VR Expansion Plugin

Pushed a new commit to the plugin today

Merged the VRCharacter refactor into Master branch.


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.  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.  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).


I am compiling pre-packaged binaries now.