EDoor_Mode::DOOR_CLOSED:
+		Door_Current_Opening_Width_Absolute = 0;
+		if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
+		if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
+		if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
+		Overlay->BlackBox->SetVisibility(ESlateVisibility::Hidden);
 		break;
+	default: ;
 	}
-	if (screen_type_ == SCREEN_NORMAL) overlay_->BlackBox->SetRenderScale(FVector2D(0, 1)); //no overlay
+	if (Screen_Type == SCREEN_NORMAL) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1)); //no overlay
 
-	UE_LOG(CAVEOverlayLog, Log, TEXT("Switched door state to '%s'. New opening width is %f."), *door_mode_names_[door_current_mode_], door_current_opening_width_absolute_);
+	UE_LOG(LogCAVEOverlay, Log, TEXT("Switched door state to '%s'. New opening width is %f."), *Door_Mode_Names[Door_Current_Mode], Door_Current_Opening_Width_Absolute);
 
-	if (screen_type_ == SCREEN_MASTER) {
-		overlay_->CornerText->SetText(FText::FromString(door_mode_names_[door_current_mode_]));
+	if (Screen_Type == SCREEN_MASTER)
+	{
+		Overlay->CornerText->SetText(FText::FromString(Door_Mode_Names[Door_Current_Mode]));
 	}
 }
 
@@ -153,62 +181,69 @@ void ACAVEOverlayController::BeginPlay()
 	Super::BeginPlay();
 
 	//Read situation
-	hmd_mode_ = GEngine->XRSystem.IsValid() && GEngine->XRSystem->IsHeadTrackingAllowed();
-	display_cluster_mode_ = IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster;
+	bHMD_Mode = GEngine->XRSystem.IsValid() && GEngine->XRSystem->IsHeadTrackingAllowed();
+	bDisplay_Cluster_Mode = IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster;
 
-	if (!display_cluster_mode_) return; // Not our business
+	if (!bDisplay_Cluster_Mode) return; // Not our business
 
 	//Input config
-	InputComponent->BindKey(FKey("nDisplayButton4"), EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
-	//
-	//InputComponent->BindKey(EKeys::F10, EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
+	InputComponent->BindAction("Action4", EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
 
-	//Determine the screentype for later usage
-	if (IDisplayCluster::Get().GetClusterMgr()->GetNodeId().Equals(screen_main, ESearchCase::IgnoreCase)) {
-		screen_type_ = SCREEN_MASTER;
+	//Determine the screen-type for later usage
+	if (IDisplayCluster::Get().GetClusterMgr()->GetNodeId().Equals(Screen_Main, ESearchCase::IgnoreCase))
+	{
+		Screen_Type = SCREEN_MASTER;
 	}
-	else if (containsFString(screens_door_, IDisplayCluster::Get().GetClusterMgr()->GetNodeId())) {
-		screen_type_ = SCREEN_DOOR;
+	else if (ContainsFString(Screens_Door, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
+	{
+		Screen_Type = SCREEN_DOOR;
 	}
-	else if (containsFString(screens_door_partial_, IDisplayCluster::Get().GetClusterMgr()->GetNodeId())) {
-		screen_type_ = SCREEN_DOOR_PARTIAL;
+	else if (ContainsFString(Screens_Door_Partial, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
+	{
+		Screen_Type = SCREEN_DOOR_PARTIAL;
 	}
-	else {
-		screen_type_ = SCREEN_NORMAL;
+	else
+	{
+		Screen_Type = SCREEN_NORMAL;
 	}
 
-	overlay_ = CreateWidget<UDoorOverlayData>(GetWorld()->GetFirstPlayerController(), overlay_class_);
-	overlay_->AddToViewport(0);
-	SetDoorMode(door_current_mode_);
-	overlay_->CornerText->SetText(FText::FromString("")); //Set Text to "" until someone presses the key for the first time
+	Overlay = CreateWidget<UDoorOverlayData>(GetWorld()->GetFirstPlayerController(), Overlay_Class);
+	Overlay->AddToViewport(0);
+	SetDoorMode(Door_Current_Mode);
+	Overlay->CornerText->SetText(FText::FromString("")); //Set Text to "" until someone presses the key for the first time
 
-	player_pawn_ = Cast<AVirtualRealityPawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
-	refreshPawnComponents();
+	Player_Pawn = Cast<AVirtualRealityPawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
+	RefreshPawnComponents();
 
-	if (!attached_ && cave_origin_) {
-		AttachToComponent(cave_origin_, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
-		attached_ = true;
+	if (!bAttached && Cave_Origin)
+	{
+		AttachToComponent(Cave_Origin, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
+		bAttached = true;
 	}
 }
 
-float ACAVEOverlayController::calculateOpacityFromPosition(FVector position) {
+float ACAVEOverlayController::CalculateOpacityFromPosition(FVector Position)
+{
 	return FMath::Max(
-			FMath::Clamp((FMath::Abs(position.X) - (wall_distance_ - wall_close_distance_)) / wall_fade_distance_, 0.0f, 1.0f),
-			FMath::Clamp((FMath::Abs(position.Y) - (wall_distance_ - wall_close_distance_)) / wall_fade_distance_, 0.0f, 1.0f)
-		);
+		FMath::Clamp((FMath::Abs(Position.X) - (Wall_Distance - Wall_Close_Distance)) / Wall_Fade_Distance, 0.0f, 1.0f),
+		FMath::Clamp((FMath::Abs(Position.Y) - (Wall_Distance - Wall_Close_Distance)) / Wall_Fade_Distance, 0.0f, 1.0f)
+	);
 }
 
-bool ACAVEOverlayController::positionInDoorOpening(FVector position) {
-	return FMath::IsWithinInclusive(-position.X, wall_distance_ + 10 - 20 - wall_close_distance_, wall_distance_ + 10) //Overlap both sides 10cm
-		&& FMath::IsWithinInclusive(-position.Y, wall_distance_ + 10 - door_current_opening_width_absolute_, wall_distance_ + 10); //Overlap one side 10cm
+bool ACAVEOverlayController::PositionInDoorOpening(FVector Position)
+{
+	return FMath::IsWithinInclusive(-Position.X, Wall_Distance + 10 - 20 - Wall_Close_Distance, Wall_Distance + 10) //Overlap both sides 10cm
+		&& FMath::IsWithinInclusive(-Position.Y, Wall_Distance + 10 - Door_Current_Opening_Width_Absolute, Wall_Distance + 10); //Overlap one side 10cm
 }
 
-void ACAVEOverlayController::refreshPawnComponents(){
-	TArray<UDisplayClusterSceneComponent*> pawn_components;
-	player_pawn_->GetComponents<UDisplayClusterSceneComponent>(pawn_components);
-	for (UDisplayClusterSceneComponent* c : pawn_components) {
-		if (c->GetName().Equals("cave_origin", ESearchCase::IgnoreCase)) cave_origin_ = c;
-		if (c->GetName().Equals("shutter_glasses", ESearchCase::IgnoreCase)) shutter_glasses_ = c;
+void ACAVEOverlayController::RefreshPawnComponents()
+{
+	TArray<UDisplayClusterSceneComponent*> Pawn_Components;
+	Player_Pawn->GetComponents<UDisplayClusterSceneComponent>(Pawn_Components);
+	for (UDisplayClusterSceneComponent* c : Pawn_Components)
+	{
+		if (c->GetName().Equals("cave_origin", ESearchCase::IgnoreCase)) Cave_Origin = c;
+		if (c->GetName().Equals("shutter_glasses", ESearchCase::IgnoreCase)) Shutter_Glasses = c;
 	}
 }
 
@@ -217,59 +252,79 @@ void ACAVEOverlayController::Tick(float DeltaTime)
 {
 	Super::Tick(DeltaTime);
 
-	if (!display_cluster_mode_) return; // Not our business
+	if (!bDisplay_Cluster_Mode) return; // Not our business
 
-	refreshPawnComponents();
-	if (!attached_ && cave_origin_) {
-		AttachToComponent(cave_origin_, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
-		attached_ = true;
+	RefreshPawnComponents();
+	if (!bAttached && Cave_Origin)
+	{
+		AttachToComponent(Cave_Origin, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
+		bAttached = true;
 	}
 
-	if (!shutter_glasses_) return; //Display Cluster not initialized
+	if (!Shutter_Glasses) return; //Display Cluster not initialized
 
 	//Tape Logic
-	FVector shutter_position = shutter_glasses_->GetRelativeTransform().GetLocation();
-	bool overlay_visible = FMath::IsWithinInclusive(shutter_position.GetAbsMax(), wall_distance_ - wall_close_distance_, wall_distance_);
+	FVector Shutter_Position = Shutter_Glasses->GetRelativeTransform().GetLocation();
+	bool bOverlay_Visible = FMath::IsWithinInclusive(Shutter_Position.GetAbsMax(), Wall_Distance - Wall_Close_Distance, Wall_Distance);
 
-	if (overlay_visible && !positionInDoorOpening(shutter_position)) {
-		tape_root->SetVisibility(true, true);
-		tape_root->SetRelativeLocation(shutter_position * FVector(0, 0, 1)); //Only apply Z
+	if (bOverlay_Visible && !PositionInDoorOpening(Shutter_Position))
+	{
+		Tape_Root->SetVisibility(true, true);
+		Tape_Root->SetRelativeLocation(Shutter_Position * FVector(0, 0, 1)); //Only apply Z
 
-		float tape_opacity = calculateOpacityFromPosition(shutter_position);
-		tape_material_dynamic_->SetScalarParameterValue("BarrierOpacity", tape_opacity);
+		float Tape_Opacity = CalculateOpacityFromPosition(Shutter_Position);
+		Tape_Material_Dynamic_->SetScalarParameterValue("BarrierOpacity", Tape_Opacity);
 
-		if (FMath::IsWithin(FVector2D(shutter_position).GetAbsMax(), wall_distance_ - wall_warning_distance_, wall_distance_)) { //in warning distance == red tape
-			tape_material_dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 0, 0));
-		} else {
-			tape_material_dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 1, 0));
+		if (FMath::IsWithin(FVector2D(Shutter_Position).GetAbsMax(), Wall_Distance - Wall_Warning_Distance, Wall_Distance))
+		{
+			//in warning distance == red tape
+			Tape_Material_Dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 0, 0));
+		}
+		else
+		{
+			Tape_Material_Dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 1, 0));
 		}
-	} else {
-		tape_root->SetVisibility(false, true);
+	}
+	else
+	{
+		Tape_Root->SetVisibility(false, true);
 	}
 
 	//Sign Logic
-	UDisplayClusterSceneComponent* flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick"));
-	if (flystick) {
-		FVector flystick_position = flystick->GetRelativeTransform().GetLocation();
-		bool flystick_in_door = positionInDoorOpening(flystick_position);
-		float sign_opacity = calculateOpacityFromPosition(flystick_position);
-
-		sign_negative_x->SetRelativeLocation(FVector(-wall_distance_, flystick_position.Y, flystick_position.Z));
-		sign_negative_y->SetRelativeLocation(FVector(flystick_position.X, -wall_distance_, flystick_position.Z));
-		sign_positive_x->SetRelativeLocation(FVector(+wall_distance_, flystick_position.Y, flystick_position.Z));
-		sign_positive_y->SetRelativeLocation(FVector(flystick_position.X, +wall_distance_, flystick_position.Z));
-
-		sign_negative_x->SetVisibility(FMath::IsWithin(-flystick_position.X, wall_distance_ - wall_close_distance_, wall_distance_) && !flystick_in_door);
-		sign_negative_y->SetVisibility(FMath::IsWithin(-flystick_position.Y, wall_distance_ - wall_close_distance_, wall_distance_) && !flystick_in_door);
-		sign_positive_x->SetVisibility(FMath::IsWithin(+flystick_position.X, wall_distance_ - wall_close_distance_, wall_distance_) && !flystick_in_door);
-		sign_positive_y->SetVisibility(FMath::IsWithin(+flystick_position.Y, wall_distance_ - wall_close_distance_, wall_distance_) && !flystick_in_door);
-
-		sign_material_dynamic_->SetScalarParameterValue("SignOpacity", sign_opacity);
-	} else {
-		sign_negative_x->SetVisibility(false);
-		sign_negative_y->SetVisibility(false);
-		sign_positive_x->SetVisibility(false);
-		sign_positive_y->SetVisibility(false);
+	UDisplayClusterSceneComponent* Flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick"));
+	if (Flystick)
+	{
+		FVector Flystick_Position = Flystick->GetRelativeTransform().GetLocation();
+		bool bFlystick_In_Door = PositionInDoorOpening(Flystick_Position);
+		float Sign_Opacity = CalculateOpacityFromPosition(Flystick_Position);
+
+		Sign_Negative_X->SetRelativeLocation(FVector(-Wall_Distance, Flystick_Position.Y, Flystick_Position.Z));
+		Sign_Negative_Y->SetRelativeLocation(FVector(Flystick_Position.X, -Wall_Distance, Flystick_Position.Z));
+		Sign_Positive_X->SetRelativeLocation(FVector(+Wall_Distance, Flystick_Position.Y, Flystick_Position.Z));
+		Sign_Positive_Y->SetRelativeLocation(FVector(Flystick_Position.X, +Wall_Distance, Flystick_Position.Z));
+
+		Sign_Negative_X->SetVisibility(FMath::IsWithin(-Flystick_Position.X, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
+		Sign_Negative_Y->SetVisibility(FMath::IsWithin(-Flystick_Position.Y, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
+		Sign_Positive_X->SetVisibility(FMath::IsWithin(+Flystick_Position.X, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
+		Sign_Positive_Y->SetVisibility(FMath::IsWithin(+Flystick_Position.Y, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
+
+		Sign_Material_Dynamic_->SetScalarParameterValue("SignOpacity", Sign_Opacity);
+	}
+	else
+	{
+		Sign_Negative_X->SetVisibility(false);
+		Sign_Negative_Y->SetVisibility(false);
+		Sign_Positive_X->SetVisibility(false);
+		Sign_Positive_Y->SetVisibility(false);
 	}
-}
 
+	//FPS
+	if (Overlay && EDoor_Mode::DOOR_DEBUG && ContainsFString(Screens_FPS, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
+	{
+		Overlay->FPS->SetText(FText::FromString(FString::Printf(TEXT("FPS: %.1f"), 1.0f / DeltaTime)));
+	}
+	else
+	{
+		Overlay->FPS->SetText(FText::FromString(""));
+	}
+}
diff --git a/Source/CAVEOverlay/Public/CAVEOverlayController.h b/Source/CAVEOverlay/Public/CAVEOverlayController.h
index 7582166..af23882 100644
--- a/Source/CAVEOverlay/Public/CAVEOverlayController.h
+++ b/Source/CAVEOverlay/Public/CAVEOverlayController.h
@@ -5,25 +5,16 @@
 #include "CoreMinimal.h"
 #include "GameFramework/Actor.h"
 #include "DoorOverlayData.h"
-#include "HeadMountedDisplayFunctionLibrary.h"
-#include "IDisplayCluster.h"
 #include "Engine/Engine.h"
-#include "IXRTrackingSystem.h"
-#include "Components/InputComponent.h"
-#include "Cluster/IDisplayClusterClusterManager.h"
-#include "IDisplayClusterGameManager.h"
-#include "InputCoreTypes.h"
-#include "UObject/ConstructorHelpers.h"
 #include <array>
 #include "Components/StaticMeshComponent.h"
-#include "Engine/Engine.h"
 #include "Materials/Material.h"
 #include "Materials/MaterialInstanceDynamic.h"
 #include "DisplayClusterExtensions/Public/VirtualRealityPawn.h"
 #include "DisplayCluster/Public/DisplayClusterSceneComponent.h"
 #include "CAVEOverlayController.generated.h"
 
-DECLARE_LOG_CATEGORY_EXTERN(CAVEOverlayLog, Log, All);
+DECLARE_LOG_CATEGORY_EXTERN(LogCAVEOverlay, Log, All);
 
 UCLASS()
 class CAVEOVERLAY_API ACAVEOverlayController : public AActor
@@ -37,46 +28,49 @@ protected:
 	virtual void PostInitializeComponents() override;
 
 private:
-    //Execution Modes
-	bool hmd_mode_ = false;
-	bool display_cluster_mode_ = false;
-	
+	//Execution Modes
+	bool bHMD_Mode = false;
+	bool bDisplay_Cluster_Mode = false;
+
 	//Screen Types
-	enum SCREEEN_TYPE { SCREEN_MASTER, SCREEN_NORMAL, SCREEN_DOOR_PARTIAL, SCREEN_DOOR };
-	SCREEEN_TYPE screen_type_ = SCREEN_NORMAL;
-	const std::array<FString, 4> screens_door_ = {"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye", "node_bll_right_eye"};
-	const std::array<FString, 4> screens_door_partial_ = {"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye", "node_blr_right_eye"};
-	const FString screen_main = "node_main";
+	enum EScreen_Type { SCREEN_MASTER, SCREEN_NORMAL, SCREEN_DOOR_PARTIAL, SCREEN_DOOR };
+
+	EScreen_Type Screen_Type = SCREEN_NORMAL;
+	const std::array<FString, 4> Screens_Door = {"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye", "node_bll_right_eye"};
+	const std::array<FString, 4> Screens_Door_Partial = {"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye", "node_blr_right_eye"};
+	const std::array<FString, 5> Screens_FPS = {"node_rur_left_eye", "node_rur_right_eye", "node_lur_left_eye", "node_lur_right_eye", "node_main"};
+	const FString Screen_Main = "node_main";
 
 	//Door Mode
-	enum DOOR_MODE { DOOR_CLOSED = 0, DOOR_OPEN = 1, DOOR_PARTIALLY_OPEN = 2, DOOR_NUM_MODES = 3};
-	const FString door_mode_names_[DOOR_NUM_MODES] = {"Closed", "Open", "Partially Open" };
-	DOOR_MODE door_current_mode_ = DOOR_PARTIALLY_OPEN;
-	const float door_opening_width_relative_ = 0.522; //%, used for the overlay width on the screen
-	const float door_opening_width_absolute_ = 165; //cm, used for the non tape part at the door
-	const float wall_distance_ = 262.5; //cm, distance from center to a wall, *2 = wall width
-	const float wall_close_distance_ = 75; //cm, the distance considered to be too close to the walls
-	const float wall_fade_distance_ = 35; //cm, the distance over which the tape is faded
-	const float wall_warning_distance_ = 40; //cm, distance on which the tape turns red, measurred from wall
-	float door_current_opening_width_absolute_ = 0;
+	enum EDoor_Mode { DOOR_PARTIALLY_OPEN = 0, DOOR_OPEN = 1, DOOR_CLOSED = 2, DOOR_DEBUG = 3, DOOR_NUM_MODES = 4 };
+
+	const FString Door_Mode_Names[DOOR_NUM_MODES] = {"Partially Open", "Open", "Closed", "Debug"};
+	EDoor_Mode Door_Current_Mode = DOOR_PARTIALLY_OPEN;
+	const float Door_Opening_Width_Relative = 0.522; //%, used for the overlay width on the screen
+	const float Door_Opening_Width_Absolute = 165; //cm, used for the non tape part at the door
+	const float Wall_Distance = 262.5; //cm, distance from center to a wall, *2 = wall width
+	const float Wall_Close_Distance = 75; //cm, the distance considered to be too close to the walls
+	const float Wall_Fade_Distance = 35; //cm, the distance over which the tape is faded
+	const float Wall_Warning_Distance = 40; //cm, distance on which the tape turns red, measured from wall
+	float Door_Current_Opening_Width_Absolute = 0;
 
 	//Overlay
-	TSubclassOf<class UDoorOverlayData> overlay_class_;
-	UDoorOverlayData* overlay_;
+	TSubclassOf<class UDoorOverlayData> Overlay_Class;
+	UDoorOverlayData* Overlay;
 
 	//Geometry and Material
-	UStaticMeshComponent* createMeshComponent(const FName &name, UStaticMesh* mesh, USceneComponent* parent);
-	UMaterial* tape_material_ = nullptr;
-	UMaterial* sign_material_ = nullptr;
-	float calculateOpacityFromPosition(FVector position);
-	bool positionInDoorOpening(FVector position);
+	UStaticMeshComponent* CreateMeshComponent(const FName& Name, UStaticMesh* Mesh, USceneComponent* Parent);
+	UMaterial* Tape_Material = nullptr;
+	UMaterial* Sign_Material = nullptr;
+	float CalculateOpacityFromPosition(FVector Position);
+	bool PositionInDoorOpening(FVector Position);
 
 	//Pawn Components
-	bool attached_ = false;
-	void refreshPawnComponents();
-	AVirtualRealityPawn* player_pawn_;
-	UDisplayClusterSceneComponent* cave_origin_;
-	UDisplayClusterSceneComponent* shutter_glasses_;
+	bool bAttached = false;
+	void RefreshPawnComponents();
+	AVirtualRealityPawn* Player_Pawn;
+	UDisplayClusterSceneComponent* Cave_Origin;
+	UDisplayClusterSceneComponent* Shutter_Glasses;
 
 public:
 
@@ -84,24 +78,24 @@ public:
 	virtual void Tick(float DeltaTime) override;
 
 	void CycleDoorType();
-	void SetDoorMode(DOOR_MODE m);
-	
+	void SetDoorMode(EDoor_Mode M);
+
 	//Signs and Banners
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* root = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* tape_root = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* sign_root = nullptr;
-
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* tape_negative_y = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* tape_negative_x = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* tape_positive_y = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* tape_positive_x = nullptr;
-
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* sign_negative_y = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* sign_negative_x = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* sign_positive_y = nullptr;
-	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* sign_positive_x = nullptr;
-
-	UMaterialInstanceDynamic* tape_material_dynamic_ = nullptr;
-	UMaterialInstanceDynamic* sign_material_dynamic_ = nullptr;
-	UStaticMesh* plane_mesh_ = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Root = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Tape_Root = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Sign_Root = nullptr;
+
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Negative_Y = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Negative_X = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Positive_Y = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Positive_X = nullptr;
+
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Negative_Y = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Negative_X = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Positive_Y = nullptr;
+	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Positive_X = nullptr;
+
+	UMaterialInstanceDynamic* Tape_Material_Dynamic_ = nullptr;
+	UMaterialInstanceDynamic* Sign_Material_Dynamic_ = nullptr;
+	UStaticMesh* Plane_Mesh_ = nullptr;
 };
diff --git a/Source/CAVEOverlay/Public/DoorOverlayData.h b/Source/CAVEOverlay/Public/DoorOverlayData.h
index e693a49..97dbb59 100644
--- a/Source/CAVEOverlay/Public/DoorOverlayData.h
+++ b/Source/CAVEOverlay/Public/DoorOverlayData.h
@@ -24,4 +24,7 @@ public:
 
 	UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
 	UBorder* BlackBox;
+
+	UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
+	UTextBlock* FPS;
 };
-- 
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