Gathering up some updates from the past days into one set of notes, some of these are ported back from the 4.20 branch that is up so if you keep track of those commits there will be some features missing as they are 4.20 only.
I’ll note that the updates are a little light since last posting, is because the 4.20 migration was pretty hefty and has taken a lot of testing and some bug reports to epic.
4.20 will have more changes that I will wait to list when it is live.
Adding a high precision replication option for Quantized Transforms
**vrexp.RepHighPrecisionTransforms**
When enabled the FTransform_NetQuantize that the plugin uses no longer quantizes at all.
Don't use ....it is for very special cases and will crash clients if the
value differs. I didn't want it to impact standard usage of the plugin.
Generally you should try and keep your precision to 2 decimal places as that is
the engines default for multiplayer. However I have a specific user that requires full precision as he is working with 10,000th
scaled objects in multiplayer.
**I repeat, don't use feature unless you have a specific need for it.**
Corrected the network smoothing setup, no longer runs smoothing on ticks that include rotation, also delays the movement of the root
comp during smoothing steps to avoid an extra positional update. Smoothing should be functional and usable again with the
VRCharacter, however it is still defaulted to off.
Converted the GestureTrackingComponent to use a timer for updates, it made a lot of sense to move it over to that instead.
It no longer ticks.
Added momentum retention to the slider component.
Added Restitution to the slider and lever components (when momentum retention is on they can bounceback from their endpoints).
Removed the limits on the Lever and Slider components MaxMomentum property, there isn't really a reason for me to
enforce a value here.
Added a check for in Editor drawing of the player capsule so that it correctly offsets upwards in preview, is because
I run the capsule location at bottom == actor zero compared to engine default of center == actor zero.
Offsetting it upwards shows the correct preview window for component layout.