Pushed a new commit to the plugin today
Merged the VRCharacter refactor into Master branch.
I am compiling pre-packaged binaries now.
Merged the VRCharacter refactor into Master branch.
Code:
The great VRCharacter refactoring Added OnBeginWallPushback and OnEndWallPushback events to the characters so people can darken vision and set up things when pushback is happening. Added vr.ForceNoStereoWithVRWidgets so that users can globally force stereo widgets to use only normal widget rendering at will (Fantisfall). Major overhaul of how the VRcharacter handles movement, cleans up many many interactions and fixes the few broken features from the old system (bCanWalkOffLedges works now). Also wall sliding is far cleaner and nicer now. Basically instead of the old hacky method of adding a bit of movement input in the normal direction of HMD movement (that I hated and proved more stable than I had expected). Now during movement the movement mode rewinds the last delta of the HMD and plays it back as part of the current movement mode. This allows it to act as a true first party in the movement logic and keeps all of the normal character interactions largly as they would be in a 2D pawn. It is more accurate, smoother, and far more reliable in multiplayer (though will still go through some cleanup in the future). Changed VRRootComponent so that it manually attempts to verify overlaps now if it ends a scoped movement with detected overlaps but none on final position. This corrects the capsule 1 frame on and off overlap events. Renamed camera transform replicated variable and RPC so that they show up more clearly in NetProfile (.nprof) readings (Just read as ReplicatedTransform before, now reads as ReplicatedCameraTransform).
Comment