Pushed new commit to the plugin, would appreciate feedback about this one if anyone runs into any issues, its a rather large overhaul of some core character functions.
Code:
Overrode default engine rollback / client correction code to now pass and verify a rotation instead of directly accepting the clients rotation every movement. This allows me to rollback rotations and correct for packet loss with rotation based movements. Something that is not very important in FPS games because rotation is at the zero point but which is fairly important in offset HMD VR games as any minor rotation offset can cause pretty hefty locational offsets. Added bUseClientControlRotation to VRCharacterMovementComponent, this allows the movement component to use the legacy behavior of not rolling back rotations (FPS test pawns). These changes are for the VRCharacter only, the SimpleVRcharacter does not need these modifications to function. They also need some testing, vehicles specifically could use some testing. Added MoveAction_SetRotation (For just changing the rotation) and changed the snap turn and teleport move actions to pass in the end yaw and simulate the movement instead of taking just a location offset. Added make and conversion nodes for FVector_Netquantize and its variants...since the engine is missing this.
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