Pushed 4.20 patch live to Default branch and locked 4.19 to a sub branch. Patch notes for 4.20 below, keep in mind that the majority of engine upgrades work was on the back end as they made significant navigation and character changes (most ported in from Fortnite)
Plugin Changes
Updated openVR property strings
Full removal of the Interactible Settings from the plugin.
BP grippables using them will need to be revised to use sliders or custom grips instead.
Base framework for GripScripts created, not live yet though.
Changed all Expansion classes to use Generated_Body and not Generated_UClass_Body
was past due.
Added VRPlayerStart actor which retains the foot = floor level for spawning and doesn't require Z adjustments.
Added OnGripOutOfRange delegate to the motion controllers.
If event is bound to then the motion controller will no longer auto
drop the grip if it goes out of its drop range and will fire event instead
to let the user control it.
If not bound to, then the normal auto drop logic runs.
event is called on all connections, so if you intend to drop it, you should
filter behind a "HasGripAuthority()" check first.
Fixed several things to allow nativization of the plugin now that an engine bug has been fixed.
Fixed network character smoothing, no longer runs when rotation is happening, should be stable. Still defaulted to off for now.
Ignore NoRep grips replicating down from the server.
is to avoid having to make another list and fixes a bug with them and the server.
Cleaned up swimming movement mode for VR, it should be fully functional
It likely "worked" before, but now it accounts for things it needs too.
Template Changes
Added a filter to "CanBeClimbed" to always ignore grip interfaced objects.
Added a VRPlayerStart to the template level in place of the PlayerStart that
was there before.
Changed drawer actor to use sliders and the new momentum settings
Changed the player controller to wait around for tracking before
spawning. Checks for valid tracked position and if it isn't valid yet it
waits before sending the players HMD info to the server (so server delays itself).