VR Expansion Plugin

Like I promised, 4.19 patch notes (not including the ones I listed in last patch notes). 4.19 Took a lot of base code changes so I stepped in and started modifying some of how the character works on a fundamental level. Eventually will continue farther, I am looking at overhauling a significant part of it.


Fixed a crash Epic introduced with their new OnControllerUpdated event, they were calling it in the
render thread as well causing a crash.  will effect all default motion controllers, need to report it.

Also converted the motion controller tracking source to use the setter so that the Mixed Reality
plugin is initialized correctly.

Adding bSupports depth back to stereo layer widgets


Added override for the grippable static mesh actor to allow turning off relative location
repping on its root component.

 lets you set the root component to replicates (fixes some issues with how they replicate
attachment and the like) while avoiding the extra overhead of also replicating its relative locations.

Also left the new component in so people can use it for their own uses (non grippable static mesh
component overrides with movement rep off optional, ect).
Setting sub component replicate movement to true by default for grippable actors.

Added movement replication controllable component to the skeletal mesh actor as well.


Fixing a problem with my floor offset for PhysFalling where it could slow down
the ending floor detection when transitioning to walking.

Now I am checking for a valid landing spot when the floor find is within that
offset as well.


Fixed movement base being set for climbing movement mode (grabbing on to something while on a moving platform could
have you still follow the thing you are standing on, no longer happens).


Updated stereo widget component a bit, problems in UE4 with orientation with stereo layers for steam
are prevelent, unsure how to fix, pretty sure Epic is incorrectly converting the rotation from
ue4 FTransform to OpenVR Matrix. May find the fault and submit a bug report some time.

Set stereo widget to tick during physics (post movements) so that the player movement doesn't apply a
visual stutter to it. Will transition entirely over to Epics world locked when it eventually works correctly...


Added prelim slider snapping implementation

Slider now auto sets parent if the parent attachment is a spline

Slider also now has a "SetSliderProgress" node that will set the progress to whatever
you pass in to it 0.0 - 1.0

Simplified the spline following and made it follow scale "more" correctly than before.


Added GetIKMesh function to VRBaseCharacter, lets us use epics new optimization during
move combining with skeletal meshes.

Entirely optional, but if there is an IK mesh, it would be best to override the function and
pass in your IK mesh.


Cleaned up teleport, moved the teleport grips to the TickGrip instead so we use the final transform.

 also prevents multiple calls from breaking it and forces it to come in after all move actions and movement
is performed.


Added support for movement actions to be queued up with multiple in a frame instead of limited
to 1. There is no longer a limitation on them.

Changed it so that ClientSide_Authoritive grips pass up the objects velocities on release.
They were not doing so before so throwing behavior could feel off.


Added bRunControlRotationInMovementComponent If true will run the control rotation in the CMC instead of in the player controller
 puts the player rotation into the scoped movement (perf savings) and also ensures it is properly rotated prior to movement.

 is the prefeered setting currently, someday I may remove control rotation entirely from the movement system to fix a bunch
of issues, but for now  helps.

Added scoped movement to many more sections of the character, significantly saving perf (over and above default engine characters even).