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Commit dfffd599 authored by Malte Christian Kögel's avatar Malte Christian Kögel
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Fix fallback to head orientation tracking if eyetracking is unavailable, see #102

parent b2ee804e
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...@@ -166,7 +166,7 @@ void USFLogObject::WriteGazeTrackingLogToFile() { ...@@ -166,7 +166,7 @@ void USFLogObject::WriteGazeTrackingLogToFile() {
} }
USFGazeTracker* GazeTracker = USFGameInstance::Get()->GetGazeTracker(); USFGazeTracker* GazeTracker = USFGameInstance::Get()->GetGazeTracker();
if(!GazeTracker || GazeTracker->DataAlreadyLogged()) if(!GazeTracker || (GazeTracker->IsTrackingEyes() && GazeTracker->DataAlreadyLogged()))
{ {
return; return;
} }
......
...@@ -86,7 +86,9 @@ private: ...@@ -86,7 +86,9 @@ private:
UPROPERTY() UPROPERTY()
TArray<AActor*> ActorsToIgnore; TArray<AActor*> ActorsToIgnore;
bool bDataLogged = false; //This is only relevant for when eyetracking is used: Set false once SranipalEyeData is updated, Set true after writing out current eyedata
//For Head Rotation, we always get up-to-date info while logging, then bDataLogged is ignored
bool bDataLogged = true;
float EyeDataGatheringDelay; float EyeDataGatheringDelay;
float TimeSinceLastEyeDataGather = 0.0f; float TimeSinceLastEyeDataGather = 0.0f;
#ifdef WITH_SRANIPAL #ifdef WITH_SRANIPAL
......
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