Updated VRE
This commit is contained in:
parent
9657f9135f
commit
6db822feb1
25 changed files with 351 additions and 98 deletions
BIN
VIRTUOS_ExpansionPluginTests/Content/MainMenu/UI_Materials/M_UI_Liquid_Fill_Button.uasset
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VIRTUOS_ExpansionPluginTests/Content/MainMenu/UI_Materials/M_UI_Liquid_Fill_Button.uasset
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VIRTUOS_ExpansionPluginTests/Content/Maps/Map_MainMenu.umap
(Stored with Git LFS)
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VIRTUOS_ExpansionPluginTests/Content/Maps/Map_MainMenu.umap
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@ -369,7 +369,7 @@ bool FVRCharacterNetworkMoveData::Serialize(UCharacterMovementComponent& Charact
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if (AVRBaseCharacter* BaseChar = Cast<AVRBaseCharacter>(CharacterOwner))
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{
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if (!BaseChar->VRMovementReference->bUseClientControlRotation)
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if (BaseChar->VRMovementReference && !BaseChar->VRMovementReference->bUseClientControlRotation)
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{
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bRepRollAndPitch = (Roll != 0 || Pitch != 0);
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}
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@ -6718,25 +6718,15 @@ bool UGripMotionControllerComponent::SetGripConstraintStiffnessAndDamping(const
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}
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else
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{
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if (VRSettings.bUseChaosTranslationScalers)
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{
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Stiffness *= VRSettings.LinearDriveStiffnessScale;
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Damping *= VRSettings.LinearDriveDampingScale;
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AngularStiffness *= VRSettings.AngularDriveStiffnessScale;
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AngularDamping *= VRSettings.AngularDriveDampingScale;
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}
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else
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{
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auto CVarLinearDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinearDriveStiffnessScale"));
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auto CVarLinearDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinaearDriveDampingScale"));
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auto CVarAngularDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveStiffnessScale"));
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auto CVarAngularDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveDampingScale"));
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auto CVarLinearDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinearDriveStiffnessScale"));
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auto CVarLinearDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinaearDriveDampingScale"));
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auto CVarAngularDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveStiffnessScale"));
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auto CVarAngularDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveDampingScale"));
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Stiffness *= CVarLinearDriveStiffnessScale->GetFloat();
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Damping *= CVarLinearDriveDampingScale->GetFloat();
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AngularStiffness *= CVarAngularDriveStiffnessScale->GetFloat();
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AngularDamping *= CVarAngularDriveDampingScale->GetFloat();
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}
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Stiffness *= CVarLinearDriveStiffnessScale->GetFloat();
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Damping *= CVarLinearDriveDampingScale->GetFloat();
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AngularStiffness *= CVarAngularDriveStiffnessScale->GetFloat();
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AngularDamping *= CVarAngularDriveDampingScale->GetFloat();
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}
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AngularMaxForce = (float)FMath::Clamp<double>((double)AngularStiffness * (double)Grip->AdvancedGripSettings.PhysicsSettings.AngularMaxForceCoefficient, 0, (double)MAX_FLT);
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@ -513,8 +513,11 @@ void UGS_GunTools::GetVirtualStockTarget(UGripMotionControllerComponent * Grippi
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{
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if (AVRBaseCharacter * vrOwner = Cast<AVRBaseCharacter>(GrippingController->GetOwner()))
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{
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CameraComponent = vrOwner->VRReplicatedCamera;
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return;
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if (vrOwner->VRReplicatedCamera)
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{
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CameraComponent = vrOwner->VRReplicatedCamera;
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return;
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}
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}
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else
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{
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@ -9,8 +9,13 @@
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#include "Components/PrimitiveComponent.h"
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#include "GameFramework/Actor.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "Engine/NetDriver.h"
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#if UE_WITH_IRIS
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#include "Iris/ReplicationSystem/ReplicationFragmentUtil.h"
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#endif // UE_WITH_IRIS
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UVRGripScriptBase::UVRGripScriptBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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@ -69,6 +74,18 @@ UVRGripScriptBase* UVRGripScriptBase::GetGripScriptByClass(UObject* WorldContext
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return nullptr;
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}
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#if UE_WITH_IRIS
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void UVRGripScriptBase::RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
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{
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using namespace UE::Net;
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Super::RegisterReplicationFragments(Context, RegistrationFlags);
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// Build descriptors and allocate PropertyReplicationFragments for this object
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FReplicationFragmentUtil::CreateAndRegisterFragmentsForObject(this, Context, RegistrationFlags);
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}
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#endif // UE_WITH_IRIS
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void UVRGripScriptBase::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
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{
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// Uobject has no replicated props
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@ -80,6 +97,56 @@ void UVRGripScriptBase::GetLifetimeReplicatedProps(TArray< class FLifetimeProper
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{
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BPClass->GetLifetimeBlueprintReplicationList(OutLifetimeProps);
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}
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FDoRepLifetimeParams SharedParams;
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SharedParams.bIsPushBased = true;
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DOREPLIFETIME_WITH_PARAMS(UVRGripScriptBase, bReplicates, SharedParams);
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}
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void UVRGripScriptBase::SetIsReplicated(bool bShouldReplicate)
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{
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if (GetIsReplicated() != bShouldReplicate)
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{
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bReplicates = bShouldReplicate;
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FBoolProperty* BoolProperty = CastField<FBoolProperty>(this->GetClass()->FindPropertyByName("bReplicates"));
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MARK_PROPERTY_DIRTY(this, BoolProperty);
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//MARK_PROPERTY_DIRTY_FROM_NAME(UVRGripScriptBase, bReplicates, this);
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// Remove us from the subobject replication list if we need to be
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if (AActor* OwningActor = Cast<AActor>(GetParent()))
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{
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if (OwningActor->IsUsingRegisteredSubObjectList())
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{
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if (bReplicates)
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{
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if (!OwningActor->IsReplicatedSubObjectRegistered(this))
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{
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OwningActor->AddReplicatedSubObject(this);
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}
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}
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else if(OwningActor->IsReplicatedSubObjectRegistered(this))
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{
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OwningActor->RemoveReplicatedSubObject(this);
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}
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}
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}
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else if (UActorComponent* OwningComp = Cast<UActorComponent>(GetParent()))
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{
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if (bReplicates)
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{
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if (!OwningComp->IsReplicatedSubObjectRegistered(this))
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{
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OwningComp->AddReplicatedSubObject(this);
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}
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}
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else if (OwningComp->IsReplicatedSubObjectRegistered(this))
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{
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OwningComp->RemoveReplicatedSubObject(this);
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}
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}
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}
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}
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void UVRGripScriptBase::Tick(float DeltaTime)
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@ -320,14 +387,73 @@ UWorld* UVRGripScriptBase::GetWorld() const
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void UVRGripScriptBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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// Remove us from the subobject replication list if we need to be
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if (AActor* OwningActor = Cast<AActor>(GetParent()))
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{
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if (OwningActor->IsUsingRegisteredSubObjectList())
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{
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OwningActor->RemoveReplicatedSubObject(this);
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}
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}
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else if (UActorComponent* OwningComp = Cast<UActorComponent>(GetParent()))
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{
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if (OwningComp->IsUsingRegisteredSubObjectList())
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{
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OwningComp->RemoveReplicatedSubObject(this);
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}
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}
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OnEndPlay(EndPlayReason);
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}
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void UVRGripScriptBase::BeginDestroy()
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{
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Super::BeginDestroy();
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if (bReplicates)
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{
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// Remove us from the subobject replication list if we need to be
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if (AActor* OwningActor = Cast<AActor>(GetParent()))
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{
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if (OwningActor->IsUsingRegisteredSubObjectList())
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{
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OwningActor->RemoveReplicatedSubObject(this);
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}
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}
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else if (UActorComponent* OwningComp = Cast<UActorComponent>(GetParent()))
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{
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if (OwningComp->IsUsingRegisteredSubObjectList())
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{
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OwningComp->RemoveReplicatedSubObject(this);
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}
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}
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}
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}
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void UVRGripScriptBase::BeginPlay(UObject * CallingOwner)
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{
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if (bAlreadyNotifiedPlay)
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return;
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if (bReplicates)
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{
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// Register us to the subobject replication list if we need to be
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if (AActor* OwningActor = Cast<AActor>(CallingOwner))
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{
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if (OwningActor->IsUsingRegisteredSubObjectList())
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{
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OwningActor->AddReplicatedSubObject(this, ReplicationCondition);
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}
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}
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else if (UActorComponent* OwningComp = Cast<UActorComponent>(CallingOwner))
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{
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if (OwningComp->IsUsingRegisteredSubObjectList())
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{
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OwningComp->AddReplicatedSubObject(this, ReplicationCondition);
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}
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}
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}
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bAlreadyNotifiedPlay = true;
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// Notify the subscripts about begin play
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@ -338,14 +464,17 @@ void UVRGripScriptBase::PostInitProperties()
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{
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Super::PostInitProperties();
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//Called in game, when World exist . BeginPlay will not be called in editor
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if (GetWorld())
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if (bReplicates)
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{
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if (AActor* Owner = GetOwner())
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//Called in game, when World exist . BeginPlay will not be called in editor
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if (GetWorld())
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{
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if (Owner->IsActorInitialized())
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if (AActor* Owner = GetOwner())
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{
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BeginPlay(GetOwner());
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if (Owner->IsActorInitialized())
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{
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BeginPlay(GetParent());
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}
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}
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}
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}
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@ -311,7 +311,7 @@ bool AGrippableActor::ReplicateSubobjects(UActorChannel* Channel, class FOutBunc
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -73,7 +73,7 @@ bool UGrippableBoxComponent::ReplicateSubobjects(UActorChannel* Channel, class F
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -69,7 +69,7 @@ bool UGrippableCapsuleComponent::ReplicateSubobjects(UActorChannel* Channel, cla
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -70,7 +70,7 @@ bool UGrippableSkeletalMeshComponent::ReplicateSubobjects(UActorChannel* Channel
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -68,7 +68,7 @@ bool UGrippableSphereComponent::ReplicateSubobjects(UActorChannel* Channel, clas
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -306,7 +306,7 @@ bool AGrippableStaticMeshActor::ReplicateSubobjects(UActorChannel* Channel, clas
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -69,7 +69,7 @@ bool UGrippableStaticMeshComponent::ReplicateSubobjects(UActorChannel* Channel,
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{
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bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
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if (bReplicateGripScripts)
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if (bReplicateGripScripts && !IsUsingRegisteredSubObjectList())
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{
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for (UVRGripScriptBase* Script : GripLogicScripts)
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{
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@ -90,6 +90,69 @@ UAnimSequence* UHandSocketComponent::GetTargetAnimation()
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return HandTargetAnimation;
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}
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void UHandSocketComponent::GetAllHandSocketComponents(TArray<UHandSocketComponent*>& OutHandSockets)
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{
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for (TObjectIterator<UHandSocketComponent> It; It; ++It)
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{
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UHandSocketComponent* HandSocket = *It;
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if (IsValid(HandSocket) && !HandSocket->IsTemplate())
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{
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OutHandSockets.Add(HandSocket);
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}
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}
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}
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bool UHandSocketComponent::GetAllHandSocketComponentsInRange(FVector SearchFromWorldLocation, float SearchRange, TArray<UHandSocketComponent*>& OutHandSockets)
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{
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float SearchDistSq = FMath::Square(SearchRange);
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UHandSocketComponent* HandSocket = nullptr;
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FTransform HandSocketTrans;
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for (TObjectIterator<UHandSocketComponent> It; It; ++It)
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{
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HandSocket = *It;
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if (IsValid(HandSocket) && !HandSocket->IsTemplate())
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{
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HandSocketTrans = HandSocket->GetRelativeTransform() * HandSocket->GetOwner()->GetActorTransform();
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if (FVector::DistSquared(HandSocketTrans.GetLocation(), SearchFromWorldLocation) <= SearchDistSq)
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{
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OutHandSockets.Add(HandSocket);
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}
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}
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}
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return OutHandSockets.Num() > 0;
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}
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UHandSocketComponent* UHandSocketComponent::GetClosestHandSocketComponentInRange(FVector SearchFromWorldLocation, float SearchRange)
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{
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float SearchDistSq = FMath::Square(SearchRange);
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UHandSocketComponent* ClosestHandSocket = nullptr;
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float LastDist = 0.0f;
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float DistSq = 0.0f;
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bool bFoundOne = false;
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UHandSocketComponent* HandSocket = nullptr;
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FTransform HandSocketTrans;
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for (TObjectIterator<UHandSocketComponent> It; It; ++It)
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{
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HandSocket = *It;
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if (IsValid(HandSocket) && !HandSocket->IsTemplate())
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{
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HandSocketTrans = HandSocket->GetRelativeTransform() * HandSocket->GetOwner()->GetActorTransform();
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DistSq = FVector::DistSquared(HandSocketTrans.GetLocation(), SearchFromWorldLocation);
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if (DistSq <= SearchDistSq && (!bFoundOne || DistSq < LastDist))
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{
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bFoundOne = true;
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ClosestHandSocket = HandSocket;
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LastDist = DistSq;
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}
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}
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}
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return ClosestHandSocket;
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}
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bool UHandSocketComponent::GetAnimationSequenceAsPoseSnapShot(UAnimSequence* InAnimationSequence, FPoseSnapshot& OutPoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)
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{
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if (InAnimationSequence)
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@ -677,8 +677,8 @@ void UVRLeverComponent::CalculateCurrentAngle(FTransform & CurrentTransform)
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FullCurrentAngle = FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(UpVec, FVector::UpVector)));
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CurrentLeverAngle = FMath::RoundToFloat(FullCurrentAngle);
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AllCurrentLeverAngles.Roll = FMath::Sign(UpVec.Y) * FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(FVector(0.0f, UpVec.Y, UpVec.Z), FVector::UpVector)));
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AllCurrentLeverAngles.Pitch = FMath::Sign(UpVec.X) * FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(FVector(UpVec.X, 0.0f, UpVec.Z), FVector::UpVector)));
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AllCurrentLeverAngles.Roll = FMath::Sign(UpVec.Y) * FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(FVector(0.0f, UpVec.Y, UpVec.Z).GetSafeNormal(), FVector::UpVector)));
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AllCurrentLeverAngles.Pitch = FMath::Sign(UpVec.X) * FMath::RadiansToDegrees(FMath::Acos(FVector::DotProduct(FVector(UpVec.X, 0.0f, UpVec.Z).GetSafeNormal(), FVector::UpVector)));
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if (bBlendAxisValuesByAngleThreshold)
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{
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@ -50,7 +50,7 @@ void UParentRelativeAttachmentComponent::InitializeComponent()
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Super::InitializeComponent();
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// Update our tracking
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if (!bUseFeetLocation && IsValid(AttachChar)) // New case to early out and with less calculations
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if (!bUseFeetLocation && IsValid(AttachChar) && IsValid(AttachChar->VRReplicatedCamera)) // New case to early out and with less calculations
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{
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SetRelativeTransform(AttachChar->VRReplicatedCamera->GetRelativeTransform());
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}
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@ -204,7 +204,7 @@ void UReplicatedVRCameraComponent::UpdateTracking(float DeltaTime)
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Position.Y = 0.0f;
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FRotator StoredCameraRotOffset = FRotator::ZeroRotator;
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if (AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
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if (AttachChar->VRMovementReference && AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
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{
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AttachChar->SeatInformation.InitialRelCameraTransform.Rotator();
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}
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@ -244,7 +244,7 @@ void UReplicatedVRCameraComponent::RunNetworkedSmoothing(float DeltaTime)
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if (AttachChar && !AttachChar->bRetainRoomscale)
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{
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FRotator StoredCameraRotOffset = FRotator::ZeroRotator;
|
||||
if (AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
if (AttachChar->VRMovementReference && AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
{
|
||||
AttachChar->SeatInformation.InitialRelCameraTransform.Rotator();
|
||||
}
|
||||
|
@ -470,7 +470,7 @@ void UReplicatedVRCameraComponent::HandleXRCamera()
|
|||
Position.X = 0.0f;
|
||||
Position.Y = 0.0f;
|
||||
//FRotator OffsetRotator =
|
||||
if (AttachChar->VRMovementReference->GetReplicatedMovementMode() != EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
if (AttachChar->VRMovementReference && AttachChar->VRMovementReference->GetReplicatedMovementMode() != EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
{
|
||||
AttachChar->SeatInformation.InitialRelCameraTransform.Rotator();
|
||||
|
||||
|
@ -521,7 +521,7 @@ void UReplicatedVRCameraComponent::OnRep_ReplicatedCameraTransform()
|
|||
CameraPosition.Y = 0;
|
||||
|
||||
FRotator StoredCameraRotOffset = FRotator::ZeroRotator;
|
||||
if (AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
if (AttachChar->VRMovementReference && AttachChar->VRMovementReference->GetReplicatedMovementMode() == EVRConjoinedMovementModes::C_VRMOVE_Seated)
|
||||
{
|
||||
AttachChar->SeatInformation.InitialRelCameraTransform.Rotator();
|
||||
}
|
||||
|
|
|
@ -54,7 +54,7 @@ AVRBaseCharacter::AVRBaseCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
cap->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block);
|
||||
}
|
||||
|
||||
NetSmoother = CreateDefaultSubobject<USceneComponent>(AVRBaseCharacter::SmoothingSceneParentComponentName);
|
||||
NetSmoother = CreateOptionalDefaultSubobject<USceneComponent>(AVRBaseCharacter::SmoothingSceneParentComponentName);
|
||||
if (NetSmoother)
|
||||
{
|
||||
NetSmoother->SetupAttachment(RootComponent);
|
||||
|
@ -69,17 +69,17 @@ AVRBaseCharacter::AVRBaseCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
}
|
||||
}
|
||||
|
||||
VRProxyComponent = CreateDefaultSubobject<USceneComponent>(AVRBaseCharacter::VRProxyComponentName);
|
||||
VRProxyComponent = CreateOptionalDefaultSubobject<USceneComponent>(AVRBaseCharacter::VRProxyComponentName);
|
||||
if (NetSmoother && VRProxyComponent)
|
||||
{
|
||||
VRProxyComponent->SetupAttachment(NetSmoother);
|
||||
}
|
||||
|
||||
VRReplicatedCamera = CreateDefaultSubobject<UReplicatedVRCameraComponent>(AVRBaseCharacter::ReplicatedCameraComponentName);
|
||||
VRReplicatedCamera = CreateOptionalDefaultSubobject<UReplicatedVRCameraComponent>(AVRBaseCharacter::ReplicatedCameraComponentName);
|
||||
if (VRReplicatedCamera)
|
||||
{
|
||||
//VRReplicatedCamera->bOffsetByHMD = false;
|
||||
VRReplicatedCamera->SetupAttachment(VRProxyComponent);
|
||||
VRReplicatedCamera->SetupAttachment(VRProxyComponent ? VRProxyComponent : NetSmoother ? NetSmoother : RootComponent);
|
||||
VRReplicatedCamera->OverrideSendTransform = &AVRBaseCharacter::Server_SendTransformCamera;
|
||||
}
|
||||
|
||||
|
@ -90,11 +90,11 @@ AVRBaseCharacter::AVRBaseCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
//AddTickPrerequisiteComponent(this->GetCharacterMovement());
|
||||
}
|
||||
|
||||
ParentRelativeAttachment = CreateDefaultSubobject<UParentRelativeAttachmentComponent>(AVRBaseCharacter::ParentRelativeAttachmentComponentName);
|
||||
ParentRelativeAttachment = CreateOptionalDefaultSubobject<UParentRelativeAttachmentComponent>(AVRBaseCharacter::ParentRelativeAttachmentComponentName);
|
||||
if (ParentRelativeAttachment && VRReplicatedCamera)
|
||||
{
|
||||
// Moved this to be root relative as the camera late updates were killing how it worked
|
||||
ParentRelativeAttachment->SetupAttachment(VRProxyComponent);
|
||||
ParentRelativeAttachment->SetupAttachment(VRProxyComponent ? VRProxyComponent : NetSmoother ? NetSmoother : RootComponent);
|
||||
//ParentRelativeAttachment->bOffsetByHMD = false;
|
||||
ParentRelativeAttachment->AddTickPrerequisiteComponent(VRReplicatedCamera);
|
||||
|
||||
|
@ -104,10 +104,10 @@ AVRBaseCharacter::AVRBaseCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
}
|
||||
}
|
||||
|
||||
LeftMotionController = CreateDefaultSubobject<UGripMotionControllerComponent>(AVRBaseCharacter::LeftMotionControllerComponentName);
|
||||
LeftMotionController = CreateOptionalDefaultSubobject<UGripMotionControllerComponent>(AVRBaseCharacter::LeftMotionControllerComponentName);
|
||||
if (IsValid(LeftMotionController))
|
||||
{
|
||||
LeftMotionController->SetupAttachment(VRProxyComponent);
|
||||
LeftMotionController->SetupAttachment(VRProxyComponent ? VRProxyComponent : NetSmoother ? NetSmoother : RootComponent);
|
||||
//LeftMotionController->MotionSource = FXRMotionControllerBase::LeftHandSourceId;
|
||||
LeftMotionController->SetTrackingMotionSource(IMotionController::LeftHandSourceId);
|
||||
//LeftMotionController->Hand = EControllerHand::Left;
|
||||
|
@ -118,10 +118,10 @@ AVRBaseCharacter::AVRBaseCharacter(const FObjectInitializer& ObjectInitializer)
|
|||
LeftMotionController->OverrideSendTransform = &AVRBaseCharacter::Server_SendTransformLeftController;
|
||||
}
|
||||
|
||||
RightMotionController = CreateDefaultSubobject<UGripMotionControllerComponent>(AVRBaseCharacter::RightMotionControllerComponentName);
|
||||
RightMotionController = CreateOptionalDefaultSubobject<UGripMotionControllerComponent>(AVRBaseCharacter::RightMotionControllerComponentName);
|
||||
if (IsValid(RightMotionController))
|
||||
{
|
||||
RightMotionController->SetupAttachment(VRProxyComponent);
|
||||
RightMotionController->SetupAttachment(VRProxyComponent ? VRProxyComponent : NetSmoother ? NetSmoother : RootComponent);
|
||||
//RightMotionController->MotionSource = FXRMotionControllerBase::RightHandSourceId;
|
||||
RightMotionController->SetTrackingMotionSource(IMotionController::RightHandSourceId);
|
||||
//RightMotionController->Hand = EControllerHand::Right;
|
||||
|
@ -680,6 +680,9 @@ void AVRBaseCharacter::InitSeatedModeTransition()
|
|||
|
||||
void AVRBaseCharacter::TickSeatInformation(float DeltaTime)
|
||||
{
|
||||
if (!VRReplicatedCamera)
|
||||
return;
|
||||
|
||||
float LastThresholdScaler = SeatInformation.CurrentThresholdScaler;
|
||||
bool bLastOverThreshold = SeatInformation.bIsOverThreshold;
|
||||
|
||||
|
@ -779,7 +782,7 @@ bool AVRBaseCharacter::SetSeatedMode(USceneComponent * SeatParent, bool bSetSeat
|
|||
|
||||
// Automate the intial relative camera transform for this mode
|
||||
// I think we can remove the initial value alltogether eventually right?
|
||||
if (!bRetainRoomscale)
|
||||
if (!bRetainRoomscale && VRReplicatedCamera)
|
||||
{
|
||||
InitialRelCameraTransform = FTransform(VRReplicatedCamera->ReplicatedCameraTransform.Rotation, VRReplicatedCamera->ReplicatedCameraTransform.Position, VRReplicatedCamera->GetComponentScale());
|
||||
}
|
||||
|
@ -909,7 +912,7 @@ FVector AVRBaseCharacter::SetActorRotationVR(FRotator NewRot, bool bUseYawOnly,
|
|||
NewRot.Roll = 0.0f;
|
||||
}
|
||||
|
||||
if (bAccountForHMDRotation)
|
||||
if (bAccountForHMDRotation && VRReplicatedCamera)
|
||||
{
|
||||
NewRotation = UVRExpansionFunctionLibrary::GetHMDPureYaw_I(VRReplicatedCamera->GetRelativeRotation());
|
||||
NewRotation = (NewRot.Quaternion() * NewRotation.Quaternion().Inverse()).Rotator();
|
||||
|
@ -944,7 +947,7 @@ FVector AVRBaseCharacter::SetActorLocationAndRotationVR(FVector NewLoc, FRotator
|
|||
NewRot.Roll = 0.0f;
|
||||
}
|
||||
|
||||
if (bAccountForHMDRotation)
|
||||
if (bAccountForHMDRotation && VRReplicatedCamera)
|
||||
{
|
||||
NewRotation = UVRExpansionFunctionLibrary::GetHMDPureYaw_I(VRReplicatedCamera->GetRelativeRotation());//bUseControllerRotationYaw && OwningController ? OwningController->GetControlRotation() : GetActorRotation();
|
||||
NewRotation = (NewRot.Quaternion() * NewRotation.Quaternion().Inverse()).Rotator();
|
||||
|
@ -1201,4 +1204,4 @@ void AVRBaseCharacter::StopNavigationMovement()
|
|||
// not ignore OnRequestFinished notify that's going to be sent out due to this call
|
||||
pathComp->AbortMove(*this, FPathFollowingResultFlags::MovementStop | FPathFollowingResultFlags::ForcedScript);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2017,8 +2017,11 @@ void UVRBaseCharacterMovementComponent::SmoothCorrection(const FVector& OldLocat
|
|||
// I am currently skipping smoothing on rotation operations
|
||||
if ((!OldRotation.Equals(NewRotation, 1e-5f)))// || Velocity.IsNearlyZero()))
|
||||
{
|
||||
BaseVRCharacterOwner->NetSmoother->SetRelativeLocation(BaseVRCharacterOwner->bRetainRoomscale ? FVector::ZeroVector : BaseVRCharacterOwner->VRRootReference->GetTargetHeightOffset());
|
||||
//BaseVRCharacterOwner->NetSmoother->SetRelativeLocation(FVector::ZeroVector);
|
||||
if (BaseVRCharacterOwner->NetSmoother)
|
||||
{
|
||||
BaseVRCharacterOwner->NetSmoother->SetRelativeLocation(BaseVRCharacterOwner->bRetainRoomscale ? FVector::ZeroVector : BaseVRCharacterOwner->VRRootReference->GetTargetHeightOffset());
|
||||
//BaseVRCharacterOwner->NetSmoother->SetRelativeLocation(FVector::ZeroVector);
|
||||
}
|
||||
UpdatedComponent->SetWorldLocationAndRotation(NewLocation, NewRotation, false, nullptr, GetTeleportType());
|
||||
ClientData->MeshTranslationOffset = FVector::ZeroVector;
|
||||
ClientData->MeshRotationOffset = ClientData->MeshRotationTarget;
|
||||
|
@ -2152,7 +2155,7 @@ void UVRBaseCharacterMovementComponent::SmoothClientPosition_UpdateVRVisuals()
|
|||
|
||||
if (ClientData)
|
||||
{
|
||||
if (NetworkSmoothingMode == ENetworkSmoothingMode::Linear)
|
||||
if (NetworkSmoothingMode == ENetworkSmoothingMode::Linear && BaseVRCharacterOwner->NetSmoother)
|
||||
{
|
||||
// Erased most of the code here, check back in later
|
||||
const USceneComponent* MeshParent = BaseVRCharacterOwner->NetSmoother->GetAttachParent();
|
||||
|
@ -2167,7 +2170,7 @@ void UVRBaseCharacterMovementComponent::SmoothClientPosition_UpdateVRVisuals()
|
|||
FVector HeightOffset = (BaseVRCharacterOwner->bRetainRoomscale ? FVector::ZeroVector : BaseVRCharacterOwner->VRRootReference->GetTargetHeightOffset());
|
||||
BaseVRCharacterOwner->NetSmoother->SetRelativeLocation(NewRelLocation + HeightOffset);
|
||||
}
|
||||
else if (NetworkSmoothingMode == ENetworkSmoothingMode::Exponential)
|
||||
else if (NetworkSmoothingMode == ENetworkSmoothingMode::Exponential && BaseVRCharacterOwner->NetSmoother)
|
||||
{
|
||||
const USceneComponent* MeshParent = BaseVRCharacterOwner->NetSmoother->GetAttachParent();
|
||||
FVector MeshParentScale = MeshParent != nullptr ? MeshParent->GetComponentScale() : FVector(1.0f, 1.0f, 1.0f);
|
||||
|
|
|
@ -423,11 +423,14 @@ void UVRRootComponent::BeginPlay()
|
|||
Super::BeginPlay();
|
||||
|
||||
if(AVRBaseCharacter * vrOwner = Cast<AVRBaseCharacter>(this->GetOwner()))
|
||||
{
|
||||
TargetPrimitiveComponent = vrOwner->VRReplicatedCamera;
|
||||
owningVRChar = vrOwner;
|
||||
//VRCameraCollider = vrOwner->VRCameraCollider;
|
||||
return;
|
||||
{
|
||||
if (vrOwner->VRReplicatedCamera)
|
||||
{
|
||||
TargetPrimitiveComponent = vrOwner->VRReplicatedCamera;
|
||||
owningVRChar = vrOwner;
|
||||
//VRCameraCollider = vrOwner->VRCameraCollider;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -456,7 +459,7 @@ void UVRRootComponent::SetTrackingPaused(bool bPaused)
|
|||
|
||||
void UVRRootComponent::UpdateCharacterCapsuleOffset()
|
||||
{
|
||||
if (owningVRChar && !owningVRChar->bRetainRoomscale)
|
||||
if (owningVRChar && !owningVRChar->bRetainRoomscale && owningVRChar->NetSmoother)
|
||||
{
|
||||
if (!FMath::IsNearlyEqual(LastCapsuleHalfHeight, CapsuleHalfHeight))
|
||||
{
|
||||
|
@ -485,11 +488,13 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
}
|
||||
|
||||
UVRBaseCharacterMovementComponent * CharMove = nullptr;
|
||||
bool bRetainRoomscale = true;
|
||||
|
||||
// Need these for passing physics updates to character movement
|
||||
if (IsValid(owningVRChar))
|
||||
{
|
||||
CharMove = Cast<UVRBaseCharacterMovementComponent>(owningVRChar->GetCharacterMovement());
|
||||
bRetainRoomscale = owningVRChar->bRetainRoomscale;
|
||||
}
|
||||
|
||||
if (IsLocallyControlled())
|
||||
|
@ -539,7 +544,7 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
|
||||
// Skip this if not retaining roomscale as we use higher initial fidelity
|
||||
// And we can rep the values at full precision if we want too
|
||||
if (owningVRChar->bRetainRoomscale)
|
||||
if (bRetainRoomscale)
|
||||
{
|
||||
// Pre-Process this for network sends
|
||||
curCameraLoc.X = FMath::RoundToFloat(curCameraLoc.X * 100.f) / 100.f;
|
||||
|
@ -549,14 +554,14 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
|
||||
|
||||
// Can adjust the relative tolerances to remove jitter and some update processing
|
||||
if (!owningVRChar->bRetainRoomscale || (!curCameraLoc.Equals(lastCameraLoc, 0.01f) || !curCameraRot.Equals(lastCameraRot, 0.01f)))
|
||||
if (!bRetainRoomscale || (!curCameraLoc.Equals(lastCameraLoc, 0.01f) || !curCameraRot.Equals(lastCameraRot, 0.01f)))
|
||||
{
|
||||
// Also calculate vector of movement for the movement component
|
||||
FVector LastPosition = OffsetComponentToWorld.GetLocation();
|
||||
|
||||
bCalledUpdateTransform = false;
|
||||
|
||||
if (owningVRChar->bRetainRoomscale)
|
||||
if (bRetainRoomscale)
|
||||
{
|
||||
// If the character movement doesn't exist or is not active/ticking
|
||||
if (!CharMove || !CharMove->IsComponentTickEnabled() || !CharMove->IsActive())
|
||||
|
@ -578,7 +583,7 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
Params.bFindInitialOverlaps = true;
|
||||
bool bBlockingHit = false;
|
||||
|
||||
if (bUseWalkingCollisionOverride && owningVRChar->bRetainRoomscale)
|
||||
if (bUseWalkingCollisionOverride && bRetainRoomscale)
|
||||
{
|
||||
FVector TargetWorldLocation = OffsetComponentToWorld.GetLocation();
|
||||
bool bAllowWalkingCollision = false;
|
||||
|
@ -608,9 +613,9 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
|
|||
bHadRelativeMovement = true;
|
||||
|
||||
// Not supporting walking collision override currently with new pawn setup
|
||||
if (bHadRelativeMovement || !owningVRChar->bRetainRoomscale)
|
||||
if (bHadRelativeMovement || (owningVRChar && !owningVRChar->bRetainRoomscale))
|
||||
{
|
||||
if (owningVRChar->bRetainRoomscale)
|
||||
if (bRetainRoomscale)
|
||||
{
|
||||
DifferenceFromLastFrame = OffsetComponentToWorld.GetLocation() - LastPosition;
|
||||
lastCameraLoc = curCameraLoc;
|
||||
|
@ -756,7 +761,10 @@ void UVRRootComponent::SetSimulatePhysics(bool bSimulate)
|
|||
{
|
||||
if (AVRCharacter* OwningCharacter = Cast<AVRCharacter>(GetOwner()))
|
||||
{
|
||||
OwningCharacter->NetSmoother->SetRelativeLocation(FVector(0.f,0.f, -this->GetUnscaledCapsuleHalfHeight()));
|
||||
if (OwningCharacter->NetSmoother)
|
||||
{
|
||||
OwningCharacter->NetSmoother->SetRelativeLocation(FVector(0.f,0.f, -this->GetUnscaledCapsuleHalfHeight()));
|
||||
}
|
||||
}
|
||||
this->AddWorldOffset(this->GetComponentRotation().RotateVector(FVector(0.f, 0.f, this->GetScaledCapsuleHalfHeight())), false, nullptr, ETeleportType::TeleportPhysics);
|
||||
}
|
||||
|
@ -764,7 +772,10 @@ void UVRRootComponent::SetSimulatePhysics(bool bSimulate)
|
|||
{
|
||||
if (AVRCharacter* OwningCharacter = Cast<AVRCharacter>(GetOwner()))
|
||||
{
|
||||
OwningCharacter->NetSmoother->SetRelativeLocation(FVector(0.f, 0.f, 0));
|
||||
if (OwningCharacter->NetSmoother)
|
||||
{
|
||||
OwningCharacter->NetSmoother->SetRelativeLocation(FVector(0.f, 0.f, 0));
|
||||
}
|
||||
}
|
||||
this->AddWorldOffset(this->GetComponentRotation().RotateVector(FVector(0.f, 0.f, -this->GetScaledCapsuleHalfHeight())), false, nullptr, ETeleportType::TeleportPhysics);
|
||||
}
|
||||
|
|
|
@ -576,28 +576,31 @@ void UVRStereoWidgetComponent::TickComponent(float DeltaTime, enum ELevelTick Ti
|
|||
bool bHandledTransform = false;
|
||||
if (AVRBaseCharacter* BaseVRChar = Cast<AVRBaseCharacter>(mpawn))
|
||||
{
|
||||
if (USceneComponent* CameraParent = BaseVRChar->VRReplicatedCamera->GetAttachParent())
|
||||
if (BaseVRChar->VRReplicatedCamera)
|
||||
{
|
||||
FTransform DeltaTrans = FTransform::Identity;
|
||||
if (!BaseVRChar->bRetainRoomscale)
|
||||
if (USceneComponent* CameraParent = BaseVRChar->VRReplicatedCamera->GetAttachParent())
|
||||
{
|
||||
FVector HMDLoc;
|
||||
FQuat HMDRot;
|
||||
GEngine->XRSystem->GetCurrentPose(IXRTrackingSystem::HMDDeviceId, HMDRot, HMDLoc);
|
||||
|
||||
HMDLoc.Z = 0.0f;
|
||||
|
||||
if (AVRCharacter* VRChar = Cast<AVRCharacter>(mpawn))
|
||||
FTransform DeltaTrans = FTransform::Identity;
|
||||
if (!BaseVRChar->bRetainRoomscale)
|
||||
{
|
||||
HMDLoc += UVRExpansionFunctionLibrary::GetHMDPureYaw_I(HMDRot.Rotator()).RotateVector(FVector(VRChar->VRRootReference->VRCapsuleOffset.X, VRChar->VRRootReference->VRCapsuleOffset.Y, 0.0f));
|
||||
FVector HMDLoc;
|
||||
FQuat HMDRot;
|
||||
GEngine->XRSystem->GetCurrentPose(IXRTrackingSystem::HMDDeviceId, HMDRot, HMDLoc);
|
||||
|
||||
HMDLoc.Z = 0.0f;
|
||||
|
||||
if (AVRCharacter* VRChar = Cast<AVRCharacter>(mpawn))
|
||||
{
|
||||
HMDLoc += UVRExpansionFunctionLibrary::GetHMDPureYaw_I(HMDRot.Rotator()).RotateVector(FVector(VRChar->VRRootReference->VRCapsuleOffset.X, VRChar->VRRootReference->VRCapsuleOffset.Y, 0.0f));
|
||||
}
|
||||
|
||||
DeltaTrans = FTransform(FQuat::Identity, HMDLoc, FVector(1.0f));
|
||||
}
|
||||
|
||||
DeltaTrans = FTransform(FQuat::Identity, HMDLoc, FVector(1.0f));
|
||||
Transform = OffsetTransform.GetRelativeTransform(CameraParent->GetComponentTransform());
|
||||
Transform = (FTransform(FRotator(0.f, -180.f, 0.f)) * Transform) * DeltaTrans;
|
||||
bHandledTransform = true;
|
||||
}
|
||||
|
||||
Transform = OffsetTransform.GetRelativeTransform(CameraParent->GetComponentTransform());
|
||||
Transform = (FTransform(FRotator(0.f, -180.f, 0.f)) * Transform) * DeltaTrans;
|
||||
bHandledTransform = true;
|
||||
}
|
||||
}
|
||||
else if (UCameraComponent* Camera = mpawn->FindComponentByClass<UCameraComponent>())
|
||||
|
|
|
@ -55,6 +55,27 @@ public:
|
|||
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "GSSettings")
|
||||
bool bIsActive;
|
||||
|
||||
private:
|
||||
// If we should replicate, if false we will never be added to our parents list.
|
||||
UPROPERTY(Replicated, EditDefaultsOnly, BlueprintReadOnly, Category = "GSSettings|Replication", meta = (AllowPrivateAccess = "true"))
|
||||
bool bReplicates = false;
|
||||
public:
|
||||
|
||||
/** Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Components")
|
||||
void SetIsReplicated(bool ShouldReplicate);
|
||||
|
||||
/** Returns whether replication is enabled or not. */
|
||||
UFUNCTION(BlueprintCallable, Category = "Components")
|
||||
bool GetIsReplicated() const
|
||||
{
|
||||
return bReplicates;
|
||||
}
|
||||
|
||||
// Replication Condition (If using subobject replication list)
|
||||
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "GSSettings|Replication")
|
||||
TEnumAsByte<ELifetimeCondition> ReplicationCondition = ELifetimeCondition::COND_None;
|
||||
|
||||
// Returns if the script is going to modify the world transform of the grip
|
||||
EGSTransformOverrideType GetWorldTransformOverrideType();
|
||||
|
||||
|
@ -128,8 +149,13 @@ public:
|
|||
bool Wants_DenyTeleport(UGripMotionControllerComponent * Controller);
|
||||
virtual bool Wants_DenyTeleport_Implementation(UGripMotionControllerComponent* Controller);
|
||||
|
||||
#if UE_WITH_IRIS
|
||||
/** Register all replication fragments */
|
||||
virtual void RegisterReplicationFragments(UE::Net::FFragmentRegistrationContext& Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags) override;
|
||||
#endif // UE_WITH_IRIS
|
||||
|
||||
virtual void GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const override;
|
||||
|
||||
|
||||
// doesn't currently compile in editor builds, not sure why the linker is screwing up there but works elsewhere
|
||||
//virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker);
|
||||
virtual bool CallRemoteFunction(UFunction * Function, void * Parms, FOutParmRec * OutParms, FFrame * Stack) override;
|
||||
|
@ -200,6 +226,7 @@ public:
|
|||
UFUNCTION(BlueprintPure, Category = "VRGripScript")
|
||||
bool IsServer();
|
||||
|
||||
virtual void BeginDestroy();
|
||||
void EndPlay(const EEndPlayReason::Type EndPlayReason);
|
||||
|
||||
// Not all scripts will require this function, specific ones that use things like Lever logic however will. Best to call it.
|
||||
|
|
|
@ -161,10 +161,10 @@ public:
|
|||
bool bDisabled;
|
||||
|
||||
/***
|
||||
/* If true then the hand socket will be locked in place during gameplay and not moved with the actor (saving performance)
|
||||
/* Generally you want this unless you are moving a hand socket manually during play for custom grip offsetting logic
|
||||
/* If you need the relative location of the hand socket for game logic, get the LockedRelativeTransform variable if bLockInPlace is enabled.
|
||||
/* Defaulted off currently for bug testing
|
||||
// If true then the hand socket will be locked in place during gameplay and not moved with the actor (saving performance)
|
||||
// Generally you want this unless you are moving a hand socket manually during play for custom grip offsetting logic
|
||||
// If you need the relative location of the hand socket for game logic, get the LockedRelativeTransform variable if bLockInPlace is enabled.
|
||||
// Defaulted off currently for bug testing
|
||||
***/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Hand Socket Data|Control")
|
||||
bool bLockInPlace;
|
||||
|
@ -232,6 +232,26 @@ public:
|
|||
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data", meta = (bIgnoreSelf = "true"))
|
||||
static bool GetAnimationSequenceAsPoseSnapShot(UAnimSequence * InAnimationSequence, FPoseSnapshot& OutPoseSnapShot, USkeletalMeshComponent* TargetMesh = nullptr, bool bSkipRootBone = false, bool bFlipHand = false);
|
||||
|
||||
|
||||
/**
|
||||
* Gets all hand socket components in the entire level (this is a slow operation, DO NOT run this on tick)
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
|
||||
static void GetAllHandSocketComponents(TArray<UHandSocketComponent*>& OutHandSockets);
|
||||
|
||||
/**
|
||||
* Gets all hand socket components within a set range of a world location (this is a slow operation, DO NOT run this on tick)
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
|
||||
static bool GetAllHandSocketComponentsInRange(FVector SearchFromWorldLocation, float SearchRange, TArray<UHandSocketComponent*>& OutHandSockets);
|
||||
|
||||
/**
|
||||
* Gets the closest hand socket component within a set range of a world location (this is a slow operation, DO NOT run this on tick)
|
||||
* Must check the output for validity
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
|
||||
static UHandSocketComponent* GetClosestHandSocketComponentInRange(FVector SearchFromWorldLocation, float SearchRange);
|
||||
|
||||
// Returns the target relative transform of the hand
|
||||
//UFUNCTION(BlueprintCallable, Category = "Hand Socket Data")
|
||||
FTransform GetHandRelativePlacement();
|
||||
|
|
|
@ -108,7 +108,7 @@ protected:
|
|||
|
||||
|
||||
public:
|
||||
void BeginPlay() override;
|
||||
virtual void BeginPlay() override;
|
||||
virtual void InitializeComponent() override;
|
||||
|
||||
bool IsLocallyControlled() const;
|
||||
|
@ -200,7 +200,7 @@ public:
|
|||
bool bHadRelativeMovement;
|
||||
|
||||
FPrimitiveSceneProxy* CreateSceneProxy() override;
|
||||
void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
|
||||
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
|
||||
|
||||
virtual void UpdatePhysicsVolume(bool bTriggerNotifiers) override;
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@ public class VRExpansionPlugin : ModuleRules
|
|||
//bEnforceIWYU = true;
|
||||
|
||||
PublicDefinitions.Add("WITH_VR_EXPANSION=1");
|
||||
SetupIrisSupport(Target);
|
||||
|
||||
// To detect VR Preview, not built out in packaged builds
|
||||
if (Target.bBuildEditor == true)
|
||||
|
|
Loading…
Reference in a new issue