Unreachable Code Error trying to Update VRE
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					 82 changed files with 3505 additions and 774 deletions
				
			
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			@ -2,9 +2,9 @@
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  "version": "1.0",
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  "components": [
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    "Microsoft.Net.Component.4.6.2.TargetingPack",
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    "Microsoft.VisualStudio.Component.VC.14.36.17.6.x86.x64",
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    "Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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    "Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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    "Microsoft.VisualStudio.Component.Windows10SDK.22000",
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    "Microsoft.VisualStudio.Component.Windows10SDK.22621",
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    "Microsoft.VisualStudio.Workload.CoreEditor",
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    "Microsoft.VisualStudio.Workload.ManagedDesktop",
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    "Microsoft.VisualStudio.Workload.NativeDesktop",
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			@ -1,7 +1,7 @@
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{
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	"FileVersion": 3,
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	"Version": 5.3,
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	"VersionName": "5.3",
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	"Version": 5.4,
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	"VersionName": "5.4",
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	"FriendlyName": "OpenXRExpansionPlugin",
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	"Description": "An set of utility functions for OpenXR",
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	"Category": "Virtual Reality",
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			@ -31,7 +31,7 @@
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		{
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		  "Name": "OpenXRExpansionEditor",
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		  "Type": "UnCookedOnly",
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		  "LoadingPhase": "PostEngineInit"
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		  "LoadingPhase": "PreDefault"
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		}
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	],
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	"Plugins": [
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			@ -10,7 +10,9 @@ namespace UnrealBuildTool.Rules
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        public OpenXRExpansionPlugin(ReadOnlyTargetRules Target) 
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				: base(Target)
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        {
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			PublicDependencyModuleNames.AddRange(
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            SetupIrisSupport(Target);
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            PublicDependencyModuleNames.AddRange(
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			   new string[]
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			   {
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					//"InputDevice",
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			@ -6,6 +6,7 @@
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#include "MotionControllerComponent.h"
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#include "OpenXRExpansionFunctionLibrary.h"
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#include "Engine/NetSerialization.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "XRMotionControllerBase.h" // for GetHandEnumForSourceName()
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//#include "EngineMinimal.h"
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			@ -29,9 +30,13 @@ void UOpenXRHandPoseComponent::GetLifetimeReplicatedProps(TArray< class FLifetim
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{
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	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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	FDoRepLifetimeParams SkipOwnerParams;
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	SkipOwnerParams.Condition = COND_SkipOwner;
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	SkipOwnerParams.bIsPushBased = true;
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	// Skipping the owner with this as the owner will use the controllers location directly
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	DOREPLIFETIME_CONDITION(UOpenXRHandPoseComponent, LeftHandRep, COND_SkipOwner);
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	DOREPLIFETIME_CONDITION(UOpenXRHandPoseComponent, RightHandRep, COND_SkipOwner);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UOpenXRHandPoseComponent, LeftHandRep, SkipOwnerParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UOpenXRHandPoseComponent, RightHandRep, SkipOwnerParams);
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}
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void UOpenXRHandPoseComponent::Server_SendSkeletalTransforms_Implementation(const FBPXRSkeletalRepContainer& SkeletalInfo)
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			@ -49,6 +54,9 @@ void UOpenXRHandPoseComponent::Server_SendSkeletalTransforms_Implementation(cons
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				FBPXRSkeletalRepContainer::CopyReplicatedTo(SkeletalInfo, HandSkeletalActions[i]);
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				LeftHandRep = SkeletalInfo;
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#if WITH_PUSH_MODEL
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				MARK_PROPERTY_DIRTY_FROM_NAME(UOpenXRHandPoseComponent, LeftHandRep, this);
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#endif
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				if (bSmoothReplicatedSkeletalData)
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				{
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			@ -64,6 +72,9 @@ void UOpenXRHandPoseComponent::Server_SendSkeletalTransforms_Implementation(cons
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				FBPXRSkeletalRepContainer::CopyReplicatedTo(SkeletalInfo, HandSkeletalActions[i]);
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				RightHandRep = SkeletalInfo;
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#if WITH_PUSH_MODEL
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				MARK_PROPERTY_DIRTY_FROM_NAME(UOpenXRHandPoseComponent, RightHandRep, this);
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#endif
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				if (bSmoothReplicatedSkeletalData)
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				{
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			@ -1,4 +1,4 @@
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UE4 Forums Thread
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UE Forums Thread
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https://forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-openvr-expansion-plugin
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Example Template Project
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			@ -31,6 +31,8 @@
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/ARFilter.h"
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#include "FileHelpers.h"
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#include "Engine/Engine.h"
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#include "Editor/UnrealEdEngine.h"
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#include "UnrealEdGlobals.h"
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			@ -76,8 +78,60 @@ void FVRGlobalSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuil
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		.Text(LOCTEXT("FixInvalidAnimationAssetsButton", "Fix Animation Assets"))
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		]
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		];
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	/*DetailBuilder.EditCategory("Utilities")
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		.AddCustomRow(LOCTEXT("Fix 5.4.0 Shadow Shader", "Fix Broken 5.4.0 Shadow Shader"))
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		.NameContent()
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		[
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			SNew(STextBlock)
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			.Font(IDetailLayoutBuilder::GetDetailFont())
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		.Text(LOCTEXT("Fix54ShadowShader", "Fix Broken 5.4.0 Shadow Shader"))
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		]
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	.ValueContent()
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		.MaxDesiredWidth(125.f)
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		.MinDesiredWidth(125.f)
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		[
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			SNew(SButton)
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			.ContentPadding(2)
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		.VAlign(VAlign_Center)
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		.HAlign(HAlign_Center)
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		.OnClicked(this, &FVRGlobalSettingsDetails::OnFixShadowShader)
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		[
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			SNew(STextBlock)
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			.Font(IDetailLayoutBuilder::GetDetailFont())
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		.Text(LOCTEXT("Fix54ShadowShaderButton", "Fix Broken 5.4.0 Shadow Shader"))
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		]
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		];*/
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}
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/*FReply FVRGlobalSettingsDetails::OnFixShadowShader()
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{
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#if ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION == 4
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	FString EnginePath = FPaths::EngineDir();
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	EnginePath += "/Shaders/Private/ShadowProjectionPixelShader.usf";
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	if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*EnginePath))
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	{
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		FString FileStr = "";
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		if (FFileHelper::LoadFileToString(FileStr, *EnginePath))
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		{
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			// Don't need to do anything complicated, the shader only contains one line with this define in it
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			FileStr = FileStr.Replace(TEXT("#if MOBILE_MULTI_VIEW || INSTANCED_STEREO"),TEXT("#if ((MOBILE_MULTI_VIEW || INSTANCED_STEREO) && SHADING_PATH_MOBILE)"));
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			FFileHelper::SaveStringToFile(FileStr, *EnginePath);
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			GEngine->Exec(GEngine->GetWorld(), TEXT("recompileshaders changed"));
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			UE_LOG(LogPath, Log, TEXT("ShadowProjectionPixelShader.usf resaved and recompiled!"));
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			return FReply::Handled();
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		}
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	}
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#endif
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	UE_LOG(LogPath, Error, TEXT("ShadowProjectionPixelShader.usf could not be found, edited, or the engine version is incorrect!"));
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	return FReply::Handled();
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}*/
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FReply FVRGlobalSettingsDetails::OnCorrectInvalidAnimationAssets()
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{
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			@ -20,6 +20,8 @@ public:
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	virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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	FReply OnCorrectInvalidAnimationAssets();
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	FReply OnFixShadowShader();
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	void OnLockedStateUpdated(IDetailLayoutBuilder* LayoutBuilder);
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			@ -118,7 +118,7 @@ void FSavedMove_VRBaseCharacter::SetInitialPosition(ACharacter* C)
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		// Instead, re-purpose it to be the capsule half height
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		if (AVRBaseCharacter* BaseChar = Cast<AVRBaseCharacter>(C))
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		{
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			if (BaseChar->VRReplicateCapsuleHeight)
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			if (BaseChar->GetVRReplicateCapsuleHeight())
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				CapsuleHeight = BaseChar->GetCapsuleComponent()->GetUnscaledCapsuleHalfHeight();
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			else
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				CapsuleHeight = 0.0f;
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			@ -57,6 +57,10 @@
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#include "Features/IModularFeatures.h"
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#if WITH_PUSH_MODEL
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#include "Net/Core/PushModel/PushModel.h"
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#endif
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DEFINE_LOG_CATEGORY(LogVRMotionController);
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//For UE4 Profiler ~ Stat
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DECLARE_CYCLE_STAT(TEXT("TickGrip ~ TickingGrip"), STAT_TickGrip, STATGROUP_TickGrip);
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			@ -666,17 +670,25 @@ void UGripMotionControllerComponent::GetLifetimeReplicatedProps(TArray< class FL
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	 DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeRotation);
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	 DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeScale3D);
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	// For std properties
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	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	// Skipping the owner with this as the owner will use the controllers location directly
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	DOREPLIFETIME_CONDITION(UGripMotionControllerComponent, ReplicatedControllerTransform, COND_SkipOwner);
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	DOREPLIFETIME(UGripMotionControllerComponent, GrippedObjects);
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	DOREPLIFETIME(UGripMotionControllerComponent, ControllerNetUpdateRate);
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	DOREPLIFETIME(UGripMotionControllerComponent, bSmoothReplicatedMotion);	
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	DOREPLIFETIME(UGripMotionControllerComponent, bReplicateWithoutTracking);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, GrippedObjects, PushModelParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, ControllerNetUpdateRate, PushModelParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, bSmoothReplicatedMotion, PushModelParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, bReplicateWithoutTracking, PushModelParams);
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	// For properties with special conditions
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	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_SkipOwner, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	// Skipping the owner with this as the owner will use the controllers location directly
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, ReplicatedControllerTransform, PushModelParamsWithCondition);
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, LocallyGrippedObjects, PushModelParamsWithCondition);
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	DOREPLIFETIME_CONDITION(UGripMotionControllerComponent, LocallyGrippedObjects, COND_SkipOwner);
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	DOREPLIFETIME_CONDITION(UGripMotionControllerComponent, LocalTransactionBuffer, COND_OwnerOnly);
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	// For properties with special conditions
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	FDoRepLifetimeParams PushModelParamsWithConditionOwnerOnly{ COND_OwnerOnly, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGripMotionControllerComponent, LocalTransactionBuffer, PushModelParamsWithConditionOwnerOnly);
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//	DOREPLIFETIME(UGripMotionControllerComponent, bReplicateControllerTransform);
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}
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			@ -694,6 +706,9 @@ void UGripMotionControllerComponent::Server_SendControllerTransform_Implementati
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{
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	// Store new transform and trigger OnRep_Function
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	ReplicatedControllerTransform = NewTransform;
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#if WITH_PUSH_MODEL
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		MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, ReplicatedControllerTransform, this);
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#endif
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	// Server should no longer call this RPC itself, but if is using non tracked then it will so keeping auth check
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	if(!bHasAuthority)
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			@ -732,6 +747,14 @@ void UGripMotionControllerComponent::GetPhysicsVelocities(const FBPActorGripInfo
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		return;
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	}
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	// TMP #TODO: Fix when 5.4 bug is fixed
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	if (!primComp->IsSimulatingPhysics())
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	{
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		CurLinearVelocity = Grip.LinVel;
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		CurAngularVelocity = Grip.RotVel;
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		return;
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	}
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	CurAngularVelocity = primComp->GetPhysicsAngularVelocityInDegrees();
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	CurLinearVelocity = primComp->GetPhysicsLinearVelocity();
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}
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			@ -1031,6 +1054,7 @@ void UGripMotionControllerComponent::SetGripCollisionType(const FBPActorGripInfo
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	{
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		GrippedObjects[fIndex].GripCollisionType = NewGripCollisionType;
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		ReCreateGrip(GrippedObjects[fIndex]);
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		DIRTY_GRIPPED_OBJECTS();
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		Result = EBPVRResultSwitch::OnSucceeded;
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		return;
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	}
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			@ -1049,6 +1073,7 @@ void UGripMotionControllerComponent::SetGripCollisionType(const FBPActorGripInfo
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			}
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			ReCreateGrip(LocallyGrippedObjects[fIndex]);
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			DIRTY_LOCALLY_GRIPPED_OBJECTS();
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			Result = EBPVRResultSwitch::OnSucceeded;
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			return;
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			@ -1065,6 +1090,7 @@ void UGripMotionControllerComponent::SetGripLateUpdateSetting(const FBPActorGrip
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	if (fIndex != INDEX_NONE)
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	{
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		GrippedObjects[fIndex].GripLateUpdateSetting = NewGripLateUpdateSetting;
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		DIRTY_GRIPPED_OBJECTS();
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		Result = EBPVRResultSwitch::OnSucceeded;
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		return;
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	}
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			@ -1082,6 +1108,7 @@ void UGripMotionControllerComponent::SetGripLateUpdateSetting(const FBPActorGrip
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				Server_NotifyLocalGripAddedOrChanged(GripInfo);
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			}
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			DIRTY_LOCALLY_GRIPPED_OBJECTS();
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			Result = EBPVRResultSwitch::OnSucceeded;
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			return;
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		}
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			@ -1107,6 +1134,8 @@ void UGripMotionControllerComponent::SetGripRelativeTransform(
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			NotifyGripTransformChanged(Grip);
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		}
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		DIRTY_GRIPPED_OBJECTS();
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		Result = EBPVRResultSwitch::OnSucceeded;
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		return;
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	}
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			@ -1129,6 +1158,8 @@ void UGripMotionControllerComponent::SetGripRelativeTransform(
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				Server_NotifyLocalGripAddedOrChanged(GripInfo);
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			}
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			DIRTY_LOCALLY_GRIPPED_OBJECTS();
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			Result = EBPVRResultSwitch::OnSucceeded;
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			return;
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		}
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			@ -1148,6 +1179,7 @@ void UGripMotionControllerComponent::SetGripAdditionTransform(
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	if (fIndex != INDEX_NONE)
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	{
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		GrippedObjects[fIndex].AdditionTransform = CreateGripRelativeAdditionTransform(Grip, NewAdditionTransform, bMakeGripRelative);
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		DIRTY_GRIPPED_OBJECTS();
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		Result = EBPVRResultSwitch::OnSucceeded;
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		return;
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			@ -1159,6 +1191,7 @@ void UGripMotionControllerComponent::SetGripAdditionTransform(
 | 
			
		|||
		if (fIndex != INDEX_NONE)
 | 
			
		||||
		{
 | 
			
		||||
			LocallyGrippedObjects[fIndex].AdditionTransform = CreateGripRelativeAdditionTransform(Grip, NewAdditionTransform, bMakeGripRelative);
 | 
			
		||||
			DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
			Result = EBPVRResultSwitch::OnSucceeded;
 | 
			
		||||
			return;
 | 
			
		||||
| 
						 | 
				
			
			@ -1187,6 +1220,8 @@ void UGripMotionControllerComponent::SetGripStiffnessAndDamping(
 | 
			
		|||
			GrippedObjects[fIndex].AdvancedGripSettings.PhysicsSettings.AngularDamping = OptionalAngularDamping;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		Result = EBPVRResultSwitch::OnSucceeded;
 | 
			
		||||
		SetGripConstraintStiffnessAndDamping(&GrippedObjects[fIndex]);
 | 
			
		||||
		//return;
 | 
			
		||||
| 
						 | 
				
			
			@ -1212,6 +1247,8 @@ void UGripMotionControllerComponent::SetGripStiffnessAndDamping(
 | 
			
		|||
				Server_NotifyLocalGripAddedOrChanged(GripInfo);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
			Result = EBPVRResultSwitch::OnSucceeded;
 | 
			
		||||
			SetGripConstraintStiffnessAndDamping(&LocallyGrippedObjects[fIndex]);
 | 
			
		||||
		//	return;
 | 
			
		||||
| 
						 | 
				
			
			@ -1710,6 +1747,8 @@ bool UGripMotionControllerComponent::GripActor(
 | 
			
		|||
	if (!bIsLocalGrip)
 | 
			
		||||
	{
 | 
			
		||||
		int32 Index = GrippedObjects.Add(newActorGrip);
 | 
			
		||||
		DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (Index != INDEX_NONE)
 | 
			
		||||
			NotifyGrip(GrippedObjects[Index]);
 | 
			
		||||
		//NotifyGrip(newActorGrip);
 | 
			
		||||
| 
						 | 
				
			
			@ -1719,9 +1758,13 @@ bool UGripMotionControllerComponent::GripActor(
 | 
			
		|||
		if (!IsLocallyControlled())
 | 
			
		||||
		{
 | 
			
		||||
			LocalTransactionBuffer.Add(newActorGrip);
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
			MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, LocalTransactionBuffer, this);
 | 
			
		||||
#endif
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		int32 Index = LocallyGrippedObjects.Add(newActorGrip);
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (Index != INDEX_NONE)
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -1966,6 +2009,8 @@ bool UGripMotionControllerComponent::GripComponent(
 | 
			
		|||
	if (!bIsLocalGrip)
 | 
			
		||||
	{
 | 
			
		||||
		int32 Index = GrippedObjects.Add(newComponentGrip);
 | 
			
		||||
		DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (Index != INDEX_NONE)
 | 
			
		||||
			NotifyGrip(GrippedObjects[Index]);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1976,9 +2021,13 @@ bool UGripMotionControllerComponent::GripComponent(
 | 
			
		|||
		if (!IsLocallyControlled())
 | 
			
		||||
		{
 | 
			
		||||
			LocalTransactionBuffer.Add(newComponentGrip);
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
			MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, LocalTransactionBuffer, this);
 | 
			
		||||
#endif
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		int32 Index = LocallyGrippedObjects.Add(newComponentGrip);
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (Index != INDEX_NONE)
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -2083,6 +2132,9 @@ bool UGripMotionControllerComponent::DropGrip_Implementation(const FBPActorGripI
 | 
			
		|||
			if (LocalTransactionBuffer[i].GripID == Grip.GripID)
 | 
			
		||||
				LocalTransactionBuffer.RemoveAt(i);
 | 
			
		||||
		}
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, LocalTransactionBuffer, this);
 | 
			
		||||
#endif
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	UPrimitiveComponent * PrimComp = nullptr;
 | 
			
		||||
| 
						 | 
				
			
			@ -2699,6 +2751,8 @@ void UGripMotionControllerComponent::DropAndSocket_Implementation(const FBPActor
 | 
			
		|||
	int fIndex = 0;
 | 
			
		||||
	if (LocallyGrippedObjects.Find(NewDrop, fIndex))
 | 
			
		||||
	{
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (HasGripAuthority(NewDrop) || IsServer())
 | 
			
		||||
		{
 | 
			
		||||
			LocallyGrippedObjects.RemoveAt(fIndex);
 | 
			
		||||
| 
						 | 
				
			
			@ -2714,6 +2768,7 @@ void UGripMotionControllerComponent::DropAndSocket_Implementation(const FBPActor
 | 
			
		|||
		fIndex = 0;
 | 
			
		||||
		if (GrippedObjects.Find(NewDrop, fIndex))
 | 
			
		||||
		{
 | 
			
		||||
			DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
			if (HasGripAuthority(NewDrop) || IsServer())
 | 
			
		||||
			{
 | 
			
		||||
				GrippedObjects.RemoveAt(fIndex);
 | 
			
		||||
| 
						 | 
				
			
			@ -3069,7 +3124,7 @@ bool UGripMotionControllerComponent::NotifyGrip(FBPActorGripInformation &NewGrip
 | 
			
		|||
 | 
			
		||||
	case EGripCollisionType::AttachmentGrip:
 | 
			
		||||
	{
 | 
			
		||||
		if (root)
 | 
			
		||||
		if (IsValid(root))
 | 
			
		||||
			root->SetSimulatePhysics(false);
 | 
			
		||||
 | 
			
		||||
		// Move it to the correct location automatically
 | 
			
		||||
| 
						 | 
				
			
			@ -3096,7 +3151,7 @@ bool UGripMotionControllerComponent::NotifyGrip(FBPActorGripInformation &NewGrip
 | 
			
		|||
	default: 
 | 
			
		||||
	{
 | 
			
		||||
 | 
			
		||||
		if (root)
 | 
			
		||||
		if (IsValid(root))
 | 
			
		||||
		{
 | 
			
		||||
			if (root->IsSimulatingPhysics())
 | 
			
		||||
			{
 | 
			
		||||
| 
						 | 
				
			
			@ -3129,6 +3184,13 @@ bool UGripMotionControllerComponent::NotifyGrip(FBPActorGripInformation &NewGrip
 | 
			
		|||
 | 
			
		||||
	if (!bIsReInit)
 | 
			
		||||
	{
 | 
			
		||||
		// TMP #TODO: Remove when 5.4 velocity bug is fixed
 | 
			
		||||
		if (IsValid(root))
 | 
			
		||||
		{
 | 
			
		||||
			// Set initial world transform for velocity
 | 
			
		||||
			NewGrip.LastVelWorldTrans = root->GetComponentTransform();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Broadcast a new grip
 | 
			
		||||
		OnGrippedObject.Broadcast(NewGrip);
 | 
			
		||||
		if (!LocallyGrippedObjects.Contains(NewGrip.GripID) && !GrippedObjects.Contains(NewGrip.GripID))
 | 
			
		||||
| 
						 | 
				
			
			@ -3724,15 +3786,14 @@ void UGripMotionControllerComponent::Drop_Implementation(const FBPActorGripInfor
 | 
			
		|||
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Copy over the information instead of working with a reference for the OnDroppedBroadcast
 | 
			
		||||
	FBPActorGripInformation DropBroadcastData = NewDrop;
 | 
			
		||||
 | 
			
		||||
	int fIndex = 0;
 | 
			
		||||
	if (LocallyGrippedObjects.Find(NewDrop, fIndex))
 | 
			
		||||
	{
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (HasGripAuthority(NewDrop) || IsServer())
 | 
			
		||||
		{
 | 
			
		||||
			LocallyGrippedObjects.RemoveAt(fIndex);
 | 
			
		||||
| 
						 | 
				
			
			@ -3748,6 +3809,7 @@ void UGripMotionControllerComponent::Drop_Implementation(const FBPActorGripInfor
 | 
			
		|||
		fIndex = 0;
 | 
			
		||||
		if (GrippedObjects.Find(NewDrop, fIndex))
 | 
			
		||||
		{
 | 
			
		||||
			DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
			if (HasGripAuthority(NewDrop) || IsServer())
 | 
			
		||||
			{
 | 
			
		||||
				GrippedObjects.RemoveAt(fIndex);
 | 
			
		||||
| 
						 | 
				
			
			@ -4024,6 +4086,15 @@ bool UGripMotionControllerComponent::AddSecondaryAttachmentToGrip(const FBPActor
 | 
			
		|||
		Server_NotifySecondaryAttachmentChanged(GripToUse->GripID, GripToUse->SecondaryGripInfo);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (bWasLocal)
 | 
			
		||||
	{
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	OnSecondaryGripAdded.Broadcast(*GripToUse);
 | 
			
		||||
	GripToUse = nullptr;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -4214,6 +4285,15 @@ bool UGripMotionControllerComponent::RemoveSecondaryAttachmentFromGrip(const FBP
 | 
			
		|||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (bWasLocal)
 | 
			
		||||
		{
 | 
			
		||||
			DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		SecondaryGripIDs.Remove(GripToUse->GripID);
 | 
			
		||||
		OnSecondaryGripRemoved.Broadcast(*GripToUse);
 | 
			
		||||
		GripToUse = nullptr;
 | 
			
		||||
| 
						 | 
				
			
			@ -4532,6 +4612,10 @@ bool UGripMotionControllerComponent::TeleportMoveGrip_Impl(FBPActorGripInformati
 | 
			
		|||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// TMP #TODO: Remove with 5.4 bug with velocity is fixed
 | 
			
		||||
	// Reset our last world transform velocity as typically we don't want to accumulate teleport speeds into it.
 | 
			
		||||
	Grip.LastVelWorldTrans = PrimComp->GetComponentTransform();
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -4727,6 +4811,10 @@ void UGripMotionControllerComponent::UpdateTracking(float DeltaTime)
 | 
			
		|||
					ReplicatedControllerTransform.Position = RelLoc;
 | 
			
		||||
					ReplicatedControllerTransform.Rotation = RelRot;
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
					MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, ReplicatedControllerTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
					// I would keep the torn off check here, except this can be checked on tick if they
 | 
			
		||||
					// Set 100 htz updates, and in the TornOff case, it actually can't hurt any besides some small
 | 
			
		||||
					// Perf difference.
 | 
			
		||||
| 
						 | 
				
			
			@ -5003,6 +5091,22 @@ FVector UGripMotionControllerComponent::GetComponentVelocity() const
 | 
			
		|||
	return Super::GetComponentVelocity();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// TEMP: #TODO: Remove
 | 
			
		||||
void UGripMotionControllerComponent::CalculateGripVelocity(FBPActorGripInformation& GripToFill, UPrimitiveComponent* ComponentToSample, float DeltaTime)
 | 
			
		||||
{
 | 
			
		||||
	if (!bHasAuthority && !IsServer())
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	FTransform CurTrans = ComponentToSample->GetComponentTransform();
 | 
			
		||||
 | 
			
		||||
	GripToFill.LinVel = (CurTrans.GetLocation() - GripToFill.LastVelWorldTrans.GetLocation()) / DeltaTime;
 | 
			
		||||
	GripToFill.RotVel = FVector::RadiansToDegrees(((CurTrans.GetRotation().ToRotationVector() - GripToFill.LastVelWorldTrans.GetRotation().ToRotationVector()))) / DeltaTime;
 | 
			
		||||
 | 
			
		||||
	GripToFill.LastVelWorldTrans = CurTrans;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::HandleGripArray(TArray<FBPActorGripInformation> &GrippedObjectsArray, const FTransform & ParentTransform, float DeltaTime, bool bReplicatedArray)
 | 
			
		||||
{
 | 
			
		||||
	if (GrippedObjectsArray.Num())
 | 
			
		||||
| 
						 | 
				
			
			@ -5090,6 +5194,8 @@ void UGripMotionControllerComponent::HandleGripArray(TArray<FBPActorGripInformat
 | 
			
		|||
					else if(bActorHasInterface)
 | 
			
		||||
						IVRGripInterface::Execute_TickGrip(actor, this, *Grip, DeltaTime);
 | 
			
		||||
 | 
			
		||||
					// TEMP 5.4 (or fixed)
 | 
			
		||||
					CalculateGripVelocity(*Grip, root, DeltaTime);
 | 
			
		||||
					continue;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -5844,6 +5950,9 @@ void UGripMotionControllerComponent::HandleGripArray(TArray<FBPActorGripInformat
 | 
			
		|||
					{}break;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				// TEMP 5.4 (or fixed)
 | 
			
		||||
				CalculateGripVelocity(*Grip, root, DeltaTime); // Technically for physical grips it would be post physics thre
 | 
			
		||||
 | 
			
		||||
				// We only do this if specifically requested, it has a slight perf hit and isn't normally needed for non Custom Grip types
 | 
			
		||||
				if (bAlwaysSendTickGrip)
 | 
			
		||||
				{
 | 
			
		||||
| 
						 | 
				
			
			@ -5991,7 +6100,7 @@ bool UGripMotionControllerComponent::UpdatePhysicsHandle(const FBPActorGripInfor
 | 
			
		|||
	return true;
 | 
			
		||||
//#endif
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
	//return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool UGripMotionControllerComponent::PausePhysicsHandle(FBPActorPhysicsHandleInformation* HandleInfo)
 | 
			
		||||
| 
						 | 
				
			
			@ -6400,7 +6509,7 @@ bool UGripMotionControllerComponent::SetUpPhysicsHandle(const FBPActorGripInform
 | 
			
		|||
			using namespace Chaos;
 | 
			
		||||
			// Missing from physx, not sure how it is working for them currently.
 | 
			
		||||
			//TArray<FPhysicsActorHandle> ActorHandles;
 | 
			
		||||
			HandleInfo->KinActorData2->GetGameThreadAPI().SetGeometry(TUniquePtr<FImplicitObject>(new TSphere<FReal, 3>(TVector<FReal, 3>(0.f), 1000.f)));
 | 
			
		||||
			HandleInfo->KinActorData2->GetGameThreadAPI().SetGeometry(MakeImplicitObjectPtr<TSphere<FReal, 3>>(TVector<FReal, 3>(0.f), 1000.f));
 | 
			
		||||
			HandleInfo->KinActorData2->GetGameThreadAPI().SetObjectState(EObjectStateType::Kinematic);
 | 
			
		||||
			FPhysicsInterface::AddActorToSolver(HandleInfo->KinActorData2, ActorParams.Scene->GetSolver());
 | 
			
		||||
			//ActorHandles.Add(HandleInfo->KinActorData2);
 | 
			
		||||
| 
						 | 
				
			
			@ -6536,7 +6645,7 @@ bool UGripMotionControllerComponent::SetUpPhysicsHandle(const FBPActorGripInform
 | 
			
		|||
					NewLinDrive.Stiffness = Stiffness;
 | 
			
		||||
					NewLinDrive.MaxForce = MaxForce;
 | 
			
		||||
 | 
			
		||||
					HandleInfo->LinConstraint.bEnablePositionDrive = true;
 | 
			
		||||
					//HandleInfo->LinConstraint.bEnablePositionDrive = true;
 | 
			
		||||
					HandleInfo->LinConstraint.XDrive = NewLinDrive;
 | 
			
		||||
					HandleInfo->LinConstraint.YDrive = NewLinDrive;
 | 
			
		||||
					HandleInfo->LinConstraint.ZDrive = NewLinDrive;
 | 
			
		||||
| 
						 | 
				
			
			@ -6608,7 +6717,11 @@ bool UGripMotionControllerComponent::SetUpPhysicsHandle(const FBPActorGripInform
 | 
			
		|||
						NewAngDrive.MaxForce = AngularMaxForce;
 | 
			
		||||
						//NewAngDrive.MaxForce = MAX_FLT;
 | 
			
		||||
 | 
			
		||||
						HandleInfo->LinConstraint.bEnablePositionDrive = true;
 | 
			
		||||
						//HandleInfo->LinConstraint.bEnablePositionDrive = true;
 | 
			
		||||
						HandleInfo->LinConstraint.XDrive.bEnablePositionDrive = true;
 | 
			
		||||
						HandleInfo->LinConstraint.YDrive.bEnablePositionDrive = true;
 | 
			
		||||
						HandleInfo->LinConstraint.ZDrive.bEnablePositionDrive = true;
 | 
			
		||||
 | 
			
		||||
						HandleInfo->LinConstraint.XDrive = NewLinDrive;
 | 
			
		||||
						HandleInfo->LinConstraint.YDrive = NewLinDrive;
 | 
			
		||||
						HandleInfo->LinConstraint.ZDrive = NewLinDrive;
 | 
			
		||||
| 
						 | 
				
			
			@ -7202,81 +7315,9 @@ bool UGripMotionControllerComponent::GripPollControllerState_GameThread(FVector&
 | 
			
		|||
			bPolledHMD_GameThread = false;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//GripUEMotionController::FScopeLockOptional LockOptional;
 | 
			
		||||
		TArray<IMotionController*> MotionControllers;
 | 
			
		||||
		MotionControllers = IModularFeatures::Get().GetModularFeatureImplementations<IMotionController>(IMotionController::GetModularFeatureName());
 | 
			
		||||
		for (auto MotionController : MotionControllers)
 | 
			
		||||
		{
 | 
			
		||||
			if (MotionController == nullptr)
 | 
			
		||||
			{
 | 
			
		||||
				continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (bIsInGameThread)
 | 
			
		||||
			{
 | 
			
		||||
				EControllerHand HandType;
 | 
			
		||||
				GetHandType(HandType);
 | 
			
		||||
				FName GripSource = (HandType == EControllerHand::Left) ? FName("LeftGrip") : FName("RightGrip");
 | 
			
		||||
				CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, GripSource);
 | 
			
		||||
				if (!bIgnoreTrackingStatus && CurrentTrackingStatus == ETrackingStatus::NotTracked)
 | 
			
		||||
					continue;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (MotionController->GetControllerOrientationAndPosition(PlayerIndex, MotionSource, Orientation, Position, OutbProvidedLinearVelocity, OutLinearVelocity, OutbProvidedAngularVelocity, OutAngularVelocityAsAxisAndLength, OutbProvidedLinearAcceleration, OutLinearAcceleration, WorldToMetersScale))
 | 
			
		||||
			{
 | 
			
		||||
				/*#if PLATFORM_PS4
 | 
			
		||||
				// Moving this in here to work around a PSVR module bug
 | 
			
		||||
				if (bIsInGameThread)
 | 
			
		||||
				{
 | 
			
		||||
					CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, MotionSource);
 | 
			
		||||
					if (CurrentTrackingStatus == ETrackingStatus::NotTracked)
 | 
			
		||||
						continue;
 | 
			
		||||
				}
 | 
			
		||||
				#endif*/
 | 
			
		||||
 | 
			
		||||
				if (HasTrackingParameters())
 | 
			
		||||
				{
 | 
			
		||||
					ApplyTrackingParameters(Position, bIsInGameThread);
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (bOffsetByControllerProfile)
 | 
			
		||||
				{
 | 
			
		||||
					FTransform FinalControllerTransform(Orientation,Position);
 | 
			
		||||
					if (bIsInGameThread)
 | 
			
		||||
					{
 | 
			
		||||
						FinalControllerTransform = CurrentControllerProfileTransform * FinalControllerTransform;
 | 
			
		||||
					}
 | 
			
		||||
					else
 | 
			
		||||
					{
 | 
			
		||||
						FinalControllerTransform = LateUpdateParams.GripRenderThreadProfileTransform * FinalControllerTransform;
 | 
			
		||||
					}
 | 
			
		||||
					
 | 
			
		||||
					Orientation = FinalControllerTransform.Rotator();
 | 
			
		||||
					Position = FinalControllerTransform.GetTranslation();
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				InUseMotionController = MotionController;
 | 
			
		||||
				OnMotionControllerUpdated();
 | 
			
		||||
				InUseMotionController = nullptr;
 | 
			
		||||
 | 
			
		||||
				{
 | 
			
		||||
					FScopeLock Lock(&PolledMotionControllerMutex);
 | 
			
		||||
					PolledMotionController_GameThread = MotionController;  // We only want a render thread update from the motion controller we polled on the game thread.
 | 
			
		||||
				}
 | 
			
		||||
				return true;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			/*#if PLATFORM_PS4
 | 
			
		||||
			else if (bIsInGameThread)
 | 
			
		||||
			{
 | 
			
		||||
				CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, MotionSource);
 | 
			
		||||
			}
 | 
			
		||||
			#endif*/
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// #NOTE: This was adding in 4.20, I presume to allow for HMDs as tracking sources for mixed reality.
 | 
			
		||||
		// Skipping all of my special logic here for now
 | 
			
		||||
		if (MotionSource == IMotionController::HMDSourceId)
 | 
			
		||||
		if (MotionSource == IMotionController::HMDSourceId || MotionSource == IMotionController::HeadSourceId)
 | 
			
		||||
		{
 | 
			
		||||
			IXRTrackingSystem* TrackingSys = GEngine->XRSystem.Get();
 | 
			
		||||
			if (TrackingSys)
 | 
			
		||||
| 
						 | 
				
			
			@ -7293,6 +7334,81 @@ bool UGripMotionControllerComponent::GripPollControllerState_GameThread(FVector&
 | 
			
		|||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			//GripUEMotionController::FScopeLockOptional LockOptional;
 | 
			
		||||
			TArray<IMotionController*> MotionControllers;
 | 
			
		||||
			MotionControllers = IModularFeatures::Get().GetModularFeatureImplementations<IMotionController>(IMotionController::GetModularFeatureName());
 | 
			
		||||
			for (auto MotionController : MotionControllers)
 | 
			
		||||
			{
 | 
			
		||||
				if (MotionController == nullptr)
 | 
			
		||||
				{
 | 
			
		||||
					continue;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (bIsInGameThread)
 | 
			
		||||
				{
 | 
			
		||||
					EControllerHand HandType;
 | 
			
		||||
					GetHandType(HandType);
 | 
			
		||||
					FName GripSource = (HandType == EControllerHand::Left) ? FName("LeftGrip") : FName("RightGrip");
 | 
			
		||||
 | 
			
		||||
					CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, MotionSource);
 | 
			
		||||
					if (!bIgnoreTrackingStatus && CurrentTrackingStatus == ETrackingStatus::NotTracked)
 | 
			
		||||
						continue;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (MotionController->GetControllerOrientationAndPosition(PlayerIndex, MotionSource, Orientation, Position, OutbProvidedLinearVelocity, OutLinearVelocity, OutbProvidedAngularVelocity, OutAngularVelocityAsAxisAndLength, OutbProvidedLinearAcceleration, OutLinearAcceleration, WorldToMetersScale))
 | 
			
		||||
				{
 | 
			
		||||
					/*#if PLATFORM_PS4
 | 
			
		||||
					// Moving this in here to work around a PSVR module bug
 | 
			
		||||
					if (bIsInGameThread)
 | 
			
		||||
					{
 | 
			
		||||
						CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, MotionSource);
 | 
			
		||||
						if (CurrentTrackingStatus == ETrackingStatus::NotTracked)
 | 
			
		||||
							continue;
 | 
			
		||||
					}
 | 
			
		||||
					#endif*/
 | 
			
		||||
 | 
			
		||||
					if (HasTrackingParameters())
 | 
			
		||||
					{
 | 
			
		||||
						ApplyTrackingParameters(Position, bIsInGameThread);
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					if (bOffsetByControllerProfile)
 | 
			
		||||
					{
 | 
			
		||||
						FTransform FinalControllerTransform(Orientation, Position);
 | 
			
		||||
						if (bIsInGameThread)
 | 
			
		||||
						{
 | 
			
		||||
							FinalControllerTransform = CurrentControllerProfileTransform * FinalControllerTransform;
 | 
			
		||||
						}
 | 
			
		||||
						else
 | 
			
		||||
						{
 | 
			
		||||
							FinalControllerTransform = LateUpdateParams.GripRenderThreadProfileTransform * FinalControllerTransform;
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						Orientation = FinalControllerTransform.Rotator();
 | 
			
		||||
						Position = FinalControllerTransform.GetTranslation();
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					InUseMotionController = MotionController;
 | 
			
		||||
					OnMotionControllerUpdated();
 | 
			
		||||
					InUseMotionController = nullptr;
 | 
			
		||||
 | 
			
		||||
					{
 | 
			
		||||
						FScopeLock Lock(&PolledMotionControllerMutex);
 | 
			
		||||
						PolledMotionController_GameThread = MotionController;  // We only want a render thread update from the motion controller we polled on the game thread.
 | 
			
		||||
					}
 | 
			
		||||
					return true;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				/*#if PLATFORM_PS4
 | 
			
		||||
				else if (bIsInGameThread)
 | 
			
		||||
				{
 | 
			
		||||
					CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, MotionSource);
 | 
			
		||||
				}
 | 
			
		||||
				#endif*/
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -7307,6 +7423,7 @@ bool UGripMotionControllerComponent::GripPollControllerState_RenderThread(FVecto
 | 
			
		|||
		EControllerHand HandType;
 | 
			
		||||
		GetHandType(HandType);
 | 
			
		||||
		FName GripSource = (HandType == EControllerHand::Left) ? FName("LeftGrip") : FName("RightGrip");
 | 
			
		||||
 | 
			
		||||
		CurrentTrackingStatus = PolledMotionController_RenderThread->GetControllerTrackingStatus(PlayerIndex, GripSource);
 | 
			
		||||
		if (PolledMotionController_RenderThread->GetControllerOrientationAndPosition(PlayerIndex, MotionSource, Orientation, Position, WorldToMetersScale))
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -7642,6 +7759,10 @@ void UGripMotionControllerComponent::Server_NotifyHandledTransaction_Implementat
 | 
			
		|||
		if(LocalTransactionBuffer[i].GripID == GripID)
 | 
			
		||||
			LocalTransactionBuffer.RemoveAt(i);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, LocalTransactionBuffer, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool UGripMotionControllerComponent::Server_NotifyLocalGripAddedOrChanged_Validate(const FBPActorGripInformation & newGrip)
 | 
			
		||||
| 
						 | 
				
			
			@ -7651,6 +7772,8 @@ bool UGripMotionControllerComponent::Server_NotifyLocalGripAddedOrChanged_Valida
 | 
			
		|||
 | 
			
		||||
void UGripMotionControllerComponent::Server_NotifyLocalGripAddedOrChanged_Implementation(const FBPActorGripInformation & newGrip)
 | 
			
		||||
{
 | 
			
		||||
	DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
	if (!newGrip.GrippedObject || newGrip.GripMovementReplicationSetting != EGripMovementReplicationSettings::ClientSide_Authoritive)
 | 
			
		||||
	{
 | 
			
		||||
		Client_NotifyInvalidLocalGrip(newGrip.GrippedObject, newGrip.GripID);
 | 
			
		||||
| 
						 | 
				
			
			@ -7771,6 +7894,7 @@ void UGripMotionControllerComponent::Server_NotifyLocalGripAddedOrChanged_Implem
 | 
			
		|||
		}
 | 
			
		||||
 | 
			
		||||
		int32 NewIndex = LocallyGrippedObjects.Add(newGrip);
 | 
			
		||||
		DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
		if (NewIndex != INDEX_NONE && LocallyGrippedObjects.Num() > 0)
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -7814,6 +7938,8 @@ bool UGripMotionControllerComponent::Server_NotifyLocalGripRemoved_Validate(uint
 | 
			
		|||
 | 
			
		||||
void UGripMotionControllerComponent::Server_NotifyLocalGripRemoved_Implementation(uint8 GripID, const FTransform_NetQuantize &TransformAtDrop, FVector_NetQuantize100 OptAngularVelocity, FVector_NetQuantize100 OptLinearVelocity)
 | 
			
		||||
{
 | 
			
		||||
	DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
	FBPActorGripInformation FoundGrip;
 | 
			
		||||
	EBPVRResultSwitch Result;
 | 
			
		||||
	GetGripByID(FoundGrip, GripID, Result);
 | 
			
		||||
| 
						 | 
				
			
			@ -7867,6 +7993,7 @@ void UGripMotionControllerComponent::Server_NotifySecondaryAttachmentChanged_Imp
 | 
			
		|||
	uint8 GripID,
 | 
			
		||||
	const FBPSecondaryGripInfo& SecondaryGripInfo)
 | 
			
		||||
{
 | 
			
		||||
	DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
	FBPActorGripInformation * GripInfo = LocallyGrippedObjects.FindByKey(GripID);
 | 
			
		||||
	if (GripInfo != nullptr)
 | 
			
		||||
| 
						 | 
				
			
			@ -7893,6 +8020,7 @@ void UGripMotionControllerComponent::Server_NotifySecondaryAttachmentChanged_Ret
 | 
			
		|||
	uint8 GripID,
 | 
			
		||||
	const FBPSecondaryGripInfo& SecondaryGripInfo, const FTransform_NetQuantize & NewRelativeTransform)
 | 
			
		||||
{
 | 
			
		||||
	DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
	FBPActorGripInformation * GripInfo = LocallyGrippedObjects.FindByKey(GripID);
 | 
			
		||||
	if (GripInfo != nullptr)
 | 
			
		||||
| 
						 | 
				
			
			@ -7993,8 +8121,9 @@ void FExpandedLateUpdateManager::Setup(const FTransform& ParentToWorld, UGripMot
 | 
			
		|||
//void FExpandedLateUpdateManager::Apply_RenderThread(FSceneInterface* Scene, const int32 FrameNumber, const FTransform& OldRelativeTransform, const FTransform& NewRelativeTransform)
 | 
			
		||||
void FExpandedLateUpdateManager::Apply_RenderThread(FSceneInterface* Scene, const FTransform& OldRelativeTransform, const FTransform& NewRelativeTransform)
 | 
			
		||||
{
 | 
			
		||||
	check(IsInRenderingThread());
 | 
			
		||||
	FRHICommandListBase& RHICmdList = FRHICommandListImmediate::Get();
 | 
			
		||||
 | 
			
		||||
	check(IsInRenderingThread());
 | 
			
		||||
 | 
			
		||||
	if (!UpdateStates[LateUpdateRenderReadIndex].Primitives.Num() || UpdateStates[LateUpdateRenderReadIndex].bSkip)
 | 
			
		||||
	{
 | 
			
		||||
| 
						 | 
				
			
			@ -8031,7 +8160,7 @@ void FExpandedLateUpdateManager::Apply_RenderThread(FSceneInterface* Scene, cons
 | 
			
		|||
		}
 | 
			
		||||
		else if (CachedSceneInfo->Proxy)
 | 
			
		||||
		{
 | 
			
		||||
			CachedSceneInfo->Proxy->ApplyLateUpdateTransform(LateUpdateTransform);
 | 
			
		||||
			CachedSceneInfo->Proxy->ApplyLateUpdateTransform(RHICmdList, LateUpdateTransform);
 | 
			
		||||
			PrimitivePair.Value = -1; // Set the cached index to -1 to indicate that this primitive was already processed
 | 
			
		||||
			/*if (FrameNumber >= 0)
 | 
			
		||||
			{
 | 
			
		||||
| 
						 | 
				
			
			@ -8051,7 +8180,7 @@ void FExpandedLateUpdateManager::Apply_RenderThread(FSceneInterface* Scene, cons
 | 
			
		|||
			if (RetrievedSceneInfo->Proxy && PrimitiveIndex != nullptr && *PrimitiveIndex >= 0)*/
 | 
			
		||||
			if (RetrievedSceneInfo->Proxy && UpdateStates[LateUpdateRenderReadIndex].Primitives.Contains(RetrievedSceneInfo) && UpdateStates[LateUpdateRenderReadIndex].Primitives[RetrievedSceneInfo] >= 0)
 | 
			
		||||
			{
 | 
			
		||||
				RetrievedSceneInfo->Proxy->ApplyLateUpdateTransform(LateUpdateTransform);
 | 
			
		||||
				RetrievedSceneInfo->Proxy->ApplyLateUpdateTransform(RHICmdList, LateUpdateTransform);
 | 
			
		||||
				/*if (FrameNumber >= 0)
 | 
			
		||||
				{
 | 
			
		||||
					RetrievedSceneInfo->Proxy->SetPatchingFrameNumber(FrameNumber);
 | 
			
		||||
| 
						 | 
				
			
			@ -8270,7 +8399,7 @@ bool UGripMotionControllerComponent::GetIsComponentHeld(const UPrimitiveComponen
 | 
			
		|||
 | 
			
		||||
	return (GrippedObjects.FindByKey(ComponentToCheck) || LocallyGrippedObjects.FindByKey(ComponentToCheck));
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
	//return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool UGripMotionControllerComponent::GetIsSecondaryAttachment(const USceneComponent * ComponentToCheck, FBPActorGripInformation & Grip)
 | 
			
		||||
| 
						 | 
				
			
			@ -8384,3 +8513,81 @@ bool UGripMotionControllerComponent::HasAuthority() const
 | 
			
		|||
	return bHasAuthority;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::CheckTransactionBuffer()
 | 
			
		||||
{
 | 
			
		||||
	if (LocalTransactionBuffer.Num())
 | 
			
		||||
	{
 | 
			
		||||
		for (int i = LocalTransactionBuffer.Num() - 1; i >= 0; --i)
 | 
			
		||||
		{
 | 
			
		||||
			if (LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped && LocalTransactionBuffer[i].GripID != LocalTransactionBuffer[i].ValueCache.CachedGripID)
 | 
			
		||||
			{
 | 
			
		||||
				// There appears to be a bug with TArray replication where if you replace an index with another value of that
 | 
			
		||||
				// Index, it doesn't fully re-init the object, this is a workaround to re-zero non replicated variables
 | 
			
		||||
				// when that happens.
 | 
			
		||||
				LocalTransactionBuffer[i].ClearNonReppingItems();
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			if (!LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped && LocalTransactionBuffer[i].GrippedObject->IsValidLowLevelFast())
 | 
			
		||||
			{
 | 
			
		||||
				LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped = true;
 | 
			
		||||
				LocalTransactionBuffer[i].ValueCache.CachedGripID = LocalTransactionBuffer[i].GripID;
 | 
			
		||||
 | 
			
		||||
				int32 Index = LocallyGrippedObjects.Add(LocalTransactionBuffer[i]);
 | 
			
		||||
				DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
				if (Index != INDEX_NONE)
 | 
			
		||||
				{
 | 
			
		||||
					NotifyGrip(LocallyGrippedObjects[Index]);
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				Server_NotifyHandledTransaction(LocalTransactionBuffer[i].GripID);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::SetSmoothReplicatedMotion(bool bNewSmoothReplicatedMotion)
 | 
			
		||||
{
 | 
			
		||||
	bSmoothReplicatedMotion = bNewSmoothReplicatedMotion;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, bSmoothReplicatedMotion, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::SetReplicateWithoutTracking(bool bNewReplicateWithoutTracking)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateWithoutTracking = bNewReplicateWithoutTracking;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, bReplicateWithoutTracking, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::SetControllerNetUpdateRate(float NewControllerNetUpdateRate)
 | 
			
		||||
{
 | 
			
		||||
	ControllerNetUpdateRate = NewControllerNetUpdateRate;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, ControllerNetUpdateRate, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::DIRTY_GRIPPED_OBJECTS()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, GrippedObjects, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGripMotionControllerComponent::DIRTY_LOCALLY_GRIPPED_OBJECTS()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGripMotionControllerComponent, LocallyGrippedObjects, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -46,6 +46,12 @@ UGS_Melee::UGS_Melee(const FObjectInitializer& ObjectInitializer) :
 | 
			
		|||
	bOnlyPenetrateWithTwoHands = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGS_Melee::SetIsLodged(bool IsLodged, UPrimitiveComponent* LodgeComponent)
 | 
			
		||||
{
 | 
			
		||||
	bIsLodged = IsLodged;
 | 
			
		||||
	LodgedComponent = LodgeComponent;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGS_Melee::UpdateDualHandInfo()
 | 
			
		||||
{
 | 
			
		||||
	TArray<FBPGripPair> HoldingControllers;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -19,7 +19,6 @@
 | 
			
		|||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
AGrippableActor::AGrippableActor(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super()
 | 
			
		||||
| 
						 | 
				
			
			@ -62,13 +61,20 @@ void AGrippableActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableActor, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(AGrippableActor, bReplicateGripScripts);
 | 
			
		||||
	DOREPLIFETIME(AGrippableActor, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(AGrippableActor, bAllowIgnoringAttachOnOwner);
 | 
			
		||||
	DOREPLIFETIME(AGrippableActor, ClientAuthReplicationData);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableActor, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableActor, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, bAllowIgnoringAttachOnOwner, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, ClientAuthReplicationData, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableActor, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
 | 
			
		||||
	DISABLE_REPLICATED_PRIVATE_PROPERTY(AActor, AttachmentReplication);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -78,7 +84,6 @@ void AGrippableActor::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty
 | 
			
		|||
 | 
			
		||||
void AGrippableActor::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	// Don't replicate if set to not do it
 | 
			
		||||
	DOREPLIFETIME_ACTIVE_OVERRIDE_FAST(AGrippableActor, VRGripInterfaceSettings, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME_ACTIVE_OVERRIDE_FAST(AGrippableActor, GameplayTags, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
| 
						 | 
				
			
			@ -846,4 +851,80 @@ void AGrippableActor::GetSubobjectsWithStableNamesForNetworking(TArray<UObject*>
 | 
			
		|||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void AGrippableActor::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& AGrippableActor::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AGrippableActor::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AGrippableActor::SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner)
 | 
			
		||||
{
 | 
			
		||||
	bAllowIgnoringAttachOnOwner = bNewAllowIgnoringAttachOnOwner;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, bAllowIgnoringAttachOnOwner, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FVRClientAuthReplicationData& AGrippableActor::GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, ClientAuthReplicationData, this);
 | 
			
		||||
#endif
 | 
			
		||||
	return ClientAuthReplicationData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& AGrippableActor::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& AGrippableActor::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableActor, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -8,6 +8,10 @@
 | 
			
		|||
#include "GripScripts/VRGripScriptBase.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
//=============================================================================
 | 
			
		||||
UGrippableBoxComponent::~UGrippableBoxComponent()
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -47,12 +51,19 @@ void UGrippableBoxComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeP
 | 
			
		|||
{
 | 
			
		||||
	 Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableBoxComponent, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(UGrippableBoxComponent, bReplicateGripScripts);
 | 
			
		||||
	DOREPLIFETIME(UGrippableBoxComponent, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UGrippableBoxComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableBoxComponent, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableBoxComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	 // For std properties
 | 
			
		||||
	 FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	 // For properties with special conditions
 | 
			
		||||
	 FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	 DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableBoxComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableBoxComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -320,4 +331,72 @@ void UGrippableBoxComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	GripLogicScripts.Empty();
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGrippableBoxComponent::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& UGrippableBoxComponent::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableBoxComponent::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableBoxComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& UGrippableBoxComponent::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UGrippableBoxComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableBoxComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -8,6 +8,10 @@
 | 
			
		|||
#include "GripScripts/VRGripScriptBase.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UGrippableCapsuleComponent::UGrippableCapsuleComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -43,12 +47,19 @@ void UGrippableCapsuleComponent::GetLifetimeReplicatedProps(TArray< class FLifet
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableCapsuleComponent, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(UGrippableCapsuleComponent, bReplicateGripScripts);
 | 
			
		||||
	DOREPLIFETIME(UGrippableCapsuleComponent, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UGrippableCapsuleComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableCapsuleComponent, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableCapsuleComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableCapsuleComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableCapsuleComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -320,4 +331,72 @@ void UGrippableCapsuleComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	GripLogicScripts.Empty();
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGrippableCapsuleComponent::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& UGrippableCapsuleComponent::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableCapsuleComponent::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableCapsuleComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& UGrippableCapsuleComponent::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UGrippableCapsuleComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableCapsuleComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
										
											
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												Load diff
											
										
									
								
							| 
						 | 
				
			
			@ -37,7 +37,18 @@ void UOptionalRepSkeletalMeshComponent::GetLifetimeReplicatedProps(TArray< class
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{
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	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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	DOREPLIFETIME(UOptionalRepSkeletalMeshComponent, bReplicateMovement);
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		||||
	// For std properties
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		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	DOREPLIFETIME_WITH_PARAMS_FAST(UOptionalRepSkeletalMeshComponent, bReplicateMovement, PushModelParams);
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}
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void UOptionalRepSkeletalMeshComponent::SetReplicateMovement(bool bNewReplicateMovement)
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		||||
{
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	bReplicateMovement = bNewReplicateMovement;
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		||||
#if WITH_PUSH_MODEL
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		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UOptionalRepSkeletalMeshComponent, bReplicateMovement, this);
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#endif
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}
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void UOptionalRepSkeletalMeshComponent::GetWeldedBodies(TArray<FBodyInstance*>& OutWeldedBodies, TArray<FName>& OutLabels, bool bIncludingAutoWeld)
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						 | 
				
			
			@ -152,13 +163,20 @@ void AGrippableSkeletalMeshActor::GetLifetimeReplicatedProps(TArray< class FLife
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{
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	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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	DOREPLIFETIME_CONDITION(AGrippableSkeletalMeshActor, GripLogicScripts, COND_Custom);
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	DOREPLIFETIME(AGrippableSkeletalMeshActor, bReplicateGripScripts);
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		||||
	DOREPLIFETIME(AGrippableSkeletalMeshActor, bRepGripSettingsAndGameplayTags);
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	DOREPLIFETIME(AGrippableSkeletalMeshActor, bAllowIgnoringAttachOnOwner);
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		||||
	DOREPLIFETIME(AGrippableSkeletalMeshActor, ClientAuthReplicationData);
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	DOREPLIFETIME_CONDITION(AGrippableSkeletalMeshActor, VRGripInterfaceSettings, COND_Custom);
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	DOREPLIFETIME_CONDITION(AGrippableSkeletalMeshActor, GameplayTags, COND_Custom);
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		||||
	// For std properties
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	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, bReplicateGripScripts, PushModelParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, bRepGripSettingsAndGameplayTags, PushModelParams);
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		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, bAllowIgnoringAttachOnOwner, PushModelParams);
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, ClientAuthReplicationData, PushModelParams);
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	// For properties with special conditions
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	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, GripLogicScripts, PushModelParamsWithCondition);
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, VRGripInterfaceSettings, PushModelParamsWithCondition);
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	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableSkeletalMeshActor, GameplayTags, PushModelParamsWithCondition);
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	DISABLE_REPLICATED_PRIVATE_PROPERTY(AActor, AttachmentReplication);
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| 
						 | 
				
			
			@ -931,4 +949,80 @@ void AGrippableSkeletalMeshActor::GetSubobjectsWithStableNamesForNetworking(TArr
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			}
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		}
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	}
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}
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}
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/////////////////////////////////////////////////
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//- Push networking getter / setter functions
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/////////////////////////////////////////////////
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void AGrippableSkeletalMeshActor::SetReplicateGripScripts(bool bNewReplicateGripScripts)
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{
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	bReplicateGripScripts = bNewReplicateGripScripts;
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#if WITH_PUSH_MODEL
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	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, bReplicateGripScripts, this);
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#endif
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}
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TArray<TObjectPtr<UVRGripScriptBase>>& AGrippableSkeletalMeshActor::GetGripLogicScripts()
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{
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#if WITH_PUSH_MODEL
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	if (bReplicateGripScripts)
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	{
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		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, GripLogicScripts, this);
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	}
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#endif
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	return GripLogicScripts;
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}
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void AGrippableSkeletalMeshActor::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
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		||||
{
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	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
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	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, bRepGripSettingsAndGameplayTags, this);
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#endif
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}
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void AGrippableSkeletalMeshActor::SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner)
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{
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	bAllowIgnoringAttachOnOwner = bNewAllowIgnoringAttachOnOwner;
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#if WITH_PUSH_MODEL
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	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, bAllowIgnoringAttachOnOwner, this);
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#endif
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}
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FVRClientAuthReplicationData& AGrippableSkeletalMeshActor::GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData)
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{
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#if WITH_PUSH_MODEL
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	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, ClientAuthReplicationData, this);
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#endif
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	return ClientAuthReplicationData;
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}
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FBPInterfaceProperties& AGrippableSkeletalMeshActor::GetVRGripInterfaceSettings(bool bMarkDirty)
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{
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#if WITH_PUSH_MODEL
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	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
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	{
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		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, VRGripInterfaceSettings, this);
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	}
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#endif
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	return VRGripInterfaceSettings;
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}
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FGameplayTagContainer& AGrippableSkeletalMeshActor::GetGameplayTags()
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{
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#if WITH_PUSH_MODEL
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	if (bRepGripSettingsAndGameplayTags)
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		||||
	{
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		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableSkeletalMeshActor, GameplayTags, this);
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	}
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#endif
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	return GameplayTags;
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}
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/////////////////////////////////////////////////
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//- End Push networking getter / setter functions
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/////////////////////////////////////////////////
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| 
						 | 
				
			
			@ -8,6 +8,9 @@
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#include "GripScripts/VRGripScriptBase.h"
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#include "PhysicsEngine/PhysicsAsset.h" // Tmp until epic bug fixes skeletal welding
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		||||
#include "Net/UnrealNetwork.h"
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		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
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#endif
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		||||
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		||||
  //=============================================================================
 | 
			
		||||
UGrippableSkeletalMeshComponent::UGrippableSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
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| 
						 | 
				
			
			@ -44,12 +47,19 @@ void UGrippableSkeletalMeshComponent::GetLifetimeReplicatedProps(TArray< class F
 | 
			
		|||
{
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	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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	DOREPLIFETIME_CONDITION(UGrippableSkeletalMeshComponent, GripLogicScripts, COND_Custom);
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		||||
	DOREPLIFETIME(UGrippableSkeletalMeshComponent, bReplicateGripScripts);
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		||||
	DOREPLIFETIME(UGrippableSkeletalMeshComponent, bRepGripSettingsAndGameplayTags);
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		||||
	DOREPLIFETIME(UGrippableSkeletalMeshComponent, bReplicateMovement);
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		||||
	DOREPLIFETIME_CONDITION(UGrippableSkeletalMeshComponent, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableSkeletalMeshComponent, GameplayTags, COND_Custom);
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		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
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 | 
			
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	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, bReplicateGripScripts, PushModelParams);
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		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, bReplicateMovement, PushModelParams);
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		||||
 | 
			
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	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSkeletalMeshComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSkeletalMeshComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
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| 
						 | 
				
			
			@ -389,4 +399,72 @@ FBodyInstance* UGrippableSkeletalMeshComponent::GetBodyInstance(FName BoneName,
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	return BodyInst;
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGrippableSkeletalMeshComponent::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& UGrippableSkeletalMeshComponent::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSkeletalMeshComponent::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSkeletalMeshComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& UGrippableSkeletalMeshComponent::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UGrippableSkeletalMeshComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSkeletalMeshComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -8,6 +8,11 @@
 | 
			
		|||
#include "GripScripts/VRGripScriptBase.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UGrippableSphereComponent::UGrippableSphereComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -42,12 +47,19 @@ void UGrippableSphereComponent::GetLifetimeReplicatedProps(TArray< class FLifeti
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableSphereComponent, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(UGrippableSphereComponent, bReplicateGripScripts)
 | 
			
		||||
	DOREPLIFETIME(UGrippableSphereComponent, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UGrippableSphereComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableSphereComponent, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableSphereComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableSphereComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSphereComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -319,4 +331,73 @@ void UGrippableSphereComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	GripLogicScripts.Empty();
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGrippableSphereComponent::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& UGrippableSphereComponent::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSphereComponent::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableSphereComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& UGrippableSphereComponent::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UGrippableSphereComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableSphereComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -110,13 +110,20 @@ void AGrippableStaticMeshActor::GetLifetimeReplicatedProps(TArray< class FLifeti
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableStaticMeshActor, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(AGrippableStaticMeshActor, bReplicateGripScripts);
 | 
			
		||||
	DOREPLIFETIME(AGrippableStaticMeshActor, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(AGrippableStaticMeshActor, bAllowIgnoringAttachOnOwner);
 | 
			
		||||
	DOREPLIFETIME(AGrippableStaticMeshActor, ClientAuthReplicationData);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableStaticMeshActor, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AGrippableStaticMeshActor, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, bAllowIgnoringAttachOnOwner, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, ClientAuthReplicationData, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AGrippableStaticMeshActor, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
 | 
			
		||||
	DISABLE_REPLICATED_PRIVATE_PROPERTY(AActor, AttachmentReplication);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -888,4 +895,80 @@ void AGrippableStaticMeshActor::GetSubobjectsWithStableNamesForNetworking(TArray
 | 
			
		|||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void AGrippableStaticMeshActor::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& AGrippableStaticMeshActor::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AGrippableStaticMeshActor::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AGrippableStaticMeshActor::SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner)
 | 
			
		||||
{
 | 
			
		||||
	bAllowIgnoringAttachOnOwner = bNewAllowIgnoringAttachOnOwner;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, bAllowIgnoringAttachOnOwner, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FVRClientAuthReplicationData& AGrippableStaticMeshActor::GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, ClientAuthReplicationData, this);
 | 
			
		||||
#endif
 | 
			
		||||
	return ClientAuthReplicationData;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& AGrippableStaticMeshActor::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& AGrippableStaticMeshActor::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AGrippableStaticMeshActor, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -7,6 +7,9 @@
 | 
			
		|||
#include "VRExpansionFunctionLibrary.h"
 | 
			
		||||
#include "GripScripts/VRGripScriptBase.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UGrippableStaticMeshComponent::UGrippableStaticMeshComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -43,12 +46,19 @@ void UGrippableStaticMeshComponent::GetLifetimeReplicatedProps(TArray< class FLi
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableStaticMeshComponent, GripLogicScripts, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME(UGrippableStaticMeshComponent, bReplicateGripScripts);
 | 
			
		||||
	DOREPLIFETIME(UGrippableStaticMeshComponent, bRepGripSettingsAndGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UGrippableStaticMeshComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableStaticMeshComponent, VRGripInterfaceSettings, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UGrippableStaticMeshComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, bReplicateGripScripts, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, bRepGripSettingsAndGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, GripLogicScripts, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, VRGripInterfaceSettings, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UGrippableStaticMeshComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableStaticMeshComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -314,4 +324,72 @@ void UGrippableStaticMeshComponent::OnComponentDestroyed(bool bDestroyingHierarc
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	GripLogicScripts.Empty();
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UGrippableStaticMeshComponent::SetReplicateGripScripts(bool bNewReplicateGripScripts)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateGripScripts = bNewReplicateGripScripts;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, bReplicateGripScripts, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
TArray<TObjectPtr<UVRGripScriptBase>>& UGrippableStaticMeshComponent::GetGripLogicScripts()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bReplicateGripScripts)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, GripLogicScripts, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GripLogicScripts;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableStaticMeshComponent::SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGripSettingsAndGameplayTags = bNewRepGripSettingsAndGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, bRepGripSettingsAndGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGrippableStaticMeshComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FBPInterfaceProperties& UGrippableStaticMeshComponent::GetVRGripInterfaceSettings(bool bMarkDirty)
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bMarkDirty && bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, VRGripInterfaceSettings, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return VRGripInterfaceSettings;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UGrippableStaticMeshComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGripSettingsAndGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UGrippableStaticMeshComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
| 
						 | 
				
			
			@ -3,11 +3,16 @@
 | 
			
		|||
#include "Grippables/HandSocketComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(HandSocketComponent)
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "UObject/UObjectIterator.h"
 | 
			
		||||
#include "Engine/CollisionProfile.h"
 | 
			
		||||
#include "BoneContainer.h"
 | 
			
		||||
#include "Animation/AnimSequence.h"
 | 
			
		||||
#include "Animation/AnimInstanceProxy.h"
 | 
			
		||||
#include "Animation/PoseSnapshot.h"
 | 
			
		||||
#include "Animation/AnimData/AnimDataModel.h"
 | 
			
		||||
#include "Engine/SkinnedAssetCommon.h"
 | 
			
		||||
#include "Engine/SkinnedAsset.h"
 | 
			
		||||
//#include "VRExpansionFunctionLibrary.h"
 | 
			
		||||
#include "Components/SkeletalMeshComponent.h"
 | 
			
		||||
#include "Components/PoseableMeshComponent.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -17,6 +22,10 @@
 | 
			
		|||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
#include "Serialization/CustomVersion.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
DEFINE_LOG_CATEGORY(LogVRHandSocketComponent);
 | 
			
		||||
 | 
			
		||||
const FGuid FVRHandSocketCustomVersion::GUID(0x5A018B7F, 0x48A7AFDE, 0xAFBEB580, 0xAD575412);
 | 
			
		||||
| 
						 | 
				
			
			@ -775,6 +784,16 @@ void UHandSocketComponent::PoseVisualizationToAnimation(bool bForceRefresh)
 | 
			
		|||
		LocalPoses = HandVisualizerComponent->GetSkinnedAsset()->GetSkeleton()->GetRefLocalPoses();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Check out of the skin cache, the poses don't update otherwise when enabled
 | 
			
		||||
	int32 NumLODs = HandVisualizerComponent->GetNumLODs();
 | 
			
		||||
	HandVisualizerComponent->SkinCacheUsage.Empty(NumLODs);
 | 
			
		||||
 | 
			
		||||
	for (int nLODs = 0; nLODs <= NumLODs; ++nLODs)
 | 
			
		||||
	{
 | 
			
		||||
		HandVisualizerComponent->SkinCacheUsage.Add(ESkinCacheUsage::Disabled);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Now Pose the bones
 | 
			
		||||
	TArray<FName> BonesNames;
 | 
			
		||||
	HandVisualizerComponent->GetBoneNames(BonesNames);
 | 
			
		||||
	int32 Bones = HandVisualizerComponent->GetNumBones();
 | 
			
		||||
| 
						 | 
				
			
			@ -876,10 +895,17 @@ void UHandSocketComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
 | 
			
		|||
void UHandSocketComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
 | 
			
		||||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	
 | 
			
		||||
	DOREPLIFETIME(UHandSocketComponent, bRepGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UHandSocketComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UHandSocketComponent, GameplayTags, COND_Custom);
 | 
			
		||||
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UHandSocketComponent, bRepGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UHandSocketComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UHandSocketComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UHandSocketComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -963,4 +989,47 @@ UHandSocketComponent* UHandSocketComponent::GetHandSocketComponentFromObject(UOb
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	return nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UHandSocketComponent::SetRepGameplayTags(bool bNewRepGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGameplayTags = bNewRepGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UHandSocketComponent, bRepGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UHandSocketComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UHandSocketComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UHandSocketComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UHandSocketComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
//- End Push networking getter / setter functions
 | 
			
		||||
/////////////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
void UHandSocketAnimInstance::NativeInitializeAnimation()
 | 
			
		||||
{
 | 
			
		||||
	Super::NativeInitializeAnimation();
 | 
			
		||||
 | 
			
		||||
	OwningSocket = Cast<UHandSocketComponent>(GetOwningComponent()->GetAttachParent());
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -9,6 +9,10 @@
 | 
			
		|||
#include "GameFramework/Character.h"
 | 
			
		||||
#include "GameFramework/PlayerController.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UVRButtonComponent::UVRButtonComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -48,10 +52,17 @@ void UVRButtonComponent::GetLifetimeReplicatedProps(TArray< class FLifetimePrope
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRButtonComponent, InitialRelativeTransform);
 | 
			
		||||
	DOREPLIFETIME(UVRButtonComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME(UVRButtonComponent, StateChangeAuthorityType);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UVRButtonComponent, bButtonState, COND_InitialOnly);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRButtonComponent, InitialRelativeTransform, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRButtonComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRButtonComponent, StateChangeAuthorityType, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_InitialOnly, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRButtonComponent, bButtonState, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRButtonComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -422,4 +433,28 @@ FVector UVRButtonComponent::SetAxisValue(float SetValue)
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	return vec;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRButtonComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UVRButtonComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRButtonComponent::SetStateChangeAuthorityType(EVRStateChangeAuthorityType NewStateChangeAuthorityType)
 | 
			
		||||
{
 | 
			
		||||
	StateChangeAuthorityType = NewStateChangeAuthorityType;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRButtonComponent, StateChangeAuthorityType, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRButtonComponent::SetButtonState(bool bNewButtonState)
 | 
			
		||||
{
 | 
			
		||||
	bButtonState = bNewButtonState;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRButtonComponent, bButtonState, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -7,6 +7,10 @@
 | 
			
		|||
#include "GripMotionControllerComponent.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UVRDialComponent::UVRDialComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -63,12 +67,19 @@ void UVRDialComponent::GetLifetimeReplicatedProps(TArray< class FLifetimePropert
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRDialComponent, InitialRelativeTransform);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRDialComponent, InitialRelativeTransform, PushModelParams);
 | 
			
		||||
	//DOREPLIFETIME_CONDITION(UVRDialComponent, bIsLerping, COND_InitialOnly);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRDialComponent, bRepGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UVRDialComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UVRDialComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRDialComponent, bRepGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRDialComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRDialComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRDialComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -608,6 +619,11 @@ void UVRDialComponent::ResetInitialDialLocation()
 | 
			
		|||
{
 | 
			
		||||
	// Get our initial relative transform to our parent (or not if un-parented).
 | 
			
		||||
	InitialRelativeTransform = this->GetRelativeTransform();
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRDialComponent, InitialRelativeTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	CurRotBackEnd = 0.0f;
 | 
			
		||||
	CalculateDialProgress();
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -618,4 +634,33 @@ void UVRDialComponent::CalculateDialProgress()
 | 
			
		|||
	LastGripRot = UVRInteractibleFunctionLibrary::GetDeltaAngleFromTransforms(DialRotationAxis, InitialRelativeTransform, CurRelativeTransform);
 | 
			
		||||
	CurRotBackEnd = LastGripRot;
 | 
			
		||||
	AddDialAngle(0.0f, false, true);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void UVRDialComponent::SetRepGameplayTags(bool bNewRepGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGameplayTags = bNewRepGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRDialComponent, bRepGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRDialComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRDialComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UVRDialComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UVRDialComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -7,6 +7,10 @@
 | 
			
		|||
#include "VRExpansionFunctionLibrary.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UVRLeverComponent::UVRLeverComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -85,12 +89,19 @@ void UVRLeverComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProper
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRLeverComponent, InitialRelativeTransform);
 | 
			
		||||
	//DOREPLIFETIME_CONDITION(UVRLeverComponent, bIsLerping, COND_InitialOnly);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRLeverComponent, bRepGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UVRLeverComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UVRLeverComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRLeverComponent, InitialRelativeTransform, PushModelParams);
 | 
			
		||||
	//DOREPLIFETIME_CONDITION(UVRDialComponent, bIsLerping, COND_InitialOnly);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRLeverComponent, bRepGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRLeverComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRLeverComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRLeverComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -655,6 +666,11 @@ void UVRLeverComponent::ResetInitialLeverLocation(bool bAllowThrowingEvents)
 | 
			
		|||
{
 | 
			
		||||
	// Get our initial relative transform to our parent (or not if un-parented).
 | 
			
		||||
	InitialRelativeTransform = this->GetRelativeTransform();
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRLeverComponent, InitialRelativeTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	CalculateCurrentAngle(InitialRelativeTransform);
 | 
			
		||||
	ProccessCurrentState(bIsLerping, bAllowThrowingEvents, bAllowThrowingEvents);
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -816,4 +832,32 @@ float UVRLeverComponent::CalcAngle(EVRInteractibleLeverAxis AxisToCalc, FVector
 | 
			
		|||
 | 
			
		||||
	bIsInFirstTick = false;
 | 
			
		||||
	return ReturnAxis;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRLeverComponent::SetRepGameplayTags(bool bNewRepGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGameplayTags = bNewRepGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRLeverComponent, bRepGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRLeverComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRLeverComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UVRLeverComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UVRLeverComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -9,6 +9,10 @@
 | 
			
		|||
//#include "PhysicsEngine/ConstraintInstance.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
//=============================================================================
 | 
			
		||||
UVRMountComponent::UVRMountComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -58,9 +62,16 @@ void UVRMountComponent::GetLifetimeReplicatedProps(TArray< class FLifetimeProper
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRMountComponent, bRepGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UVRMountComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UVRMountComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRMountComponent, bRepGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRMountComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRMountComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRMountComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -577,8 +588,42 @@ void UVRMountComponent::SetHeld_Implementation(UGripMotionControllerComponent *
 | 
			
		|||
	return FBPInteractionSettings();
 | 
			
		||||
}*/
 | 
			
		||||
 | 
			
		||||
void UVRMountComponent::ResetInitialMountLocation()
 | 
			
		||||
{
 | 
			
		||||
	// Get our initial relative transform to our parent (or not if un-parented).
 | 
			
		||||
	InitialRelativeTransform = this->GetRelativeTransform();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
bool UVRMountComponent::GetGripScripts_Implementation(TArray<UVRGripScriptBase*> & ArrayReference)
 | 
			
		||||
{
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRMountComponent::SetRepGameplayTags(bool bNewRepGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGameplayTags = bNewRepGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRMountComponent, bRepGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRMountComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRMountComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UVRMountComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UVRMountComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -8,6 +8,10 @@
 | 
			
		|||
#include "GripMotionControllerComponent.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
  //=============================================================================
 | 
			
		||||
UVRSliderComponent::UVRSliderComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -84,13 +88,20 @@ void UVRSliderComponent::GetLifetimeReplicatedProps(TArray< class FLifetimePrope
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRSliderComponent, InitialRelativeTransform);
 | 
			
		||||
	DOREPLIFETIME(UVRSliderComponent, SplineComponentToFollow);
 | 
			
		||||
	//DOREPLIFETIME_CONDITION(UVRSliderComponent, bIsLerping, COND_InitialOnly);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UVRSliderComponent, bRepGameplayTags);
 | 
			
		||||
	DOREPLIFETIME(UVRSliderComponent, bReplicateMovement);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UVRSliderComponent, GameplayTags, COND_Custom);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRSliderComponent, InitialRelativeTransform, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRSliderComponent, SplineComponentToFollow, PushModelParams);
 | 
			
		||||
	//DOREPLIFETIME_CONDITION(UVRDialComponent, bIsLerping, COND_InitialOnly);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRSliderComponent, bRepGameplayTags, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRSliderComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_Custom, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UVRSliderComponent, GameplayTags, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRSliderComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -897,6 +908,10 @@ void UVRSliderComponent::SetSplineComponentToFollow(USplineComponent * SplineToF
 | 
			
		|||
{
 | 
			
		||||
	SplineComponentToFollow = SplineToFollow;
 | 
			
		||||
	
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRSliderComponent, SplineComponentToFollow, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	if (SplineToFollow != nullptr)
 | 
			
		||||
		ResetToParentSplineLocation();
 | 
			
		||||
	else
 | 
			
		||||
| 
						 | 
				
			
			@ -907,6 +922,11 @@ void UVRSliderComponent::ResetInitialSliderLocation()
 | 
			
		|||
{
 | 
			
		||||
	// Get our initial relative transform to our parent (or not if un-parented).
 | 
			
		||||
	InitialRelativeTransform = this->GetRelativeTransform();
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRSliderComponent, InitialRelativeTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	ResetToParentSplineLocation();
 | 
			
		||||
 | 
			
		||||
	if (SplineComponentToFollow == nullptr)
 | 
			
		||||
| 
						 | 
				
			
			@ -990,4 +1010,32 @@ float UVRSliderComponent::CalculateSliderProgress()
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
	return CurrentSliderProgress;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRSliderComponent::SetRepGameplayTags(bool bNewRepGameplayTags)
 | 
			
		||||
{
 | 
			
		||||
	bRepGameplayTags = bNewRepGameplayTags;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRSliderComponent, bRepGameplayTags, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UVRSliderComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UVRSliderComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FGameplayTagContainer& UVRSliderComponent::GetGameplayTags()
 | 
			
		||||
{
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	if (bRepGameplayTags)
 | 
			
		||||
	{
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(UVRSliderComponent, GameplayTags, this);
 | 
			
		||||
	}
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	return GameplayTags;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -4,6 +4,7 @@
 | 
			
		|||
#include UE_INLINE_GENERATED_CPP_BY_NAME(CollisionIgnoreSubsystem)
 | 
			
		||||
 | 
			
		||||
#include "Components/SkeletalMeshComponent.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
 | 
			
		||||
#include "VRGlobalSettings.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -92,6 +93,16 @@ void UCollisionIgnoreSubsystem::ConstructInput()
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UCollisionIgnoreSubsystem::Deinitialize()
 | 
			
		||||
{
 | 
			
		||||
	Super::Deinitialize();
 | 
			
		||||
 | 
			
		||||
	if (UpdateHandle.IsValid())
 | 
			
		||||
	{
 | 
			
		||||
		GetWorld()->GetTimerManager().ClearTimer(UpdateHandle);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void UCollisionIgnoreSubsystem::UpdateTimer(bool bChangesWereMade)
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -30,7 +30,10 @@ void UNoRepSphereComponent::GetLifetimeReplicatedProps(TArray< class FLifetimePr
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UNoRepSphereComponent, bReplicateMovement);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UNoRepSphereComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	RESET_REPLIFETIME_CONDITION_PRIVATE_PROPERTY(USceneComponent, AttachParent, COND_InitialOnly);
 | 
			
		||||
	RESET_REPLIFETIME_CONDITION_PRIVATE_PROPERTY(USceneComponent, AttachSocketName, COND_InitialOnly);
 | 
			
		||||
| 
						 | 
				
			
			@ -41,6 +44,14 @@ void UNoRepSphereComponent::GetLifetimeReplicatedProps(TArray< class FLifetimePr
 | 
			
		|||
	//DISABLE_REPLICATED_PRIVATE_PROPERTY(AActor, AttachmentReplication);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UNoRepSphereComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UNoRepSphereComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UNoRepSphereComponent::PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker)
 | 
			
		||||
{
 | 
			
		||||
	Super::PreReplication(ChangedPropertyTracker);
 | 
			
		||||
| 
						 | 
				
			
			@ -95,6 +106,15 @@ void UInversePhysicsSkeletalMeshComponent::PreReplication(IRepChangedPropertyTra
 | 
			
		|||
	DOREPLIFETIME_ACTIVE_OVERRIDE_FAST(USceneComponent, RelativeScale3D, bReplicateMovement);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void UInversePhysicsSkeletalMeshComponent::SetReplicateMovement(bool bNewReplicateMovement)
 | 
			
		||||
{
 | 
			
		||||
	bReplicateMovement = bNewReplicateMovement;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UInversePhysicsSkeletalMeshComponent, bReplicateMovement, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UInversePhysicsSkeletalMeshComponent::EndPhysicsTickComponentVR(FSkeletalMeshComponentEndPhysicsTickFunctionVR& ThisTickFunction)
 | 
			
		||||
{
 | 
			
		||||
	//IMPORTANT!
 | 
			
		||||
| 
						 | 
				
			
			@ -632,7 +652,10 @@ void UInversePhysicsSkeletalMeshComponent::GetLifetimeReplicatedProps(TArray< cl
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(UInversePhysicsSkeletalMeshComponent, bReplicateMovement);
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UInversePhysicsSkeletalMeshComponent, bReplicateMovement, PushModelParams);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
AOptionalRepGrippableSkeletalMeshActor::AOptionalRepGrippableSkeletalMeshActor(const FObjectInitializer& ObjectInitializer) :
 | 
			
		||||
| 
						 | 
				
			
			@ -646,8 +669,11 @@ void AOptionalRepGrippableSkeletalMeshActor::GetLifetimeReplicatedProps(TArray<
 | 
			
		|||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(AOptionalRepGrippableSkeletalMeshActor, bIgnoreAttachmentReplication);
 | 
			
		||||
	DOREPLIFETIME(AOptionalRepGrippableSkeletalMeshActor, bIgnorePhysicsReplication);
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_InitialOnly, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AOptionalRepGrippableSkeletalMeshActor, bIgnoreAttachmentReplication, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AOptionalRepGrippableSkeletalMeshActor, bIgnorePhysicsReplication, PushModelParamsWithCondition);
 | 
			
		||||
 | 
			
		||||
	if (bIgnoreAttachmentReplication)
 | 
			
		||||
	{
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,8 +3,11 @@
 | 
			
		|||
#include "Misc/VRAIPerceptionOverrides.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRAIPerceptionOverrides)
 | 
			
		||||
 | 
			
		||||
#include "EngineDefines.h"
 | 
			
		||||
#include "EngineGlobals.h"
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
//#include "EngineDefines.h"
 | 
			
		||||
//#include "EngineGlobals.h"
 | 
			
		||||
#include "CollisionQueryParams.h"
 | 
			
		||||
//#include "Engine/Engine.h"
 | 
			
		||||
#include "AISystem.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -45,12 +48,12 @@ DECLARE_CYCLE_STAT(TEXT("Perception Sense: Sight, Process pending result"), STAT
 | 
			
		|||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
static const int32 DefaultMaxTracesPerTick = 6;
 | 
			
		||||
static const int32 DefaultMaxAsyncTracesPerTick = 10;
 | 
			
		||||
static const int32 DefaultMinQueriesPerTimeSliceCheck = 40;
 | 
			
		||||
static const float DefaultPendingQueriesBudgetReductionRatio = 0.5f;
 | 
			
		||||
static const bool bDefaultUseAsynchronousTraceForDefaultSightQueries = false;
 | 
			
		||||
static const float DefaultStimulusStrength = 1.f;
 | 
			
		||||
constexpr int32 DefaultMaxTracesPerTick = 6;
 | 
			
		||||
constexpr int32 DefaultMaxAsyncTracesPerTick = 10;
 | 
			
		||||
constexpr int32 DefaultMinQueriesPerTimeSliceCheck = 40;
 | 
			
		||||
constexpr float DefaultPendingQueriesBudgetReductionRatio = 0.5f;
 | 
			
		||||
constexpr bool bDefaultUseAsynchronousTraceForDefaultSightQueries = false;
 | 
			
		||||
constexpr float DefaultStimulusStrength = 1.f;
 | 
			
		||||
 | 
			
		||||
enum class EForEachResult : uint8
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -111,7 +114,7 @@ FORCEINLINE_DEBUGGABLE bool CheckIsTargetInSightPie(const FPerceptionListener& L
 | 
			
		|||
const FAISightTargetVR::FTargetId FAISightTargetVR::InvalidTargetId = FAISystem::InvalidUnsignedID;
 | 
			
		||||
 | 
			
		||||
FAISightTargetVR::FAISightTargetVR(AActor* InTarget, FGenericTeamId InTeamId)
 | 
			
		||||
	: Target(InTarget), SightTargetInterface(NULL), TeamId(InTeamId)
 | 
			
		||||
	: Target(InTarget), SightTargetInterface(nullptr), TeamId(InTeamId)
 | 
			
		||||
{
 | 
			
		||||
	if (InTarget)
 | 
			
		||||
	{
 | 
			
		||||
| 
						 | 
				
			
			@ -139,8 +142,10 @@ UAISense_Sight_VR::FDigestedSightProperties::FDigestedSightProperties(const UAIS
 | 
			
		|||
}
 | 
			
		||||
 | 
			
		||||
UAISense_Sight_VR::FDigestedSightProperties::FDigestedSightProperties()
 | 
			
		||||
	: PeripheralVisionAngleCos(0.f), SightRadiusSq(-1.f), AutoSuccessRangeSqFromLastSeenLocation(FAISystem::InvalidRange), LoseSightRadiusSq(-1.f), PointOfViewBackwardOffset(0.0f), NearClippingRadiusSq(0.0f), AffiliationFlags(-1)
 | 
			
		||||
{}
 | 
			
		||||
	: PeripheralVisionAngleCos(0.f), SightRadiusSq(-1.f), AutoSuccessRangeSqFromLastSeenLocation(FAISystem::InvalidRange), LoseSightRadiusSq(-1.f), PointOfViewBackwardOffset(0.0f), NearClippingRadiusSq(0.0f)
 | 
			
		||||
{
 | 
			
		||||
	AffiliationFlags = FAISenseAffiliationFilter::DetectAllFlags();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------//
 | 
			
		||||
| 
						 | 
				
			
			@ -338,7 +343,7 @@ float UAISense_Sight_VR::Update()
 | 
			
		|||
#if AISENSE_SIGHT_TIMESLICING_DEBUG
 | 
			
		||||
	UE::AISense_SightVR::FTimingSlicingInfo SlicingInfo;
 | 
			
		||||
#endif // AISENSE_SIGHT_TIMESLICING_DEBUG
 | 
			
		||||
	static const int32 InitialInvalidItemsSize = 16;
 | 
			
		||||
	constexpr int32 InitialInvalidItemsSize = 16;
 | 
			
		||||
	enum class EOperationType : uint8
 | 
			
		||||
	{
 | 
			
		||||
		Remove,
 | 
			
		||||
| 
						 | 
				
			
			@ -488,7 +493,7 @@ float UAISense_Sight_VR::Update()
 | 
			
		|||
			});
 | 
			
		||||
		// Do all the removes first and save the out of range swaps because we will insert them at the right location to prevent sorting
 | 
			
		||||
		TArray<FAISightQueryVR> SightQueriesOutOfRangeToInsert;
 | 
			
		||||
		for (FQueryOperation& Operation : QueryOperations)
 | 
			
		||||
		for (const FQueryOperation& Operation : QueryOperations)
 | 
			
		||||
		{
 | 
			
		||||
			switch (Operation.OpType)
 | 
			
		||||
			{
 | 
			
		||||
| 
						 | 
				
			
			@ -520,12 +525,12 @@ float UAISense_Sight_VR::Update()
 | 
			
		|||
			if (Operation.bInRange)
 | 
			
		||||
			{
 | 
			
		||||
				// In range queries are always sorted at the beginning of the update
 | 
			
		||||
				SightQueriesInRange.RemoveAtSwap(Operation.Index, 1, /*bAllowShrinking*/false);
 | 
			
		||||
				SightQueriesInRange.RemoveAtSwap(Operation.Index, 1, EAllowShrinking::No);
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				// Preserve the list ordered
 | 
			
		||||
				SightQueriesOutOfRange.RemoveAt(Operation.Index, 1, /*bAllowShrinking*/false);
 | 
			
		||||
				SightQueriesOutOfRange.RemoveAt(Operation.Index, 1, EAllowShrinking::No);
 | 
			
		||||
				if (Operation.Index < NextOutOfRangeIndex)
 | 
			
		||||
				{
 | 
			
		||||
					NextOutOfRangeIndex--;
 | 
			
		||||
| 
						 | 
				
			
			@ -547,7 +552,7 @@ float UAISense_Sight_VR::Update()
 | 
			
		|||
			for (const auto& TargetId : InvalidTargets)
 | 
			
		||||
			{
 | 
			
		||||
				// remove affected queries
 | 
			
		||||
				RemoveAllQueriesToTarget(TargetId);
 | 
			
		||||
				RemoveAllQueriesToTarget_Internal(TargetId);
 | 
			
		||||
				// remove target itself
 | 
			
		||||
				ObservedTargets.Remove(TargetId);
 | 
			
		||||
			}
 | 
			
		||||
| 
						 | 
				
			
			@ -751,7 +756,7 @@ void UAISense_Sight_VR::OnPendingTraceQueryProcessed(const FTraceHandle& TraceHa
 | 
			
		|||
void UAISense_Sight_VR::OnPendingQueryProcessed(const int32 SightQueryIndex, const bool bIsVisible, const float StimulusStrength, const FVector& SeenLocation, const TOptional<int32>& UserData, const TOptional<AActor*> InTargetActor)
 | 
			
		||||
{
 | 
			
		||||
	FAISightQueryVR SightQuery = SightQueriesPending[SightQueryIndex];
 | 
			
		||||
	SightQueriesPending.RemoveAtSwap(SightQueryIndex, 1, false);
 | 
			
		||||
	SightQueriesPending.RemoveAtSwap(SightQueryIndex, 1, EAllowShrinking::No);
 | 
			
		||||
 | 
			
		||||
	AIPerception::FListenerMap& ListenersMap = *GetListeners();
 | 
			
		||||
	FPerceptionListener* Listener = ListenersMap.Find(SightQuery.ObserverId);
 | 
			
		||||
| 
						 | 
				
			
			@ -855,7 +860,7 @@ void UAISense_Sight_VR::UnregisterSource(AActor& SourceActor)
 | 
			
		|||
						Listener.RegisterStimulus(TargetActor, FAIStimulus(*this, 0.f, SightQuery->LastSeenLocation, Listener.CachedLocation, FAIStimulus::SensingFailed));
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					SightQueries.RemoveAtSwap(QueryIndex, 1, /*bAllowShrinking=*/false);
 | 
			
		||||
					SightQueries.RemoveAtSwap(QueryIndex, 1, EAllowShrinking::No);
 | 
			
		||||
					return EReverseForEachResult::Modified;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1015,7 +1020,7 @@ void UAISense_Sight_VR::OnListenerUpdateImpl(const FPerceptionListener& UpdatedL
 | 
			
		|||
	// see if this listener is a Target as well
 | 
			
		||||
	const FAISightTargetVR::FTargetId AsTargetId = UpdatedListener.GetBodyActorUniqueID();
 | 
			
		||||
	FAISightTargetVR* AsTarget = ObservedTargets.Find(AsTargetId);
 | 
			
		||||
	if (AsTarget != NULL)
 | 
			
		||||
	if (AsTarget != nullptr)
 | 
			
		||||
	{
 | 
			
		||||
		if (AsTarget->Target.IsValid())
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -1126,13 +1131,11 @@ void UAISense_Sight_VR::RemoveAllQueriesByListener(const FPerceptionListener& Li
 | 
			
		|||
			{
 | 
			
		||||
				OnRemoveFunc(SightQuery);
 | 
			
		||||
			}
 | 
			
		||||
			SightQueries.RemoveAtSwap(QueryIndex, 1, /*bAllowShrinking=*/false);
 | 
			
		||||
			SightQueries.RemoveAtSwap(QueryIndex, 1, EAllowShrinking::No);
 | 
			
		||||
 | 
			
		||||
			return EReverseForEachResult::Modified;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		return EReverseForEachResult::UnTouched;
 | 
			
		||||
	};
 | 
			
		||||
	ReverseForEach(SightQueriesInRange, RemoveQuery);
 | 
			
		||||
| 
						 | 
				
			
			@ -1148,6 +1151,12 @@ void UAISense_Sight_VR::RemoveAllQueriesToTarget(const FAISightTargetVR::FTarget
 | 
			
		|||
{
 | 
			
		||||
	SCOPE_CYCLE_COUNTER(STAT_AI_Sense_Sight_RemoveToTarget);
 | 
			
		||||
	UE_MT_SCOPED_WRITE_ACCESS(QueriesListAccessDetector);
 | 
			
		||||
	RemoveAllQueriesToTarget_Internal(TargetId, OnRemoveFunc);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UAISense_Sight_VR::RemoveAllQueriesToTarget_Internal(const FAISightTargetVR::FTargetId& TargetId, const TFunction<void(const FAISightQueryVR&)>& OnRemoveFunc/*= nullptr */)
 | 
			
		||||
{
 | 
			
		||||
	SCOPE_CYCLE_COUNTER(STAT_AI_Sense_Sight_RemoveToTarget);
 | 
			
		||||
 | 
			
		||||
	auto RemoveQuery = [&TargetId, &OnRemoveFunc](TArray<FAISightQueryVR>& SightQueries, const int32 QueryIndex)->EReverseForEachResult
 | 
			
		||||
	{
 | 
			
		||||
| 
						 | 
				
			
			@ -1159,7 +1168,7 @@ void UAISense_Sight_VR::RemoveAllQueriesToTarget(const FAISightTargetVR::FTarget
 | 
			
		|||
			{
 | 
			
		||||
				OnRemoveFunc(SightQuery);
 | 
			
		||||
			}
 | 
			
		||||
			SightQueries.RemoveAtSwap(QueryIndex, 1, /*bAllowShrinking=*/false);
 | 
			
		||||
			SightQueries.RemoveAtSwap(QueryIndex, 1, EAllowShrinking::No);
 | 
			
		||||
 | 
			
		||||
			return EReverseForEachResult::Modified;
 | 
			
		||||
		}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -8,9 +8,11 @@
 | 
			
		|||
#include "ReferenceSkeleton.h"
 | 
			
		||||
#include "DrawDebugHelpers.h"
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
#include "Chaos/ImplicitObject.h"
 | 
			
		||||
#include "Chaos/TriangleMeshImplicitObject.h"
 | 
			
		||||
#include "Chaos/ShapeInstance.h"
 | 
			
		||||
#include "Chaos/DebugDrawQueue.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#include "Physics/PhysicsInterfaceCore.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -231,8 +233,8 @@ void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver(float DeltaTime)
 | 
			
		|||
				if (FPhysicsInterface::IsValid(ActorHandle) /*&& FPhysicsInterface::IsRigidBody(ActorHandle)*/)
 | 
			
		||||
				{
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
					if (bDebugDrawCollision)
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
					if (false)//bDebugDrawCollision)
 | 
			
		||||
					{
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().SetConsumerActive(this, true); // Need to deactivate this later as well
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().SetMaxCost(20000);
 | 
			
		||||
| 
						 | 
				
			
			@ -251,8 +253,8 @@ void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver(float DeltaTime)
 | 
			
		|||
						FTransform GlobalPoseInv = GlobalPose.Inverse();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
						if (bDebugDrawCollision)
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
						if (false)//bDebugDrawCollision)
 | 
			
		||||
						{
 | 
			
		||||
							Chaos::FDebugDrawQueue::GetInstance().SetRegionOfInterest(GlobalPose.GetLocation(), 100.0f);
 | 
			
		||||
						}
 | 
			
		||||
| 
						 | 
				
			
			@ -305,33 +307,33 @@ void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver(float DeltaTime)
 | 
			
		|||
								}
 | 
			
		||||
							}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
							if (bDebugDrawCollision)
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
							if (false)//bDebugDrawCollision)
 | 
			
		||||
							{
 | 
			
		||||
								const Chaos::FImplicitObject* ShapeImplicit = Shape.Shape->GetGeometry().Get();
 | 
			
		||||
								Chaos::EImplicitObjectType Type = ShapeImplicit->GetType();
 | 
			
		||||
								/*const Chaos::FImplicitObject& ShapeImplicit = Shape.GetGeometry();
 | 
			
		||||
								Chaos::EImplicitObjectType Type = ShapeImplicit.GetType();
 | 
			
		||||
 | 
			
		||||
								FTransform shapeTransform = FPhysicsInterface::GetLocalTransform(Shape);
 | 
			
		||||
								FTransform FinalTransform = shapeTransform * GlobalPose;
 | 
			
		||||
								Chaos::FRigidTransform3 RigTransform(FinalTransform);
 | 
			
		||||
								Chaos::DebugDraw::DrawShape(RigTransform, ShapeImplicit, Chaos::FShapeOrShapesArray(), FColor::White);
 | 
			
		||||
								Chaos::DebugDraw::DrawShape(RigTransform, &ShapeImplicit, Shape.Shape, FColor::White);*/
 | 
			
		||||
							}
 | 
			
		||||
#endif
 | 
			
		||||
						}
 | 
			
		||||
					});
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
					if (bDebugDrawCollision)
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
					if (false)//bDebugDrawCollision)
 | 
			
		||||
					{
 | 
			
		||||
						// Get the latest commands
 | 
			
		||||
						TArray<Chaos::FLatentDrawCommand> DrawCommands;
 | 
			
		||||
						/*TArray<Chaos::FLatentDrawCommand> DrawCommands;
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().ExtractAllElements(DrawCommands);
 | 
			
		||||
						if (DrawCommands.Num())
 | 
			
		||||
						{
 | 
			
		||||
							DebugDrawMesh(DrawCommands);
 | 
			
		||||
						}
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().SetConsumerActive(this, false); // Need to deactivate this later as well
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().SetEnabled(false);
 | 
			
		||||
						Chaos::FDebugDrawQueue::GetInstance().SetEnabled(false);*/
 | 
			
		||||
					}
 | 
			
		||||
#endif
 | 
			
		||||
				}
 | 
			
		||||
| 
						 | 
				
			
			@ -341,7 +343,8 @@ void UVREPhysicalAnimationComponent::UpdateWeldedBoneDriver(float DeltaTime)
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
/*
 | 
			
		||||
void UVREPhysicalAnimationComponent::DebugDrawMesh(const TArray<Chaos::FLatentDrawCommand>& DrawCommands)
 | 
			
		||||
{
 | 
			
		||||
	UWorld* World = this->GetWorld();
 | 
			
		||||
| 
						 | 
				
			
			@ -382,5 +385,5 @@ void UVREPhysicalAnimationComponent::DebugDrawMesh(const TArray<Chaos::FLatentDr
 | 
			
		|||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
}*/
 | 
			
		||||
#endif
 | 
			
		||||
| 
						 | 
				
			
			@ -4,7 +4,7 @@
 | 
			
		|||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRFullScreenUserWidget)
 | 
			
		||||
 | 
			
		||||
//#include "Components/PostProcessComponent.h"
 | 
			
		||||
//#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/GameInstance.h"
 | 
			
		||||
#include "Engine/GameViewportClient.h"
 | 
			
		||||
#include "Engine/TextureRenderTarget2D.h"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,9 @@
 | 
			
		|||
#include "Misc/VRLogComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRLogComponent)
 | 
			
		||||
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "GenericPlatform\GenericPlatformInputDeviceMapper.h"
 | 
			
		||||
#include "Engine\GameViewportClient.h"
 | 
			
		||||
#include "GlobalRenderResources.h"
 | 
			
		||||
 | 
			
		||||
//#include "Engine/Engine.h"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,8 @@
 | 
			
		|||
#include "Misc/VRPlayerStart.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRPlayerStart)
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "Components/CapsuleComponent.h"
 | 
			
		||||
#include "Components/BillboardComponent.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,12 +3,17 @@
 | 
			
		|||
#include "Misc/VRRenderTargetManager.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRRenderTargetManager)
 | 
			
		||||
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "GlobalRenderResources.h"
 | 
			
		||||
#include "Components/ActorComponent.h"
 | 
			
		||||
#include "Kismet/GameplayStatics.h"
 | 
			
		||||
#include "GameFramework\Pawn.h"
 | 
			
		||||
#include "GameFramework/PlayerState.h"
 | 
			
		||||
#include "GameFramework/PlayerController.h"
 | 
			
		||||
#include "Engine/TextureRenderTarget2D.h"
 | 
			
		||||
#include "Engine/Texture2D.h"
 | 
			
		||||
#include "TextureResource.h"
 | 
			
		||||
#include "PixelFormat.h"
 | 
			
		||||
#include "CanvasTypes.h"
 | 
			
		||||
#include "Kismet/KismetMathLibrary.h"
 | 
			
		||||
#include "Kismet/KismetRenderingLibrary.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -279,7 +284,7 @@ void UVRRenderTargetManager::DrawOperations()
 | 
			
		|||
 | 
			
		||||
	UWorld* World = GetWorld();
 | 
			
		||||
 | 
			
		||||
	if (!World || !World->bBegunPlay)
 | 
			
		||||
	if (!World || !World->GetBegunPlay())
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	// Reference to the Render Target resource
 | 
			
		||||
| 
						 | 
				
			
			@ -485,14 +490,24 @@ void ARenderTargetReplicationProxy::SendNextDataBlob()
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ARenderTargetReplicationProxy::EndPlay(const EEndPlayReason::Type EndPlayReason)
 | 
			
		||||
{
 | 
			
		||||
	if (SendTimer_Handle.IsValid())
 | 
			
		||||
		GetWorld()->GetTimerManager().ClearTimer(SendTimer_Handle);
 | 
			
		||||
 | 
			
		||||
	Super::EndPlay(EndPlayReason);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
//=============================================================================
 | 
			
		||||
void ARenderTargetReplicationProxy::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty >& OutLifetimeProps) const
 | 
			
		||||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_InitialOnly, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME(ARenderTargetReplicationProxy, OwningManager);
 | 
			
		||||
	DOREPLIFETIME(ARenderTargetReplicationProxy, OwnersID);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(ARenderTargetReplicationProxy, OwningManager, PushModelParamsWithCondition);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(ARenderTargetReplicationProxy, OwnersID, PushModelParamsWithCondition);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ARenderTargetReplicationProxy::ReceiveTextureBlob_Implementation(const TArray<uint8>& TextureBlob, int32 LocationInData, int32 BlobNumber)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -0,0 +1,207 @@
 | 
			
		|||
 | 
			
		||||
#include "Mover/VRMoverComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRMoverComponent)
 | 
			
		||||
 | 
			
		||||
#include "VRBPDatatypes.h"
 | 
			
		||||
#include "DefaultMovementSet\LayeredMoves\BasicLayeredMoves.h"
 | 
			
		||||
#include "Engine/BlueprintGeneratedClass.h"
 | 
			
		||||
#include "Curves\CurveFloat.h" // Delete after tests, only needed for cloning
 | 
			
		||||
#include "ReplicatedVRCameraComponent.h"
 | 
			
		||||
 | 
			
		||||
DEFINE_LOG_CATEGORY(LogVRMoverComponent);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
static const FName Name_CharacterMotionComponent(TEXT("MoverComponent"));
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
 | 
			
		||||
	Layered move to inject VR movement into the mover component
 | 
			
		||||
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
FLayeredMove_VRMovement::FLayeredMove_VRMovement()
 | 
			
		||||
	: Velocity(FVector::ZeroVector)
 | 
			
		||||
	, MagnitudeOverTime(nullptr)
 | 
			
		||||
	, SettingsFlags(0)
 | 
			
		||||
{
 | 
			
		||||
	// This should never end
 | 
			
		||||
	DurationMs = -1.0f;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool FLayeredMove_VRMovement::IsFinished(float CurrentSimTimeMs) const
 | 
			
		||||
{
 | 
			
		||||
	// We never end the VR velocity injection
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool FLayeredMove_VRMovement::GenerateMove(const FMoverTickStartData& SimState, const FMoverTimeStep& TimeStep, const UMoverComponent* MoverComp, UMoverBlackboard* SimBlackboard, FProposedMove& OutProposedMove)
 | 
			
		||||
{
 | 
			
		||||
	const FMoverDefaultSyncState* SyncState = SimState.SyncState.SyncStateCollection.FindDataByType<FMoverDefaultSyncState>();
 | 
			
		||||
	check(SyncState);
 | 
			
		||||
 | 
			
		||||
	const float DeltaSeconds = TimeStep.StepMs * 0.001f;
 | 
			
		||||
 | 
			
		||||
	// Convert starting velocity based on starting orientation, if settings call for it
 | 
			
		||||
	if (SettingsFlags & (uint8)ELayeredMove_ConstantVelocitySettingsFlags::VelocityStartRelative &&
 | 
			
		||||
		StartSimTimeMs == TimeStep.BaseSimTimeMs)
 | 
			
		||||
	{
 | 
			
		||||
		SettingsFlags &= ~(uint8)ELayeredMove_ConstantVelocitySettingsFlags::VelocityStartRelative;
 | 
			
		||||
		Velocity = SyncState->GetOrientation_WorldSpace().RotateVector(Velocity);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	FVector VelocityThisFrame = Velocity;
 | 
			
		||||
 | 
			
		||||
	// Put velocity into worldspace
 | 
			
		||||
	if (SettingsFlags & (uint8)ELayeredMove_ConstantVelocitySettingsFlags::VelocityAlwaysRelative)
 | 
			
		||||
	{
 | 
			
		||||
		VelocityThisFrame = SyncState->GetOrientation_WorldSpace().RotateVector(Velocity);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (MagnitudeOverTime && DurationMs > 0)
 | 
			
		||||
	{
 | 
			
		||||
		const float TimeValue = DurationMs > 0.f ? FMath::Clamp((TimeStep.BaseSimTimeMs - StartSimTimeMs) / DurationMs, 0.f, 1.f) : TimeStep.BaseSimTimeMs;
 | 
			
		||||
		const float TimeFactor = MagnitudeOverTime->GetFloatValue(TimeValue);
 | 
			
		||||
		VelocityThisFrame *= TimeFactor;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	OutProposedMove.LinearVelocity = VelocityThisFrame;
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FLayeredMoveBase* FLayeredMove_VRMovement::Clone() const
 | 
			
		||||
{
 | 
			
		||||
	FLayeredMove_VRMovement* CopyPtr = new FLayeredMove_VRMovement(*this);
 | 
			
		||||
	return CopyPtr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void FLayeredMove_VRMovement::NetSerialize(FArchive& Ar)
 | 
			
		||||
{
 | 
			
		||||
	Super::NetSerialize(Ar);
 | 
			
		||||
 | 
			
		||||
	SerializePackedVector<10, 16>(Velocity, Ar);
 | 
			
		||||
	Ar << SettingsFlags;
 | 
			
		||||
	Ar << MagnitudeOverTime;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
UScriptStruct* FLayeredMove_VRMovement::GetScriptStruct() const
 | 
			
		||||
{
 | 
			
		||||
	return FLayeredMove_VRMovement::StaticStruct();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FString FLayeredMove_VRMovement::ToSimpleString() const
 | 
			
		||||
{
 | 
			
		||||
	return FString::Printf(TEXT("LinearVelocity"));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void FLayeredMove_VRMovement::AddReferencedObjects(class FReferenceCollector& Collector)
 | 
			
		||||
{
 | 
			
		||||
	Super::AddReferencedObjects(Collector);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
 | 
			
		||||
	VR HMD Sync State to store the HMD velocities
 | 
			
		||||
	Which should be pulled from input somehow
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
FMoverDataStructBase* FVRMoverHMDSyncState::Clone() const
 | 
			
		||||
{
 | 
			
		||||
	// TODO: ensure that this memory allocation jives with deletion method
 | 
			
		||||
	FVRMoverHMDSyncState* CopyPtr = new FVRMoverHMDSyncState(*this);
 | 
			
		||||
	return CopyPtr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool FVRMoverHMDSyncState::NetSerialize(FArchive& Ar, UPackageMap* Map, bool& bOutSuccess)
 | 
			
		||||
{
 | 
			
		||||
	Super::NetSerialize(Ar, Map, bOutSuccess);
 | 
			
		||||
 | 
			
		||||
	SerializeFixedVector<2, 8>(MoveDirectionIntent, Ar);
 | 
			
		||||
	bOutSuccess = true;
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
AVRMoverBasePawn::AVRMoverBasePawn(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	CharacterMotionComponent = CreateDefaultSubobject<UMoverComponent>(Name_CharacterMotionComponent);
 | 
			
		||||
	ensure(CharacterMotionComponent);
 | 
			
		||||
 | 
			
		||||
	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
 | 
			
		||||
	PrimaryActorTick.bCanEverTick = true;
 | 
			
		||||
 | 
			
		||||
	SetReplicatingMovement(false);	// disable Actor-level movement replication, since our Mover component will handle it
 | 
			
		||||
 | 
			
		||||
	// Let the code know if blueprints have implemented input
 | 
			
		||||
	auto IsImplementedInBlueprint = [](const UFunction* Func) -> bool
 | 
			
		||||
	{
 | 
			
		||||
		return Func && ensure(Func->GetOuter())
 | 
			
		||||
			&& Func->GetOuter()->IsA(UBlueprintGeneratedClass::StaticClass());
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	static FName ProduceInputBPFuncName = FName(TEXT("OnProduceInputInBlueprint"));
 | 
			
		||||
	UFunction* ProduceInputFunction = GetClass()->FindFunctionByName(ProduceInputBPFuncName);
 | 
			
		||||
	bHasProduceInputinBpFunc = IsImplementedInBlueprint(ProduceInputFunction);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AVRMoverBasePawn::BeginPlay()
 | 
			
		||||
{
 | 
			
		||||
	Super::BeginPlay();
 | 
			
		||||
 | 
			
		||||
	// In constructor for the data instead of begin play? Might even be able to queue the layered move there too
 | 
			
		||||
	if (IsValid(CharacterMotionComponent))
 | 
			
		||||
	{ 
 | 
			
		||||
		// Add the sync data for our layered HMD movement injection
 | 
			
		||||
		CharacterMotionComponent->PersistentSyncStateDataTypes.Add(FMoverDataPersistence(FVRMoverHMDSyncState::StaticStruct(), true));
 | 
			
		||||
 | 
			
		||||
		// Needs to be handled off of possession instead?
 | 
			
		||||
		if (HasLocalNetOwner())
 | 
			
		||||
		{
 | 
			
		||||
			// Add the persistant HMDlayered move addition
 | 
			
		||||
			TSharedPtr<FLayeredMove_VRMovement> VRMoveLayer = MakeShared<FLayeredMove_VRMovement>();
 | 
			
		||||
			CharacterMotionComponent->QueueLayeredMove(VRMoveLayer);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
UPrimitiveComponent* AVRMoverBasePawn::GetMovementBase() const
 | 
			
		||||
{
 | 
			
		||||
	return CharacterMotionComponent ? CharacterMotionComponent->GetMovementBase() : nullptr;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void AVRMoverBasePawn::ProduceInput_Implementation(int32 SimTimeMs, FMoverInputCmdContext& InputCmdResult)
 | 
			
		||||
{
 | 
			
		||||
	OnProduceInput((float)SimTimeMs, InputCmdResult);
 | 
			
		||||
 | 
			
		||||
	if (bHasProduceInputinBpFunc)
 | 
			
		||||
	{
 | 
			
		||||
		InputCmdResult = OnProduceInputInBlueprint((float)SimTimeMs, InputCmdResult);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void AVRMoverBasePawn::OnProduceInput(float DeltaMs, FMoverInputCmdContext& OutInputCmd)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	// Generate user commands. Called right before the Character movement simulation will tick (for a locally controlled pawn)
 | 
			
		||||
	// This isn't meant to be the best way of doing a camera system. It is just meant to show a couple of ways it may be done
 | 
			
		||||
	// and to make sure we can keep distinct the movement, rotation, and view angles.
 | 
			
		||||
	// Styles 1-3 are really meant to be used with a gamepad.
 | 
			
		||||
	//
 | 
			
		||||
	// Its worth calling out: the code that happens here is happening *outside* of the Character movement simulation. All we are doing
 | 
			
		||||
	// is generating the input being fed into that simulation. That said, this means that A) the code below does not run on the server
 | 
			
		||||
	// (and non controlling clients) and B) the code is not rerun during reconcile/resimulates. Use this information guide any
 | 
			
		||||
	// decisions about where something should go (such as aim assist, lock on targeting systems, etc): it is hard to give absolute
 | 
			
		||||
	// answers and will depend on the game and its specific needs. In general, at this time, I'd recommend aim assist and lock on 
 | 
			
		||||
	// targeting systems to happen /outside/ of the system, i.e, here. But I can think of scenarios where that may not be ideal too.
 | 
			
		||||
 | 
			
		||||
	//FCharacterDefaultInputs& CharacterInputs = OutInputCmd.InputCollection.FindOrAddMutableDataByType<FVRCharacterExtendedInputs>();
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -3,6 +3,7 @@
 | 
			
		|||
#include "ParentRelativeAttachmentComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(ParentRelativeAttachmentComponent)
 | 
			
		||||
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "VRBaseCharacter.h"
 | 
			
		||||
#include "VRCharacter.h"
 | 
			
		||||
#include "IXRTrackingSystem.h"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,9 @@
 | 
			
		|||
#include "ReplicatedVRCameraComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(ReplicatedVRCameraComponent)
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
#include "VRBaseCharacter.h"
 | 
			
		||||
#include "VRCharacter.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -11,6 +14,9 @@
 | 
			
		|||
#include "IXRCamera.h"
 | 
			
		||||
#include "Rendering/MotionVectorSimulation.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
UReplicatedVRCameraComponent::UReplicatedVRCameraComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		||||
	: Super(ObjectInitializer)
 | 
			
		||||
| 
						 | 
				
			
			@ -41,7 +47,6 @@ UReplicatedVRCameraComponent::UReplicatedVRCameraComponent(const FObjectInitiali
 | 
			
		|||
	MaximumTrackedBounds = 1028;
 | 
			
		||||
 | 
			
		||||
	bSetPositionDuringTick = false;
 | 
			
		||||
	bSmoothReplicatedMotion = false;
 | 
			
		||||
	bLerpingPosition = false;
 | 
			
		||||
	bReppedOnce = false;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -70,28 +75,27 @@ void UReplicatedVRCameraComponent::GetLifetimeReplicatedProps(TArray< class FLif
 | 
			
		|||
	DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeRotation);
 | 
			
		||||
	DISABLE_REPLICATED_PRIVATE_PROPERTY(USceneComponent, RelativeScale3D);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_SkipOwner, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	// Skipping the owner with this as the owner will use the location directly
 | 
			
		||||
	DOREPLIFETIME_CONDITION(UReplicatedVRCameraComponent, ReplicatedCameraTransform, COND_SkipOwner);
 | 
			
		||||
	DOREPLIFETIME(UReplicatedVRCameraComponent, NetUpdateRate);
 | 
			
		||||
	DOREPLIFETIME(UReplicatedVRCameraComponent, bSmoothReplicatedMotion);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UReplicatedVRCameraComponent, ReplicatedCameraTransform, PushModelParamsWithCondition);
 | 
			
		||||
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(UReplicatedVRCameraComponent, NetUpdateRate, PushModelParams);
 | 
			
		||||
	//DOREPLIFETIME(UReplicatedVRCameraComponent, bSmoothReplicatedMotion); // This doesn't need to be replicated
 | 
			
		||||
	//DOREPLIFETIME(UReplicatedVRCameraComponent, bReplicateTransform);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Just skipping this, it generates warnings for attached meshes when using this method of denying transform replication
 | 
			
		||||
/*void UReplicatedVRCameraComponent::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
{
 | 
			
		||||
	Super::PreReplication(ChangedPropertyTracker);
 | 
			
		||||
 | 
			
		||||
	// Don't ever replicate these, they are getting replaced by my custom send anyway
 | 
			
		||||
	DOREPLIFETIME_ACTIVE_OVERRIDE(USceneComponent, RelativeLocation, false);
 | 
			
		||||
	DOREPLIFETIME_ACTIVE_OVERRIDE(USceneComponent, RelativeRotation, false);
 | 
			
		||||
	DOREPLIFETIME_ACTIVE_OVERRIDE(USceneComponent, RelativeScale3D, false);
 | 
			
		||||
}*/
 | 
			
		||||
 | 
			
		||||
void UReplicatedVRCameraComponent::Server_SendCameraTransform_Implementation(FBPVRComponentPosRep NewTransform)
 | 
			
		||||
{
 | 
			
		||||
	// Store new transform and trigger OnRep_Function
 | 
			
		||||
	ReplicatedCameraTransform = NewTransform;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UReplicatedVRCameraComponent, ReplicatedCameraTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	// Don't call on rep on the server if the server controls this controller
 | 
			
		||||
	if (!bHasAuthority)
 | 
			
		||||
| 
						 | 
				
			
			@ -403,6 +407,10 @@ void UReplicatedVRCameraComponent::TickComponent(float DeltaTime, enum ELevelTic
 | 
			
		|||
						ReplicatedCameraTransform.Rotation = RelativeRot;
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
					MARK_PROPERTY_DIRTY_FROM_NAME(UReplicatedVRCameraComponent, ReplicatedCameraTransform, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
					if (GetNetMode() == NM_Client)
 | 
			
		||||
					{
 | 
			
		||||
						AVRBaseCharacter* OwningChar = Cast<AVRBaseCharacter>(GetOwner());
 | 
			
		||||
| 
						 | 
				
			
			@ -506,6 +514,11 @@ void UReplicatedVRCameraComponent::HandleXRCamera()
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FTransform UReplicatedVRCameraComponent::GetHMDTrackingTransform()
 | 
			
		||||
{
 | 
			
		||||
	return FTransform(ReplicatedCameraTransform.Rotation, ReplicatedCameraTransform.Position);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UReplicatedVRCameraComponent::OnRep_ReplicatedCameraTransform()
 | 
			
		||||
{
 | 
			
		||||
    if (GetNetMode() < ENetMode::NM_Client && HasTrackingParameters())
 | 
			
		||||
| 
						 | 
				
			
			@ -570,4 +583,19 @@ void UReplicatedVRCameraComponent::OnRep_ReplicatedCameraTransform()
 | 
			
		|||
    }
 | 
			
		||||
    else
 | 
			
		||||
        SetRelativeLocationAndRotation(CameraPosition, ReplicatedCameraTransform.Rotation);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UReplicatedVRCameraComponent::SetNetUpdateRate(float NewNetUpdateRate)
 | 
			
		||||
{
 | 
			
		||||
	NetUpdateRate = NewNetUpdateRate;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(UReplicatedVRCameraComponent, NetUpdateRate, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool UReplicatedVRCameraComponent::IsLocallyControlled() const
 | 
			
		||||
{
 | 
			
		||||
	// I like epics new authority check more than my own
 | 
			
		||||
	const AActor* MyOwner = GetOwner();
 | 
			
		||||
	return MyOwner->HasLocalNetOwner();
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -4,6 +4,8 @@
 | 
			
		|||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRAIController)
 | 
			
		||||
 | 
			
		||||
//#include "VRBPDatatypes.h"
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "VRBaseCharacter.h"
 | 
			
		||||
#include "Components/CapsuleComponent.h"
 | 
			
		||||
#include "NetworkingDistanceConstants.h" // Needed for the LinOfSightTo function override to work
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,9 @@
 | 
			
		|||
#include "VRBPDatatypes.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRBPDatatypes)
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "VRGlobalSettings.h"
 | 
			
		||||
#include "Components\PrimitiveComponent.h"
 | 
			
		||||
#include "HAL/IConsoleManager.h"
 | 
			
		||||
#include "Chaos/ChaosEngineInterface.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -218,4 +221,72 @@ FTransform FBPEuroLowPassFilterTrans::RunFilterSmoothing(const FTransform& InRaw
 | 
			
		|||
	NewTrans.NormalizeRotation();
 | 
			
		||||
	// Filter passed value 
 | 
			
		||||
	return NewTrans;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool FBPAdvancedPhysicsHandleSettings::FillTo(FBPActorPhysicsHandleInformation* HandleInfo, bool bModifyWithScalers) const
 | 
			
		||||
{
 | 
			
		||||
	if (!HandleInfo)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	float DampingMod = 0.0f;
 | 
			
		||||
	float StiffnessMod = 0.0f;
 | 
			
		||||
	float ADampingMod = 0.0f;
 | 
			
		||||
	float AStiffnessMod = 0.0f;
 | 
			
		||||
	const UVRGlobalSettings& VRSettings = *GetDefault<UVRGlobalSettings>();
 | 
			
		||||
 | 
			
		||||
	if (VRSettings.bUseChaosTranslationScalers)
 | 
			
		||||
	{
 | 
			
		||||
		StiffnessMod = VRSettings.LinearDriveStiffnessScale;
 | 
			
		||||
		DampingMod = VRSettings.LinearDriveDampingScale;
 | 
			
		||||
		AStiffnessMod = VRSettings.AngularDriveStiffnessScale;
 | 
			
		||||
		ADampingMod = VRSettings.AngularDriveDampingScale;
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		auto CVarLinearDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinearDriveStiffnessScale"));
 | 
			
		||||
		auto CVarLinearDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.LinaearDriveDampingScale"));
 | 
			
		||||
		auto CVarAngularDriveStiffnessScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveStiffnessScale"));
 | 
			
		||||
		auto CVarAngularDriveDampingScale = IConsoleManager::Get().FindConsoleVariable(TEXT("p.Chaos.JointConstraint.AngularDriveDampingScale"));
 | 
			
		||||
 | 
			
		||||
		StiffnessMod = CVarLinearDriveStiffnessScale->GetFloat();
 | 
			
		||||
		DampingMod = CVarLinearDriveDampingScale->GetFloat();
 | 
			
		||||
		AStiffnessMod = CVarAngularDriveStiffnessScale->GetFloat();
 | 
			
		||||
		ADampingMod = CVarAngularDriveDampingScale->GetFloat();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	XAxisSettings.FillTo(HandleInfo->LinConstraint.XDrive, DampingMod, StiffnessMod);
 | 
			
		||||
	YAxisSettings.FillTo(HandleInfo->LinConstraint.YDrive, DampingMod, StiffnessMod);
 | 
			
		||||
	ZAxisSettings.FillTo(HandleInfo->LinConstraint.ZDrive, DampingMod, StiffnessMod);
 | 
			
		||||
 | 
			
		||||
	if ((SlerpSettings.bEnablePositionDrive || SlerpSettings.bEnableVelocityDrive))
 | 
			
		||||
	{
 | 
			
		||||
		HandleInfo->AngConstraint.AngularDriveMode = EAngularDriveMode::SLERP;
 | 
			
		||||
		SlerpSettings.FillTo(HandleInfo->AngConstraint.SlerpDrive, ADampingMod, AStiffnessMod);
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
	{
 | 
			
		||||
		HandleInfo->AngConstraint.AngularDriveMode = EAngularDriveMode::TwistAndSwing;
 | 
			
		||||
		TwistSettings.FillTo(HandleInfo->AngConstraint.TwistDrive, ADampingMod, AStiffnessMod);
 | 
			
		||||
		SwingSettings.FillTo(HandleInfo->AngConstraint.SwingDrive, ADampingMod, AStiffnessMod);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return true;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
AActor* FBPActorGripInformation::GetGrippedActor() const
 | 
			
		||||
{
 | 
			
		||||
	return Cast<AActor>(GrippedObject);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
UPrimitiveComponent* FBPActorGripInformation::GetGrippedComponent() const
 | 
			
		||||
{
 | 
			
		||||
	return Cast<UPrimitiveComponent>(GrippedObject);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
bool FBPActorGripInformation::operator==(const UPrimitiveComponent* Other) const
 | 
			
		||||
{
 | 
			
		||||
	if (Other && GrippedObject && GrippedObject == (const UObject*)Other)
 | 
			
		||||
		return true;
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -14,8 +14,13 @@
 | 
			
		|||
#include "VRPathFollowingComponent.h"
 | 
			
		||||
#include "Net/UnrealNetwork.h"
 | 
			
		||||
#include "XRMotionControllerBase.h"
 | 
			
		||||
#include "NavFilters/NavigationQueryFilter.h"
 | 
			
		||||
//#include "Runtime/Engine/Private/EnginePrivate.h"
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
#include "Net/Core/PushModel/PushModel.h"
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
DEFINE_LOG_CATEGORY(LogBaseVRCharacter);
 | 
			
		||||
 | 
			
		||||
FName AVRBaseCharacter::LeftMotionControllerComponentName(TEXT("Left Grip Motion Controller"));
 | 
			
		||||
| 
						 | 
				
			
			@ -235,13 +240,24 @@ void AVRBaseCharacter::PostInitializeComponents()
 | 
			
		|||
void AVRBaseCharacter::GetLifetimeReplicatedProps(TArray< class FLifetimeProperty > & OutLifetimeProps) const
 | 
			
		||||
{
 | 
			
		||||
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AVRBaseCharacter, SeatInformation, COND_None);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AVRBaseCharacter, VRReplicateCapsuleHeight, COND_None);
 | 
			
		||||
	DOREPLIFETIME_CONDITION(AVRBaseCharacter, ReplicatedCapsuleHeight, COND_SimulatedOnly);
 | 
			
		||||
 | 
			
		||||
	// For std properties
 | 
			
		||||
	FDoRepLifetimeParams PushModelParams{ COND_None, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AVRBaseCharacter, SeatInformation, PushModelParams);
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AVRBaseCharacter, VRReplicateCapsuleHeight, PushModelParams);
 | 
			
		||||
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsWithCondition{ COND_SimulatedOnly, REPNOTIFY_OnChanged, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AVRBaseCharacter, ReplicatedCapsuleHeight, PushModelParamsWithCondition);
 | 
			
		||||
	
 | 
			
		||||
	DISABLE_REPLICATED_PRIVATE_PROPERTY(AActor, ReplicatedMovement);
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_CONDITION_NOTIFY(AVRBaseCharacter, ReplicatedMovementVR, COND_SimulatedOrPhysics, REPNOTIFY_Always);
 | 
			
		||||
	// For properties with special conditions
 | 
			
		||||
	FDoRepLifetimeParams PushModelParamsReplicatedMovement{ COND_SimulatedOrPhysics, REPNOTIFY_Always, /*bIsPushBased=*/true };
 | 
			
		||||
 | 
			
		||||
	DOREPLIFETIME_WITH_PARAMS_FAST(AVRBaseCharacter, ReplicatedMovementVR, PushModelParamsReplicatedMovement);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AVRBaseCharacter::PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker)
 | 
			
		||||
| 
						 | 
				
			
			@ -283,6 +299,10 @@ void AVRBaseCharacter::Server_ReZeroSeating_Implementation(FTransform_NetQuantiz
 | 
			
		|||
		SeatInformation.StoredTargetTransform.AddToTranslation(FVector(0, 0, -newLocation.Z));
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AVRBaseCharacter, SeatInformation, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	OnRep_SeatedCharInfo();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -457,6 +477,10 @@ void AVRBaseCharacter::GatherCurrentMovement()
 | 
			
		|||
	ReplicatedMovementVR.PausedTrackingLoc = PausedTrackingLoc;
 | 
			
		||||
	ReplicatedMovementVR.PausedTrackingRot = PausedTrackingRot;
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AVRBaseCharacter, ReplicatedMovementVR, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -784,7 +808,7 @@ bool AVRBaseCharacter::SetSeatedMode(USceneComponent * SeatParent, bool bSetSeat
 | 
			
		|||
		// I think we can remove the initial value alltogether eventually right?
 | 
			
		||||
		if (!bRetainRoomscale && VRReplicatedCamera)
 | 
			
		||||
		{
 | 
			
		||||
			InitialRelCameraTransform = FTransform(VRReplicatedCamera->ReplicatedCameraTransform.Rotation, VRReplicatedCamera->ReplicatedCameraTransform.Position, VRReplicatedCamera->GetComponentScale());
 | 
			
		||||
			InitialRelCameraTransform = VRReplicatedCamera->GetHMDTrackingTransform();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		SeatInformation.SeatParent = SeatParent;
 | 
			
		||||
| 
						 | 
				
			
			@ -805,6 +829,10 @@ bool AVRBaseCharacter::SetSeatedMode(USceneComponent * SeatParent, bool bSetSeat
 | 
			
		|||
			SeatInformation.StoredTargetTransform.AddToTranslation(FVector(0, 0, -newLocation.Z));
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
		MARK_PROPERTY_DIRTY_FROM_NAME(AVRBaseCharacter, SeatInformation, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
		//SetReplicateMovement(false);/ / No longer doing this, allowing it to replicate down to simulated clients now instead
 | 
			
		||||
	}
 | 
			
		||||
	else
 | 
			
		||||
| 
						 | 
				
			
			@ -815,6 +843,9 @@ bool AVRBaseCharacter::SetSeatedMode(USceneComponent * SeatParent, bool bSetSeat
 | 
			
		|||
		//SetReplicateMovement(true); // No longer doing this, allowing it to replicate down to simulated clients now instead
 | 
			
		||||
		SeatInformation.bSitting = false;
 | 
			
		||||
	}
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AVRBaseCharacter, SeatInformation, this);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	OnRep_SeatedCharInfo(); // Call this on server side because it won't call itself
 | 
			
		||||
	NotifyOfTeleport(); // Teleport the controllers
 | 
			
		||||
| 
						 | 
				
			
			@ -1205,3 +1236,11 @@ void AVRBaseCharacter::StopNavigationMovement()
 | 
			
		|||
		pathComp->AbortMove(*this, FPathFollowingResultFlags::MovementStop | FPathFollowingResultFlags::ForcedScript);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void AVRBaseCharacter::SetVRReplicateCapsuleHeight(bool bNewVRReplicateCapsuleHeight)
 | 
			
		||||
{
 | 
			
		||||
	VRReplicateCapsuleHeight = bNewVRReplicateCapsuleHeight;
 | 
			
		||||
#if WITH_PUSH_MODEL
 | 
			
		||||
	MARK_PROPERTY_DIRTY_FROM_NAME(AVRBaseCharacter, VRReplicateCapsuleHeight, this);
 | 
			
		||||
#endif
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -19,6 +19,7 @@
 | 
			
		|||
#include "Navigation/PathFollowingComponent.h"
 | 
			
		||||
#include "VRPlayerController.h"
 | 
			
		||||
#include "GameFramework/PhysicsVolume.h"
 | 
			
		||||
#include "Animation\AnimInstance.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
DEFINE_LOG_CATEGORY(LogVRBaseCharacterMovement);
 | 
			
		||||
| 
						 | 
				
			
			@ -1893,6 +1894,9 @@ void UVRBaseCharacterMovementComponent::MoveAutonomous(
 | 
			
		|||
 | 
			
		||||
	const bool bWasPlayingRootMotion = CharacterOwner->IsPlayingRootMotion();
 | 
			
		||||
 | 
			
		||||
	// Scope these, they nest with Outer references so it should work fine, this keeps the update rotation and move autonomous from double updating the char
 | 
			
		||||
	//const FScopedPreventAttachedComponentMove PreventMeshMove(BaseVRCharacterOwner ? BaseVRCharacterOwner->NetSmoother : nullptr);
 | 
			
		||||
 | 
			
		||||
	PerformMovement(DeltaTime);
 | 
			
		||||
 | 
			
		||||
	// Check if data is valid as PerformMovement can mark character for pending kill
 | 
			
		||||
| 
						 | 
				
			
			@ -1910,12 +1914,31 @@ void UVRBaseCharacterMovementComponent::MoveAutonomous(
 | 
			
		|||
		}
 | 
			
		||||
		// TODO: SaveBaseLocation() in case tick moves us?
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		USkeletalMeshComponent* OwnerMesh = CharacterOwner->GetMesh();
 | 
			
		||||
		check(OwnerMesh != nullptr)
 | 
			
		||||
 | 
			
		||||
		static const auto CVarEnableQueuedAnimEventsOnServer = IConsoleManager::Get().FindConsoleVariable(TEXT("a.EnableQueuedAnimEventsOnServer"));
 | 
			
		||||
		if (!CVarEnableQueuedAnimEventsOnServer->GetInt() || CharacterOwner->GetMesh()->ShouldOnlyTickMontages(DeltaTime))
 | 
			
		||||
		if (CVarEnableQueuedAnimEventsOnServer->GetInt())
 | 
			
		||||
		{
 | 
			
		||||
			// If we're not doing a full anim graph update on the server, 
 | 
			
		||||
			// trigger events right away, as we could be receiving multiple ServerMoves per frame.
 | 
			
		||||
			CharacterOwner->GetMesh()->ConditionallyDispatchQueuedAnimEvents();
 | 
			
		||||
			if (const UAnimInstance* AnimInstance = OwnerMesh->GetAnimInstance())
 | 
			
		||||
			{
 | 
			
		||||
				if (OwnerMesh->VisibilityBasedAnimTickOption <= EVisibilityBasedAnimTickOption::AlwaysTickPose && AnimInstance->NeedsUpdate())
 | 
			
		||||
				{
 | 
			
		||||
					// If we are doing a full graph update on the server but its doing a parallel update,
 | 
			
		||||
					// trigger events right away since these are notifies queued from the montage update and we could be receiving multiple ServerMoves per frame.
 | 
			
		||||
					OwnerMesh->ConditionallyDispatchQueuedAnimEvents();
 | 
			
		||||
					OwnerMesh->AllowQueuedAnimEventsNextDispatch();
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Revert back to old behavior if wanted/needed.
 | 
			
		||||
			if (OwnerMesh->ShouldOnlyTickMontages(DeltaTime))
 | 
			
		||||
			{
 | 
			
		||||
				OwnerMesh->ConditionallyDispatchQueuedAnimEvents();
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -2235,9 +2258,10 @@ void UVRBaseCharacterMovementComponent::UpdateFromCompressedFlags(uint8 Flags)
 | 
			
		|||
FVector UVRBaseCharacterMovementComponent::RoundDirectMovement(FVector InMovement) const
 | 
			
		||||
{
 | 
			
		||||
	// Match FVector_NetQuantize100 (2 decimal place of precision).
 | 
			
		||||
	InMovement.X = FMath::RoundToFloat(InMovement.X * 100.f) / 100.f;
 | 
			
		||||
	InMovement.Y = FMath::RoundToFloat(InMovement.Y * 100.f) / 100.f;
 | 
			
		||||
	InMovement.Z = FMath::RoundToFloat(InMovement.Z * 100.f) / 100.f;
 | 
			
		||||
	UE::Net::QuantizeVector(100, InMovement);
 | 
			
		||||
	//InMovement.X = FMath::RoundToFloat(InMovement.X * 100.f) / 100.f;
 | 
			
		||||
	//InMovement.Y = FMath::RoundToFloat(InMovement.Y * 100.f) / 100.f;
 | 
			
		||||
	//InMovement.Z = FMath::RoundToFloat(InMovement.Z * 100.f) / 100.f;
 | 
			
		||||
	return InMovement;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -2384,5 +2408,5 @@ bool UVRBaseCharacterMovementComponent::SetCharacterToNewGravity(FVector NewGrav
 | 
			
		|||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return false;
 | 
			
		||||
	//return false;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -14,6 +14,7 @@
 | 
			
		|||
#include "GameFramework/Controller.h"
 | 
			
		||||
#include "Runtime/Launch/Resources/Version.h"
 | 
			
		||||
#include "VRPathFollowingComponent.h"
 | 
			
		||||
#include "NavFilters/NavigationQueryFilter.h"
 | 
			
		||||
//#include "Runtime/Engine/Private/EnginePrivate.h"
 | 
			
		||||
 | 
			
		||||
DEFINE_LOG_CATEGORY(LogVRCharacter);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -457,7 +457,7 @@ void FSavedMove_VRCharacter::PrepMoveFor(ACharacter* Character)
 | 
			
		|||
 | 
			
		||||
		if (AVRBaseCharacter * BaseChar = Cast<AVRBaseCharacter>(CharMove->GetCharacterOwner()))
 | 
			
		||||
		{
 | 
			
		||||
			if (BaseChar->VRReplicateCapsuleHeight && this->CapsuleHeight > 0.0f && !FMath::IsNearlyEqual(this->CapsuleHeight, CharMove->VRRootCapsule->GetUnscaledCapsuleHalfHeight()))
 | 
			
		||||
			if (BaseChar->GetVRReplicateCapsuleHeight() && this->CapsuleHeight > 0.0f && !FMath::IsNearlyEqual(this->CapsuleHeight, CharMove->VRRootCapsule->GetUnscaledCapsuleHalfHeight()))
 | 
			
		||||
			{
 | 
			
		||||
				BaseChar->SetCharacterHalfHeightVR(CapsuleHeight, false);
 | 
			
		||||
				//CharMove->VRRootCapsule->SetCapsuleHalfHeight(this->LFDiff.Z, false);
 | 
			
		||||
| 
						 | 
				
			
			@ -566,6 +566,10 @@ void UVRCharacterMovementComponent::ServerMove_PerformMovement(const FCharacterN
 | 
			
		|||
		DeltaTime = ServerData->GetServerMoveDeltaTime(ClientTimeStamp, CharacterOwner->GetActorTimeDilation(*MyWorld));
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// They added a scope here, im not using it as im doing the full capsule above
 | 
			
		||||
	// Scope these, they nest with Outer references so it should work fine, this keeps the update rotation and move autonomous from double updating the char
 | 
			
		||||
	//const FScopedPreventAttachedComponentMove PreventMeshMove(BaseVRCharacterOwner ? BaseVRCharacterOwner->NetSmoother : nullptr);
 | 
			
		||||
 | 
			
		||||
	if (DeltaTime > 0.f)
 | 
			
		||||
	{
 | 
			
		||||
		ServerData->CurrentClientTimeStamp = ClientTimeStamp;
 | 
			
		||||
| 
						 | 
				
			
			@ -615,7 +619,7 @@ void UVRCharacterMovementComponent::ServerMove_PerformMovement(const FCharacterN
 | 
			
		|||
 | 
			
		||||
				if (BaseVRCharacterOwner)
 | 
			
		||||
				{
 | 
			
		||||
					if (BaseVRCharacterOwner->VRReplicateCapsuleHeight && MoveDataVR->CapsuleHeight > 0.0f && !FMath::IsNearlyEqual(MoveDataVR->CapsuleHeight, VRRootCapsule->GetUnscaledCapsuleHalfHeight()))
 | 
			
		||||
					if (BaseVRCharacterOwner->GetVRReplicateCapsuleHeight() && MoveDataVR->CapsuleHeight > 0.0f && !FMath::IsNearlyEqual(MoveDataVR->CapsuleHeight, VRRootCapsule->GetUnscaledCapsuleHalfHeight()))
 | 
			
		||||
					{
 | 
			
		||||
						BaseVRCharacterOwner->SetCharacterHalfHeightVR(MoveDataVR->CapsuleHeight, false);
 | 
			
		||||
						//	BaseChar->ReplicatedCapsuleHeight.CapsuleHeight = LFDiff.Z;
 | 
			
		||||
| 
						 | 
				
			
			@ -896,6 +900,9 @@ void UVRCharacterMovementComponent::PhysWalking(float deltaTime, int32 Iteration
 | 
			
		|||
	bool bTriedLedgeMove = false;
 | 
			
		||||
	float remainingTime = deltaTime;
 | 
			
		||||
 | 
			
		||||
	const EMovementMode StartingMovementMode = MovementMode;
 | 
			
		||||
	const uint8 StartingCustomMovementMode = CustomMovementMode;
 | 
			
		||||
 | 
			
		||||
	// Rewind the players position by the new capsule location
 | 
			
		||||
	RewindVRRelativeMovement();
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -937,9 +944,9 @@ void UVRCharacterMovementComponent::PhysWalking(float deltaTime, int32 Iteration
 | 
			
		|||
 | 
			
		||||
		devCodeVR(ensureMsgf(!Velocity.ContainsNaN(), TEXT("PhysWalking: Velocity contains NaN after Root Motion application (%s)\n%s"), *GetPathNameSafe(this), *Velocity.ToString()));
 | 
			
		||||
 | 
			
		||||
		if (IsFalling())
 | 
			
		||||
		if (MovementMode != StartingMovementMode || CustomMovementMode != StartingCustomMovementMode)
 | 
			
		||||
		{
 | 
			
		||||
			// Root motion could have put us into Falling.
 | 
			
		||||
			// Root motion could have taken us out of our current mode
 | 
			
		||||
			// No movement has taken place this movement tick so we pass on full time/past iteration count
 | 
			
		||||
			StartNewPhysics(remainingTime + timeTick, Iterations - 1);
 | 
			
		||||
			return;
 | 
			
		||||
| 
						 | 
				
			
			@ -980,9 +987,15 @@ void UVRCharacterMovementComponent::PhysWalking(float deltaTime, int32 Iteration
 | 
			
		|||
			// try to move forward
 | 
			
		||||
			MoveAlongFloor(MoveVelocity, timeTick, &StepDownResult);
 | 
			
		||||
 | 
			
		||||
			if (IsFalling())
 | 
			
		||||
			if (IsSwimming()) //just entered water
 | 
			
		||||
			{
 | 
			
		||||
				// pawn decided to jump up
 | 
			
		||||
				StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations);
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
			else if (MovementMode != StartingMovementMode || CustomMovementMode != StartingCustomMovementMode)
 | 
			
		||||
			{
 | 
			
		||||
				// pawn ended up in a different mode, probably due to the step-up-and-over flow
 | 
			
		||||
				// let's refund the estimated unused time (if any) and keep moving in the new mode
 | 
			
		||||
				const float DesiredDist = Delta.Size();
 | 
			
		||||
				if (DesiredDist > UE_KINDA_SMALL_NUMBER)
 | 
			
		||||
				{
 | 
			
		||||
| 
						 | 
				
			
			@ -993,12 +1006,6 @@ void UVRCharacterMovementComponent::PhysWalking(float deltaTime, int32 Iteration
 | 
			
		|||
				StartNewPhysics(remainingTime, Iterations);
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
			else if (IsSwimming()) //just entered water
 | 
			
		||||
			{
 | 
			
		||||
				RestorePreAdditiveVRMotionVelocity();
 | 
			
		||||
				StartSwimmingVR(OldCapsuleLocation, OldVelocity, timeTick, remainingTime, Iterations);
 | 
			
		||||
				return;
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Update floor.
 | 
			
		||||
| 
						 | 
				
			
			@ -1296,8 +1303,7 @@ void UVRCharacterMovementComponent::ReplicateMoveToServer(float DeltaTime, const
 | 
			
		|||
				// Remove pending move from move list. It would have to be the last move on the list.
 | 
			
		||||
				if (ClientData->SavedMoves.Num() > 0 && ClientData->SavedMoves.Last() == ClientData->PendingMove)
 | 
			
		||||
				{
 | 
			
		||||
					const bool bAllowShrinking = false;
 | 
			
		||||
					ClientData->SavedMoves.Pop(bAllowShrinking);
 | 
			
		||||
					ClientData->SavedMoves.Pop(EAllowShrinking::No);
 | 
			
		||||
				}
 | 
			
		||||
				ClientData->FreeMove(ClientData->PendingMove);
 | 
			
		||||
				ClientData->PendingMove = nullptr;
 | 
			
		||||
| 
						 | 
				
			
			@ -2293,6 +2299,17 @@ void UVRCharacterMovementComponent::UpdateBasedMovement(float DeltaSeconds)
 | 
			
		|||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			// Set MovementBase's root actor as ignored when moving the character primitive component, 
 | 
			
		||||
			// only perform if bDeferUpdateBasedMovement is true since this means the MovementBase is simulating physics
 | 
			
		||||
			const bool bIgnoreBaseActor = bDeferUpdateBasedMovement && bBasedMovementIgnorePhysicsBase;
 | 
			
		||||
			AActor* MovementBaseRootActor = nullptr;
 | 
			
		||||
			if (bIgnoreBaseActor)
 | 
			
		||||
			{
 | 
			
		||||
				MovementBaseRootActor = MovementBase->GetAttachmentRootActor();
 | 
			
		||||
				UpdatedPrimitive->IgnoreActorWhenMoving(MovementBaseRootActor, true);
 | 
			
		||||
				MoveComponentFlags |= MOVECOMP_CheckBlockingRootActorInIgnoreList; // Hit actors during MoveUpdatedComponent will have their root actor compared with the ignored actors array 
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// hack - transforms between local and world space introducing slight error FIXMESTEVE - discuss with engine team: just skip the transforms if no rotation?
 | 
			
		||||
			FVector BaseMoveDelta = NewBaseLocation - OldBaseLocation;
 | 
			
		||||
			if (!bRotationChanged && (BaseMoveDelta.X == 0.f) && (BaseMoveDelta.Y == 0.f))
 | 
			
		||||
| 
						 | 
				
			
			@ -2304,10 +2321,18 @@ void UVRCharacterMovementComponent::UpdateBasedMovement(float DeltaSeconds)
 | 
			
		|||
			FHitResult MoveOnBaseHit(1.f);
 | 
			
		||||
			const FVector OldLocation = UpdatedComponent->GetComponentLocation();
 | 
			
		||||
			MoveUpdatedComponent(DeltaPosition, FinalQuat, true, &MoveOnBaseHit);
 | 
			
		||||
 | 
			
		||||
			if ((UpdatedComponent->GetComponentLocation() - (OldLocation + DeltaPosition)).IsNearlyZero() == false)
 | 
			
		||||
			{
 | 
			
		||||
				OnUnableToFollowBaseMove(DeltaPosition, OldLocation, MoveOnBaseHit);
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// Reset base actor ignore state
 | 
			
		||||
			if (bIgnoreBaseActor)
 | 
			
		||||
			{
 | 
			
		||||
				MoveComponentFlags &= ~MOVECOMP_CheckBlockingRootActorInIgnoreList;
 | 
			
		||||
				UpdatedPrimitive->IgnoreActorWhenMoving(MovementBaseRootActor, false);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (MovementBase->IsSimulatingPhysics() && CharacterOwner->GetMesh())
 | 
			
		||||
| 
						 | 
				
			
			@ -2315,6 +2340,27 @@ void UVRCharacterMovementComponent::UpdateBasedMovement(float DeltaSeconds)
 | 
			
		|||
			CharacterOwner->GetMesh()->ApplyDeltaToAllPhysicsTransforms(DeltaPosition, DeltaQuat);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Check if falling above current base
 | 
			
		||||
	if (IsFalling() && bStayBasedInAir)
 | 
			
		||||
	{
 | 
			
		||||
		FVector PawnLocation = UpdatedComponent->GetComponentLocation();
 | 
			
		||||
		if (VRRootCapsule)
 | 
			
		||||
			PawnLocation = VRRootCapsule->OffsetComponentToWorld.GetLocation();
 | 
			
		||||
 | 
			
		||||
		FFindFloorResult OutFloorResult;
 | 
			
		||||
		ComputeFloorDist(PawnLocation, StayBasedInAirHeight, StayBasedInAirHeight, OutFloorResult, CharacterOwner->GetCapsuleComponent()->GetScaledCapsuleRadius(), NULL);
 | 
			
		||||
 | 
			
		||||
		UPrimitiveComponent* HitComponent = OutFloorResult.HitResult.Component.Get();
 | 
			
		||||
		if (!HitComponent || HitComponent->GetAttachmentRoot() != MovementBase->GetAttachmentRoot())
 | 
			
		||||
		{
 | 
			
		||||
			// New or no base under the character
 | 
			
		||||
			ApplyImpartedMovementBaseVelocity();
 | 
			
		||||
			SetBase(NULL);
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
FVector UVRCharacterMovementComponent::GetImpartedMovementBaseVelocity() const
 | 
			
		||||
| 
						 | 
				
			
			@ -3119,6 +3165,9 @@ void UVRCharacterMovementComponent::PhysNavWalking(float deltaTime, int32 Iterat
 | 
			
		|||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const EMovementMode StartingMovementMode = MovementMode;
 | 
			
		||||
	const uint8 StartingCustomMovementMode = CustomMovementMode;
 | 
			
		||||
 | 
			
		||||
	// Rewind the players position by the new capsule location
 | 
			
		||||
	RewindVRRelativeMovement();
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -3140,12 +3189,12 @@ void UVRCharacterMovementComponent::PhysNavWalking(float deltaTime, int32 Iterat
 | 
			
		|||
	ApplyRootMotionToVelocity(deltaTime);
 | 
			
		||||
	ApplyVRMotionToVelocity(deltaTime);
 | 
			
		||||
 | 
			
		||||
	/*if (IsFalling())
 | 
			
		||||
	if (MovementMode != StartingMovementMode || CustomMovementMode != StartingCustomMovementMode)
 | 
			
		||||
	{
 | 
			
		||||
		// Root motion could have put us into Falling
 | 
			
		||||
		// Root motion could have taken us out of our current mode
 | 
			
		||||
		StartNewPhysics(deltaTime, Iterations);
 | 
			
		||||
		return;
 | 
			
		||||
	}*/
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	Iterations++;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -4387,6 +4436,14 @@ void UVRCharacterMovementComponent::ServerMoveHandleClientErrorVR(float ClientTi
 | 
			
		|||
			bCanTrustClientOnLanding = false;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// They have it private....
 | 
			
		||||
		// Check for lift-off, going from walking to falling.
 | 
			
		||||
		// Note that if bStayBasedInAir is enabled we can't rely on the walking to falling transition, instead run logic on the first tick after clearing the MovementBase
 | 
			
		||||
		//const bool bCanLiftOffFromBase = bStayBasedInAir
 | 
			
		||||
		//	? !MovementBase && LastServerMovementBase.Get() // If we keep the base while in air, consider lift-off if base gets set to null and we had a base last tick
 | 
			
		||||
		//	: bLastServerIsWalking; // If walking last tick, we were can consider lift-off logic
 | 
			
		||||
		//if (bServerIsFalling && bCanLiftOffFromBase && !bTeleportedSinceLastUpdate)
 | 
			
		||||
 | 
			
		||||
		if (bServerIsFalling && bLastServerIsWalking && !bTeleportedSinceLastUpdate)
 | 
			
		||||
		{
 | 
			
		||||
			float ClientForwardFactor = 1.f;
 | 
			
		||||
| 
						 | 
				
			
			@ -4686,6 +4743,9 @@ bool UVRCharacterMovementComponent::ClientUpdatePositionAfterServerUpdate()
 | 
			
		|||
	CharacterOwner->bClientUpdating = true;
 | 
			
		||||
	bForceNextFloorCheck = true;
 | 
			
		||||
 | 
			
		||||
	// Scope these, they nest with Outer references so it should work fine, this keeps the update rotation and move autonomous from double updating the char
 | 
			
		||||
	//const FScopedPreventAttachedComponentMove PreventMeshMove(BaseVRCharacterOwner ? BaseVRCharacterOwner->NetSmoother : nullptr);
 | 
			
		||||
 | 
			
		||||
	// Store out our custom properties to restore after replaying
 | 
			
		||||
	const FVRMoveActionArray Orig_MoveActions = MoveActionArray;
 | 
			
		||||
	const FVector Orig_CustomInput = CustomVRInputVector;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -2,6 +2,8 @@
 | 
			
		|||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRGestureComponent)
 | 
			
		||||
 | 
			
		||||
#include "VRBaseCharacter.h"
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "Components/SplineMeshComponent.h"
 | 
			
		||||
#include "Components/SplineComponent.h"
 | 
			
		||||
#include "Components/LineBatchComponent.h"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,8 @@
 | 
			
		|||
#include "VRPathFollowingComponent.h"
 | 
			
		||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(VRPathFollowingComponent)
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
//#include "Runtime/Engine/Private/EnginePrivate.h"
 | 
			
		||||
 | 
			
		||||
//#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 13
 | 
			
		||||
| 
						 | 
				
			
			@ -254,8 +256,16 @@ void UVRPathFollowingComponent::UpdatePathSegment()
 | 
			
		|||
			{
 | 
			
		||||
				const FVector AgentLocation = DestinationAgent ? DestinationAgent->GetNavAgentLocation() : DestinationActor->GetActorLocation();
 | 
			
		||||
				// note that the condition below requires GoalLocation to be in world space.
 | 
			
		||||
				const FVector GoalLocation = FQuatRotationTranslationMatrix(DestinationActor->GetActorQuat(), AgentLocation).TransformPosition(MoveOffset);
 | 
			
		||||
				FVector GoalLocation = FQuatRotationTranslationMatrix(DestinationActor->GetActorQuat(), AgentLocation).TransformPosition(MoveOffset);
 | 
			
		||||
 | 
			
		||||
				if (bMoveToGoalClampedToNavigation && NavigationFilter)
 | 
			
		||||
				{
 | 
			
		||||
					FVector HitLocation;
 | 
			
		||||
					if (MyNavData->Raycast(CurrentLocation, GoalLocation, HitLocation, NavigationFilter))
 | 
			
		||||
					{
 | 
			
		||||
						GoalLocation = HitLocation;
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
				CurrentDestination.Set(NULL, GoalLocation);
 | 
			
		||||
 | 
			
		||||
				//UE_VLOG(this, LogPathFollowing, Log, TEXT("Moving directly to move goal rather than following last path segment"));
 | 
			
		||||
| 
						 | 
				
			
			@ -361,6 +371,27 @@ bool UVRPathFollowingComponent::HasReachedCurrentTarget(const FVector& CurrentLo
 | 
			
		|||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// If the next segment is a link with a custom reach condition, we need to call the HasReachedLinkStart on the link interface.
 | 
			
		||||
	if (bMoveSegmentIsUsingCustomLinkReachCondition)
 | 
			
		||||
	{
 | 
			
		||||
		if (const INavLinkCustomInterface* MoveSegmentCustomLink = Cast<const INavLinkCustomInterface>(MoveSegmentCustomLinkOb.Get()))
 | 
			
		||||
		{
 | 
			
		||||
			if (ensureMsgf(Path.IsValid(), TEXT("%hs: Path should be valid when we get here. Owner [%s]."), __FUNCTION__, *GetNameSafe(GetOwner())))
 | 
			
		||||
			{
 | 
			
		||||
				const FNavPathPoint& LinkStart = Path->GetPathPoints()[MoveSegmentEndIndex];
 | 
			
		||||
				if (Path->GetPathPoints().IsValidIndex(MoveSegmentEndIndex + 1))
 | 
			
		||||
				{
 | 
			
		||||
					const FNavPathPoint& LinkEnd = Path->GetPathPoints()[MoveSegmentEndIndex + 1];
 | 
			
		||||
					return MoveSegmentCustomLink->HasReachedLinkStart(this, CurrentLocation, LinkStart, LinkEnd);
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
				{
 | 
			
		||||
					UE_LOG(LogPathFollowing, Error, TEXT("%hs: NavLink has a start, but no end. Custom reach condition won't be called. NavLinkID [%llu] - LinkStartPos [%s] - Owner [%s]"), __FUNCTION__, LinkStart.CustomNavLinkId.GetId(), *LinkStart.Location.ToString(), *GetNameSafe(GetOwner()));
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	const FVector CurrentTarget = GetCurrentTargetLocation();
 | 
			
		||||
	const FVector CurrentDirection = GetCurrentDirection();
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -27,24 +27,6 @@ void AVRPlayerController::SpawnPlayerCameraManager()
 | 
			
		|||
		PlayerCameraManager->bUseClientSideCameraUpdates = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// #TODO 4.20: This was removed
 | 
			
		||||
/*void AVRPlayerController::InitNavigationControl(UPathFollowingComponent*& PathFollowingComp)
 | 
			
		||||
{
 | 
			
		||||
	PathFollowingComp = FindComponentByClass<UPathFollowingComponent>();
 | 
			
		||||
	if (PathFollowingComp == NULL)
 | 
			
		||||
	{
 | 
			
		||||
		PathFollowingComp = NewObject<UVRPathFollowingComponent>(this);
 | 
			
		||||
		PathFollowingComp->RegisterComponentWithWorld(GetWorld());
 | 
			
		||||
		PathFollowingComp->Initialize();
 | 
			
		||||
	}
 | 
			
		||||
}*/
 | 
			
		||||
 | 
			
		||||
/*IPathFollowingAgentInterface* AVRPlayerController::GetPathFollowingAgent() const
 | 
			
		||||
{
 | 
			
		||||
	// Moved spawning the path following component into the path finding logic instead
 | 
			
		||||
	return FNavigationSystem::FindPathFollowingAgentForActor(*this);
 | 
			
		||||
}*/
 | 
			
		||||
 | 
			
		||||
void AVRPlayerController::PlayerTick(float DeltaTime)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -6,6 +6,8 @@
 | 
			
		|||
//#include "Runtime/Engine/Private/EnginePrivate.h"
 | 
			
		||||
//#include "WorldCollision.h"
 | 
			
		||||
#include "PhysicsPublic.h"
 | 
			
		||||
#include "Engine/World.h"
 | 
			
		||||
#include "Engine/Engine.h"
 | 
			
		||||
#include "Engine/ScopedMovementUpdate.h"
 | 
			
		||||
#include "SceneManagement.h"
 | 
			
		||||
#include "PrimitiveSceneProxy.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -13,7 +15,9 @@
 | 
			
		|||
#include "IHeadMountedDisplay.h"
 | 
			
		||||
#include "IXRTrackingSystem.h"
 | 
			
		||||
#include "VRCharacter.h"
 | 
			
		||||
#include "Engine/OverlapResult.h"
 | 
			
		||||
#include "Algo/Copy.h"
 | 
			
		||||
#include "AI/Navigation/NavigationRelevantData.h"
 | 
			
		||||
 | 
			
		||||
#include "Components/PrimitiveComponent.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -310,6 +314,7 @@ UVRRootComponent::UVRRootComponent(const FObjectInitializer& ObjectInitializer)
 | 
			
		|||
	SetCanEverAffectNavigation(false);
 | 
			
		||||
	bDynamicObstacle = true;
 | 
			
		||||
 | 
			
		||||
	LineThickness = 1.25f;
 | 
			
		||||
	//bOffsetByHMD = false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -333,6 +338,7 @@ public:
 | 
			
		|||
		, bSimulating(false)
 | 
			
		||||
		//, OffsetComponentToWorld(InComponent->OffsetComponentToWorld)
 | 
			
		||||
		, LocalToWorld(InComponent->OffsetComponentToWorld.ToMatrixWithScale())
 | 
			
		||||
		, LineThickness(InComponent->GetLineThickness())
 | 
			
		||||
	{
 | 
			
		||||
		bWillEverBeLit = false;
 | 
			
		||||
	}
 | 
			
		||||
| 
						 | 
				
			
			@ -357,14 +363,14 @@ public:
 | 
			
		|||
				// If in editor views, lets offset the capsule upwards so that it views correctly
 | 
			
		||||
				if (bSimulating)
 | 
			
		||||
				{
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin() - FVector(0.f, 0.f, CapsuleHalfHeight), LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World);
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin() - FVector(0.f, 0.f, CapsuleHalfHeight), LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World, LineThickness);
 | 
			
		||||
				}
 | 
			
		||||
				else if (UseEditorCompositing(View))
 | 
			
		||||
				{
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin() /*+ FVector(0.f, 0.f, CapsuleHalfHeight)*/, LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World, 1.25f);
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin() /*+ FVector(0.f, 0.f, CapsuleHalfHeight)*/, LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World, LineThickness);
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin(), LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World, 1.25f);					
 | 
			
		||||
					DrawWireCapsule(PDI, LocalToWorld.GetOrigin(), LocalToWorld.GetUnitAxis(EAxis::X), LocalToWorld.GetUnitAxis(EAxis::Y), LocalToWorld.GetUnitAxis(EAxis::Z), DrawCapsuleColor, CapsuleRadius, CapsuleHalfHeight, CapsuleSides, SDPG_World, LineThickness);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
| 
						 | 
				
			
			@ -405,6 +411,7 @@ private:
 | 
			
		|||
	bool bSimulating = false;
 | 
			
		||||
	//FTransform OffsetComponentToWorld;
 | 
			
		||||
	FMatrix LocalToWorld;
 | 
			
		||||
	const float	LineThickness;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
FPrimitiveSceneProxy* UVRRootComponent::CreateSceneProxy()
 | 
			
		||||
| 
						 | 
				
			
			@ -547,9 +554,10 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
 | 
			
		|||
		if (bRetainRoomscale)
 | 
			
		||||
		{
 | 
			
		||||
			// Pre-Process this for network sends
 | 
			
		||||
			curCameraLoc.X = FMath::RoundToFloat(curCameraLoc.X * 100.f) / 100.f;
 | 
			
		||||
			curCameraLoc.Y = FMath::RoundToFloat(curCameraLoc.Y * 100.f) / 100.f;
 | 
			
		||||
			curCameraLoc.Z = FMath::RoundToFloat(curCameraLoc.Z * 100.f) / 100.f;
 | 
			
		||||
			UE::Net::QuantizeVector(100, curCameraLoc);
 | 
			
		||||
			//curCameraLoc.X = FMath::RoundToFloat(curCameraLoc.X * 100.f) / 100.f;
 | 
			
		||||
			//curCameraLoc.Y = FMath::RoundToFloat(curCameraLoc.Y * 100.f) / 100.f;
 | 
			
		||||
			//curCameraLoc.Z = FMath::RoundToFloat(curCameraLoc.Z * 100.f) / 100.f;
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -622,9 +630,10 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
 | 
			
		|||
					lastCameraRot = curCameraRot;
 | 
			
		||||
 | 
			
		||||
					//DifferenceFromLastFrame = (NextTransform.GetLocation() - LastPosition);// .GetSafeNormal2D();
 | 
			
		||||
					DifferenceFromLastFrame.X = FMath::RoundToFloat(DifferenceFromLastFrame.X * 100.f) / 100.f;
 | 
			
		||||
					DifferenceFromLastFrame.Y = FMath::RoundToFloat(DifferenceFromLastFrame.Y * 100.f) / 100.f;
 | 
			
		||||
					DifferenceFromLastFrame.Z = FMath::RoundToFloat(DifferenceFromLastFrame.Z * 100.f) / 100.f;
 | 
			
		||||
					UE::Net::QuantizeVector(100, DifferenceFromLastFrame);
 | 
			
		||||
					//DifferenceFromLastFrame.X = FMath::RoundToFloat(DifferenceFromLastFrame.X * 100.f) / 100.f;
 | 
			
		||||
					//DifferenceFromLastFrame.Y = FMath::RoundToFloat(DifferenceFromLastFrame.Y * 100.f) / 100.f;
 | 
			
		||||
					//DifferenceFromLastFrame.Z = FMath::RoundToFloat(DifferenceFromLastFrame.Z * 100.f) / 100.f;
 | 
			
		||||
					//DifferenceFromLastFrame.Z = 0.0f; // Reset Z to zero, its not used anyway and this lets me reuse the Z component for capsule half height
 | 
			
		||||
				}
 | 
			
		||||
				else
 | 
			
		||||
| 
						 | 
				
			
			@ -648,9 +657,13 @@ void UVRRootComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
 | 
			
		|||
					{
 | 
			
		||||
						// I'm limiting it to a -100 - 100 unit range in case people somehow skip tracking so far that this multiplication
 | 
			
		||||
						// Would overflow the max/min values of a float. It shouldn't ever be harmful as that is a loooot of travel in one tick
 | 
			
		||||
						DifferenceFromLastFrame.X = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.X, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						DifferenceFromLastFrame.Y = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.Y, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						DifferenceFromLastFrame.Z = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.Z, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						DifferenceFromLastFrame.X = FMath::Clamp(DifferenceFromLastFrame.X, -100.0f, 100.0f);
 | 
			
		||||
						DifferenceFromLastFrame.Y = FMath::Clamp(DifferenceFromLastFrame.Y, -100.0f, 100.0f);
 | 
			
		||||
						DifferenceFromLastFrame.Z = FMath::Clamp(DifferenceFromLastFrame.Z, -100.0f, 100.0f);
 | 
			
		||||
						UE::Net::QuantizeVector(10000, DifferenceFromLastFrame);
 | 
			
		||||
						//DifferenceFromLastFrame.X = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.X, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						//DifferenceFromLastFrame.Y = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.Y, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						//DifferenceFromLastFrame.Z = FMath::RoundToFloat(FMath::Clamp(DifferenceFromLastFrame.Z, -100.0f, 100.0f) * 10000.f) / 10000.f;
 | 
			
		||||
						//DifferenceFromLastFrame.Z = 0.0f; // Reset Z to zero, its not used anyway and this lets me reuse the Z component for capsule half height
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
| 
						 | 
				
			
			@ -1060,7 +1073,7 @@ bool UVRRootComponent::MoveComponentImpl(const FVector& Delta, const FQuat& NewR
 | 
			
		|||
 | 
			
		||||
					if (TestHit.bBlockingHit)
 | 
			
		||||
					{
 | 
			
		||||
						if (!ShouldIgnoreHitResult(MyWorld, bAllowSimulatingCollision, TestHit, Delta, Actor, MoveFlags))
 | 
			
		||||
						if (!ShouldIgnoreHitResult(MyWorld, bAllowSimulatingCollision, TestHit, Delta, Actor, MoveFlags) && !ShouldComponentIgnoreHitResult(TestHit, MoveFlags))
 | 
			
		||||
						{
 | 
			
		||||
							if (TestHit.bStartPenetrating)
 | 
			
		||||
							{
 | 
			
		||||
| 
						 | 
				
			
			@ -1136,8 +1149,7 @@ bool UVRRootComponent::MoveComponentImpl(const FVector& Delta, const FQuat& NewR
 | 
			
		|||
					// Remove any pending overlaps after this point, we are not going as far as we swept.
 | 
			
		||||
					if (FirstNonInitialOverlapIdx != INDEX_NONE)
 | 
			
		||||
					{
 | 
			
		||||
						const bool bAllowShrinking = false;
 | 
			
		||||
						PendingOverlaps.SetNum(FirstNonInitialOverlapIdx, bAllowShrinking);
 | 
			
		||||
						PendingOverlaps.SetNum(FirstNonInitialOverlapIdx, EAllowShrinking::No);
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
| 
						 | 
				
			
			@ -1376,14 +1388,13 @@ bool UVRRootComponent::UpdateOverlapsImpl(const TOverlapArrayView* NewPendingOve
 | 
			
		|||
				for (int32 CompIdx = 0; CompIdx < OldOverlappingComponentPtrs.Num() && NewOverlappingComponentPtrs.Num() > 0; ++CompIdx)
 | 
			
		||||
				{
 | 
			
		||||
					// RemoveAtSwap is ok, since it is not necessary to maintain order
 | 
			
		||||
					const bool bAllowShrinking = false;
 | 
			
		||||
 | 
			
		||||
					const FOverlapInfo* SearchItem = OldOverlappingComponentPtrs[CompIdx];
 | 
			
		||||
					const int32 NewElementIdx = IndexOfOverlapFast(NewOverlappingComponentPtrs, SearchItem);
 | 
			
		||||
					if (NewElementIdx != INDEX_NONE)
 | 
			
		||||
					{
 | 
			
		||||
						NewOverlappingComponentPtrs.RemoveAtSwap(NewElementIdx, 1, bAllowShrinking);
 | 
			
		||||
						OldOverlappingComponentPtrs.RemoveAtSwap(CompIdx, 1, bAllowShrinking);
 | 
			
		||||
						NewOverlappingComponentPtrs.RemoveAtSwap(NewElementIdx, 1, EAllowShrinking::No);
 | 
			
		||||
						OldOverlappingComponentPtrs.RemoveAtSwap(CompIdx, 1, EAllowShrinking::No);
 | 
			
		||||
						--CompIdx;
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
| 
						 | 
				
			
			@ -1413,7 +1424,7 @@ bool UVRRootComponent::UpdateOverlapsImpl(const TOverlapArrayView* NewPendingOve
 | 
			
		|||
							const int32 StaleElementIndex = IndexOfOverlapFast(OverlappingComponents, OtherOverlap);
 | 
			
		||||
							if (StaleElementIndex != INDEX_NONE)
 | 
			
		||||
							{
 | 
			
		||||
								OverlappingComponents.RemoveAtSwap(StaleElementIndex, 1, bAllowShrinking);
 | 
			
		||||
								OverlappingComponents.RemoveAtSwap(StaleElementIndex, 1, bAllowShrinking ? EAllowShrinking::Yes : EAllowShrinking::No);
 | 
			
		||||
							}
 | 
			
		||||
						}
 | 
			
		||||
					}
 | 
			
		||||
| 
						 | 
				
			
			@ -1515,7 +1526,7 @@ bool UVRRootComponent::IsLocallyControlled() const
 | 
			
		|||
	{
 | 
			
		||||
		if (GetNetMode() < ENetMode::NM_Client)
 | 
			
		||||
		{
 | 
			
		||||
			if (owningVRChar->VRReplicateCapsuleHeight)
 | 
			
		||||
			if (owningVRChar->GetVRReplicateCapsuleHeight())
 | 
			
		||||
			{
 | 
			
		||||
				owningVRChar->ReplicatedCapsuleHeight.CapsuleHeight = CapsuleHalfHeight;
 | 
			
		||||
			}
 | 
			
		||||
| 
						 | 
				
			
			@ -1649,7 +1660,7 @@ bool UVRRootComponent::ConvertSweptOverlapsToCurrentOverlapsVR(
 | 
			
		|||
							// Not handled yet. We could do it by checking every body explicitly and track each body index in the overlap test, but this seems like a rare need.
 | 
			
		||||
							return false;
 | 
			
		||||
						}
 | 
			
		||||
						else if (Cast<USkeletalMeshComponent>(OtherPrimitive) || Cast<USkeletalMeshComponent>(this))
 | 
			
		||||
						else if (Cast<USkeletalMeshComponent>(OtherPrimitive) /* || Cast<USkeletalMeshComponent>(this)*/)
 | 
			
		||||
						{
 | 
			
		||||
							// SkeletalMeshComponent does not support this operation, and would return false in the test when an actual query could return true.
 | 
			
		||||
							return false;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -17,6 +17,7 @@
 | 
			
		|||
#include "IStereoLayers.h"
 | 
			
		||||
#include "IHeadMountedDisplay.h"
 | 
			
		||||
#include "PrimitiveViewRelevance.h"
 | 
			
		||||
#include "StereoLayerAdditionalFlagsManager.h"
 | 
			
		||||
#include "PrimitiveSceneProxy.h"
 | 
			
		||||
#include "UObject/ConstructorHelpers.h"
 | 
			
		||||
#include "EngineGlobals.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -384,9 +385,9 @@ UVRStereoWidgetComponent::UVRStereoWidgetComponent(const FObjectInitializer& Obj
 | 
			
		|||
	//, StereoLayerType(SLT_TrackerLocked)
 | 
			
		||||
	//, StereoLayerShape(SLSH_QuadLayer)
 | 
			
		||||
	, Priority(0)
 | 
			
		||||
	, LayerId(IStereoLayers::FLayerDesc::INVALID_LAYER_ID)
 | 
			
		||||
	, bIsDirty(true)
 | 
			
		||||
	, bTextureNeedsUpdate(false)
 | 
			
		||||
	, LayerId(IStereoLayers::FLayerDesc::INVALID_LAYER_ID)
 | 
			
		||||
	, LastTransform(FTransform::Identity)
 | 
			
		||||
	, bLastVisible(false)
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -411,6 +412,16 @@ UVRStereoWidgetComponent::~UVRStereoWidgetComponent()
 | 
			
		|||
{
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void UVRStereoWidgetComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
 | 
			
		||||
{
 | 
			
		||||
	if (EndPlayReason == EEndPlayReason::EndPlayInEditor || EndPlayReason == EEndPlayReason::Quit)
 | 
			
		||||
	{
 | 
			
		||||
		//FStereoLayerAdditionalFlagsManager::Destroy();
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void UVRStereoWidgetComponent::BeginDestroy()
 | 
			
		||||
{
 | 
			
		||||
	IStereoLayers* StereoLayers;
 | 
			
		||||
| 
						 | 
				
			
			@ -715,6 +726,13 @@ void UVRStereoWidgetComponent::TickComponent(float DeltaTime, enum ELevelTick Ti
 | 
			
		|||
		LayerDsec.Flags |= (bSupportsDepth) ? IStereoLayers::LAYER_FLAG_SUPPORT_DEPTH : 0;
 | 
			
		||||
		LayerDsec.Flags |= (!bCurrVisible) ? IStereoLayers::LAYER_FLAG_HIDDEN : 0;
 | 
			
		||||
 | 
			
		||||
		// Would love to implement but they aren't exporting the symbols
 | 
			
		||||
		/*TSharedPtr<FStereoLayerAdditionalFlagsManager> FlagsManager = FStereoLayerAdditionalFlagsManager::Get();
 | 
			
		||||
		for (FName& Flag : AdditionalFlags)
 | 
			
		||||
		{
 | 
			
		||||
			LayerDsec.Flags |= FlagsManager->GetFlagValue(Flag);
 | 
			
		||||
		}*/
 | 
			
		||||
 | 
			
		||||
		// Fix this later when WorldLocked is no longer wrong.
 | 
			
		||||
		switch (Space)
 | 
			
		||||
		{
 | 
			
		||||
| 
						 | 
				
			
			@ -1093,7 +1111,7 @@ public:
 | 
			
		|||
		bShadowMapped = false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	virtual void OnTransformChanged() override
 | 
			
		||||
	virtual void OnTransformChanged(FRHICommandListBase& RHICmdList) override
 | 
			
		||||
	{
 | 
			
		||||
		Origin = GetLocalToWorld().GetOrigin();
 | 
			
		||||
	}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -316,6 +316,10 @@ public:
 | 
			
		|||
 | 
			
		||||
	~UGripMotionControllerComponent();
 | 
			
		||||
 | 
			
		||||
	// TMP until physics velocity bug is fixed #TODO: Remove
 | 
			
		||||
	void CalculateGripVelocity(FBPActorGripInformation &GripToFill, UPrimitiveComponent* ComponentToSample, float DeltaTime);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Custom version of the component sweep function to remove that aggravating warning epic is throwing about skeletal mesh components.
 | 
			
		||||
	void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void InitializeComponent() override;
 | 
			
		||||
| 
						 | 
				
			
			@ -494,10 +498,17 @@ public:
 | 
			
		|||
	UPROPERTY(BlueprintReadOnly, Replicated, Category = "GripMotionController", ReplicatedUsing = OnRep_GrippedObjects)
 | 
			
		||||
	TArray<FBPActorGripInformation> GrippedObjects;
 | 
			
		||||
 | 
			
		||||
	// If modifying members in gripped objects directly or a specific grip you need to call this function if you are using Push Networking
 | 
			
		||||
	void DIRTY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
	// When possible I suggest that you use GetAllGrips/GetGrippedObjects instead of directly referencing this
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, Replicated, Category = "GripMotionController", ReplicatedUsing = OnRep_LocallyGrippedObjects)
 | 
			
		||||
	TArray<FBPActorGripInformation> LocallyGrippedObjects;
 | 
			
		||||
 | 
			
		||||
	// If modifying members in locally gripped objects directly or a specific grip you need to call this function if you are using Push Networking
 | 
			
		||||
	void DIRTY_LOCALLY_GRIPPED_OBJECTS();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Local Grip TransactionalBuffer to store server sided grips that need to be emplaced into the local buffer
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, Replicated, Category = "GripMotionController", ReplicatedUsing = OnRep_LocalTransaction)
 | 
			
		||||
		TArray<FBPActorGripInformation> LocalTransactionBuffer;
 | 
			
		||||
| 
						 | 
				
			
			@ -766,37 +777,8 @@ public:
 | 
			
		|||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	inline void CheckTransactionBuffer()
 | 
			
		||||
	{
 | 
			
		||||
		if (LocalTransactionBuffer.Num())
 | 
			
		||||
		{
 | 
			
		||||
			for (int i = LocalTransactionBuffer.Num() - 1; i >= 0; --i)
 | 
			
		||||
			{
 | 
			
		||||
				if (LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped && LocalTransactionBuffer[i].GripID != LocalTransactionBuffer[i].ValueCache.CachedGripID)
 | 
			
		||||
				{
 | 
			
		||||
					// There appears to be a bug with TArray replication where if you replace an index with another value of that
 | 
			
		||||
					// Index, it doesn't fully re-init the object, this is a workaround to re-zero non replicated variables
 | 
			
		||||
					// when that happens.
 | 
			
		||||
					LocalTransactionBuffer[i].ClearNonReppingItems();
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (!LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped && LocalTransactionBuffer[i].GrippedObject->IsValidLowLevelFast())
 | 
			
		||||
				{
 | 
			
		||||
					LocalTransactionBuffer[i].ValueCache.bWasInitiallyRepped = true;
 | 
			
		||||
					LocalTransactionBuffer[i].ValueCache.CachedGripID = LocalTransactionBuffer[i].GripID;
 | 
			
		||||
 | 
			
		||||
					int32 Index = LocallyGrippedObjects.Add(LocalTransactionBuffer[i]);
 | 
			
		||||
 | 
			
		||||
					if (Index != INDEX_NONE)
 | 
			
		||||
					{
 | 
			
		||||
						NotifyGrip(LocallyGrippedObjects[Index]);
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					Server_NotifyHandledTransaction(LocalTransactionBuffer[i].GripID);				
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	// Check the local transaction buffer
 | 
			
		||||
	void CheckTransactionBuffer();
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
	virtual void OnRep_LocalTransaction(TArray<FBPActorGripInformation> OriginalArrayState) // Original array state is useless without full serialize, it just hold last delta
 | 
			
		||||
| 
						 | 
				
			
			@ -848,18 +830,29 @@ public:
 | 
			
		|||
	// Run the smoothing step
 | 
			
		||||
	void RunNetworkedSmoothing(float DeltaTime);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every tick).
 | 
			
		||||
	// On dedicated servers the update rate should be at or lower than the server tick rate for smoothing to work
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "GripMotionController|Networking", meta = (ClampMin = "0", UIMin = "0"))
 | 
			
		||||
	float ControllerNetUpdateRate;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void SetControllerNetUpdateRate(float NewControllerNetUpdateRate);
 | 
			
		||||
	inline float GetControllerNetUpdateRate() { return ControllerNetUpdateRate; };
 | 
			
		||||
	
 | 
			
		||||
	// Used in Tick() to accumulate before sending updates, didn't want to use a timer in this case, also used for remotes to lerp position
 | 
			
		||||
	float ControllerNetUpdateCount;
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
	// Whether to smooth (lerp) between ticks for the replicated motion, DOES NOTHING if update rate is larger than FPS!
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "GripMotionController|Networking")
 | 
			
		||||
		bool bSmoothReplicatedMotion;
 | 
			
		||||
 | 
			
		||||
	public:
 | 
			
		||||
		void SetSmoothReplicatedMotion(bool NewSmoothReplicatedMotion);
 | 
			
		||||
		inline bool GetSmoothReplicatedMotion() { return bSmoothReplicatedMotion; };
 | 
			
		||||
 | 
			
		||||
	// If true then we will use exponential smoothing with buffered correction
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category = "GripMotionController|Networking|Smoothing", meta = (editcondition = "bSmoothReplicatedMotion"))
 | 
			
		||||
		bool bUseExponentialSmoothing = true;
 | 
			
		||||
| 
						 | 
				
			
			@ -876,10 +869,16 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Category = "GripMotionController|Networking|Smoothing", meta = (editcondition = "bUseExponentialSmoothing"))
 | 
			
		||||
		float NetworkNoSmoothUpdateDistance = 100.f;
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
 | 
			
		||||
	// Whether to replicate even if no tracking (FPS or test characters)
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "GripMotionController|Networking")
 | 
			
		||||
		bool bReplicateWithoutTracking;
 | 
			
		||||
 | 
			
		||||
	public:
 | 
			
		||||
		void SetReplicateWithoutTracking(bool NewReplicateWithoutTracking);
 | 
			
		||||
		inline bool GetReplicateWithoutTracking() { return bReplicateWithoutTracking; };
 | 
			
		||||
 | 
			
		||||
	// I'm sending it unreliable because it is being resent pretty often
 | 
			
		||||
	UFUNCTION(Unreliable, Server, WithValidation)
 | 
			
		||||
	void Server_SendControllerTransform(FBPVRComponentPosRep NewTransform);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -181,11 +181,8 @@ public:
 | 
			
		|||
	virtual void OnLodgeHitCallback(AActor* SelfActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "Weapon Settings")
 | 
			
		||||
		void SetIsLodged(bool IsLodged, UPrimitiveComponent * LodgeComponent)
 | 
			
		||||
	{
 | 
			
		||||
		bIsLodged = IsLodged;
 | 
			
		||||
		LodgedComponent = LodgeComponent;
 | 
			
		||||
	}
 | 
			
		||||
	void SetIsLodged(bool IsLodged, UPrimitiveComponent* LodgeComponent);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	bool bIsLodged;
 | 
			
		||||
	TWeakObjectPtr<UPrimitiveComponent> LodgedComponent;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -38,14 +38,22 @@ public:
 | 
			
		|||
 | 
			
		||||
	virtual void GatherCurrentMovement() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
	// If true then the grip script array will be considered for replication, if false then it will not
 | 
			
		||||
	// This is an optimization for when you have a lot of grip scripts in use, you can toggle this off in cases
 | 
			
		||||
	// where the object will never have a replicating script
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite,  Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
	virtual void GetSubobjectsWithStableNamesForNetworking(TArray<UObject*>& ObjList) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -78,8 +86,16 @@ public:
 | 
			
		|||
	// Client Auth Throwing Data and functions 
 | 
			
		||||
	// ------------------------------------------------
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Replication settings for client auth throwing
 | 
			
		||||
	// Must call MarkClientAuthReplicationDirty if setting the properties of it live
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		FVRClientAuthReplicationData ClientAuthReplicationData;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	// If changing this in c++ it is using a getter to make sure it is dirtied
 | 
			
		||||
	FVRClientAuthReplicationData& GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Add this to client side physics replication (until coming to rest or timeout period is hit)
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "Networking")
 | 
			
		||||
| 
						 | 
				
			
			@ -122,17 +138,28 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
	FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
	public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
 | 
			
		||||
	// Skips the attachment replication if we are locally owned and our grip settings say that we are a client authed grip.
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		bool bAllowIgnoringAttachOnOwner;
 | 
			
		||||
	public:
 | 
			
		||||
 | 
			
		||||
	void SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner);
 | 
			
		||||
	inline bool GetAllowIgnoringAttachOnOwner() { return bAllowIgnoringAttachOnOwner; };
 | 
			
		||||
 | 
			
		||||
	// Should we skip attachment replication (vr settings say we are a client auth grip and our owner is locally controlled)
 | 
			
		||||
	/*inline*/ bool ShouldWeSkipAttachmentReplication(bool bConsiderHeld = true) const;
 | 
			
		||||
| 
						 | 
				
			
			@ -161,11 +188,21 @@ public:
 | 
			
		|||
	// On Destroy clean up our objects
 | 
			
		||||
	virtual void BeginDestroy() override;
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
	public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
	public:
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -31,6 +31,7 @@ public:
 | 
			
		|||
	virtual void BeginPlay() override;
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -39,6 +40,13 @@ public:
 | 
			
		|||
	// where the object will never have a replicating script
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -76,10 +84,14 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -94,6 +106,7 @@ public:
 | 
			
		|||
	// This one is for components to clean up
 | 
			
		||||
	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
	bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -106,6 +119,16 @@ public:
 | 
			
		|||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
	FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
	inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -31,6 +31,7 @@ public:
 | 
			
		|||
	virtual void BeginPlay() override;
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -40,6 +41,14 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
 | 
			
		||||
	// Sets the Deny Gripping variable on the FBPInterfaceSettings struct
 | 
			
		||||
| 
						 | 
				
			
			@ -75,9 +84,12 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -92,6 +104,8 @@ public:
 | 
			
		|||
	// This one is for components to clean up
 | 
			
		||||
	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -105,6 +119,17 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
	inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
	virtual bool DenyGripping_Implementation(UGripMotionControllerComponent * GripInitiator = nullptr) override;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -10,9 +10,9 @@
 | 
			
		|||
#include "PhysicsReplicationInterface.h"
 | 
			
		||||
#include "Physics/PhysicsInterfaceDeclares.h"
 | 
			
		||||
#include "PhysicsProxy/SingleParticlePhysicsProxyFwd.h"
 | 
			
		||||
#include "Chaos/Particles.h"
 | 
			
		||||
#include "Chaos/PhysicsObject.h"
 | 
			
		||||
#include "Chaos/SimCallbackObject.h"
 | 
			
		||||
#include "Physics/NetworkPhysicsSettingsComponent.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#include "GrippablePhysicsReplication.generated.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -33,13 +33,18 @@
 | 
			
		|||
//struct FAsyncPhysicsRepCallbackDataVR;
 | 
			
		||||
//class FPhysicsReplicationAsyncCallbackVR;
 | 
			
		||||
 | 
			
		||||
#pragma region FPhysicsReplicationAsync
 | 
			
		||||
 | 
			
		||||
class FPhysicsReplicationAsyncVR : public Chaos::TSimCallbackObject<
 | 
			
		||||
	FPhysicsReplicationAsyncInput,
 | 
			
		||||
	Chaos::FSimCallbackNoOutput,
 | 
			
		||||
	Chaos::ESimCallbackOptions::Presimulate>
 | 
			
		||||
	Chaos::ESimCallbackOptions::Presimulate | Chaos::ESimCallbackOptions::PhysicsObjectUnregister>
 | 
			
		||||
{
 | 
			
		||||
	virtual FName GetFNameForStatId() const override;
 | 
			
		||||
	virtual void OnPostInitialize_Internal() override;
 | 
			
		||||
	virtual void OnPreSimulate_Internal() override;
 | 
			
		||||
	virtual void OnPhysicsObjectUnregistered_Internal(Chaos::FConstPhysicsObjectHandle PhysicsObject) override;
 | 
			
		||||
 | 
			
		||||
	virtual void ApplyTargetStatesAsync(const float DeltaSeconds, const FPhysicsRepErrorCorrectionData& ErrorCorrection, const TArray<FPhysicsRepAsyncInputData>& TargetStates);
 | 
			
		||||
 | 
			
		||||
	// Replication functions
 | 
			
		||||
| 
						 | 
				
			
			@ -48,14 +53,25 @@ class FPhysicsReplicationAsyncVR : public Chaos::TSimCallbackObject<
 | 
			
		|||
	virtual bool PredictiveInterpolation(Chaos::FPBDRigidParticleHandle* Handle, FReplicatedPhysicsTargetAsync& Target, const float DeltaSeconds);
 | 
			
		||||
	virtual bool ResimulationReplication(Chaos::FPBDRigidParticleHandle* Handle, FReplicatedPhysicsTargetAsync& Target, const float DeltaSeconds);
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	virtual void RegisterSettings(Chaos::FConstPhysicsObjectHandle PhysicsObject, FNetworkPhysicsSettingsAsync InSettings);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	float LatencyOneWay;
 | 
			
		||||
	FRigidBodyErrorCorrection ErrorCorrectionDefault;
 | 
			
		||||
	TMap<Chaos::FPhysicsObject*, FReplicatedPhysicsTargetAsync> ObjectToTarget;
 | 
			
		||||
	FNetworkPhysicsSettingsAsync SettingsCurrent;
 | 
			
		||||
	FNetworkPhysicsSettingsAsync SettingsDefault;
 | 
			
		||||
	TMap<Chaos::FConstPhysicsObjectHandle, FReplicatedPhysicsTargetAsync> ObjectToTarget;
 | 
			
		||||
	TMap<Chaos::FConstPhysicsObjectHandle, FNetworkPhysicsSettingsAsync> ObjectToSettings;
 | 
			
		||||
	TArray<int32> ParticlesInResimIslands;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	void UpdateAsyncTarget(const FPhysicsRepAsyncInputData& Input);
 | 
			
		||||
	void UpdateAsyncTarget(const FPhysicsRepAsyncInputData& Input, Chaos::FPBDRigidsSolver* RigidsSolver);
 | 
			
		||||
	void UpdateRewindDataTarget(const FPhysicsRepAsyncInputData& Input);
 | 
			
		||||
	void CacheResimInteractions();
 | 
			
		||||
	// Sets SettingsCurrent to either the objects custom settings or to the default settings
 | 
			
		||||
	void FetchObjectSettings(Chaos::FConstPhysicsObjectHandle PhysicsObject);
 | 
			
		||||
	static void ExtrapolateTarget(FReplicatedPhysicsTargetAsync& Target, const int32 ExtrapolateFrames, const float DeltaSeconds);
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void Setup(FRigidBodyErrorCorrection ErrorCorrection)
 | 
			
		||||
| 
						 | 
				
			
			@ -64,7 +80,7 @@ public:
 | 
			
		|||
	}
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
#pragma endregion // FPhysicsReplicationAsync
 | 
			
		||||
 | 
			
		||||
class FPhysicsReplicationVR : public FPhysicsReplication
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -81,9 +97,11 @@ public:
 | 
			
		|||
	virtual bool ApplyRigidBodyState(float DeltaSeconds, FBodyInstance* BI, FReplicatedPhysicsTarget& PhysicsTarget, const FRigidBodyErrorCorrection& ErrorCorrection, const float PingSecondsOneWay, int32 LocalFrame, int32 NumPredictedFrames) override;
 | 
			
		||||
	virtual bool ApplyRigidBodyState(float DeltaSeconds, FBodyInstance* BI, FReplicatedPhysicsTarget& PhysicsTarget, const FRigidBodyErrorCorrection& ErrorCorrection, const float PingSecondsOneWay, bool* bDidHardSnap = nullptr) override;
 | 
			
		||||
 | 
			
		||||
	virtual void SetReplicatedTarget(UPrimitiveComponent* Component, FName BoneName, const FRigidBodyState& ReplicatedTarget, int32 ServerFrame) override;
 | 
			
		||||
	void SetReplicatedTargetVR(Chaos::FPhysicsObject* PhysicsObject, const FRigidBodyState& ReplicatedTarget, int32 ServerFrame, EPhysicsReplicationMode ReplicationMode);
 | 
			
		||||
	void SetReplicatedTargetVR(Chaos::FConstPhysicsObjectHandle PhysicsObject, const FRigidBodyState& ReplicatedTarget, int32 ServerFrame, EPhysicsReplicationMode ReplicationMode = EPhysicsReplicationMode::Default);
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
	virtual void RemoveReplicatedTarget(UPrimitiveComponent* Component) override;
 | 
			
		||||
 | 
			
		||||
	TArray<FReplicatedPhysicsTarget> ReplicatedTargetsQueueVR;
 | 
			
		||||
	FPhysicsReplicationAsyncVR* PhysicsReplicationAsyncVR;
 | 
			
		||||
	FPhysicsReplicationAsyncInput* AsyncInputVR;	//async data being written into before we push into callback
 | 
			
		||||
| 
						 | 
				
			
			@ -91,6 +109,7 @@ public:
 | 
			
		|||
	void PrepareAsyncData_ExternalVR(const FRigidBodyErrorCorrection& ErrorCorrection);	//prepare async data for writing. Call on external thread (i.e. game thread)
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
class IPhysicsReplicationFactoryVR : public IPhysicsReplicationFactory
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -30,11 +30,13 @@ class VREXPANSIONPLUGIN_API UOptionalRepSkeletalMeshComponent : public USkeletal
 | 
			
		|||
public:
 | 
			
		||||
	UOptionalRepSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer);
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
	bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -64,6 +66,7 @@ public:
 | 
			
		|||
 | 
			
		||||
	virtual void GatherCurrentMovement() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -72,6 +75,13 @@ public:
 | 
			
		|||
	// where the object will never have a replicating script
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch* Bunch, FReplicationFlags* RepFlags) override;
 | 
			
		||||
	virtual void GetSubobjectsWithStableNamesForNetworking(TArray<UObject*>& ObjList) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -104,8 +114,12 @@ public:
 | 
			
		|||
	// Client Auth Throwing Data and functions 
 | 
			
		||||
	// ------------------------------------------------
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		FVRClientAuthReplicationData ClientAuthReplicationData;
 | 
			
		||||
public:
 | 
			
		||||
	// If changing this in c++ it is using a getter to make sure it is dirtied
 | 
			
		||||
	FVRClientAuthReplicationData& GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData);
 | 
			
		||||
 | 
			
		||||
	// Add this to client side physics replication (until coming to rest or timeout period is hit)
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "Networking")
 | 
			
		||||
| 
						 | 
				
			
			@ -148,18 +162,29 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
	FGameplayTagContainer GameplayTags;
 | 
			
		||||
	
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Skips the attachment replication if we are locally owned and our grip settings say that we are a client authed grip.
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		bool bAllowIgnoringAttachOnOwner;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner);
 | 
			
		||||
	inline bool GetAllowIgnoringAttachOnOwner() { return bAllowIgnoringAttachOnOwner; };
 | 
			
		||||
 | 
			
		||||
	// Should we skip attachment replication (vr settings say we are a client auth grip and our owner is locally controlled)
 | 
			
		||||
	/*inline*/ bool ShouldWeSkipAttachmentReplication(bool bConsiderHeld = true) const;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -187,12 +212,22 @@ public:
 | 
			
		|||
	// On Destroy clean up our objects
 | 
			
		||||
	virtual void BeginDestroy() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
	virtual bool DenyGripping_Implementation(UGripMotionControllerComponent * GripInitiator = nullptr) override;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -35,6 +35,7 @@ public:
 | 
			
		|||
	virtual void GetWeldedBodies(TArray<FBodyInstance*>& OutWeldedBodies, TArray<FName>& OutLabels, bool bIncludingAutoWeld) override;
 | 
			
		||||
	virtual FBodyInstance* GetBodyInstance(FName BoneName = NAME_None, bool bGetWelded = true, int32 Index = INDEX_NONE) const override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -43,6 +44,12 @@ public:
 | 
			
		|||
	// where the object will never have a replicating script
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
public:
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -81,10 +88,15 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -98,6 +110,7 @@ public:
 | 
			
		|||
	// This one is for components to clean up
 | 
			
		||||
	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -110,6 +123,16 @@ public:
 | 
			
		|||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
	inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -31,6 +31,7 @@ public:
 | 
			
		|||
	virtual void BeginPlay() override;
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -39,6 +40,13 @@ public:
 | 
			
		|||
	// where the object will never have a replicating script
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -77,9 +85,12 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -94,6 +105,7 @@ public:
 | 
			
		|||
	// This one is for components to clean up
 | 
			
		||||
	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -106,6 +118,16 @@ public:
 | 
			
		|||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
	inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -60,6 +60,8 @@ public:
 | 
			
		|||
 | 
			
		||||
	virtual void GatherCurrentMovement() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -69,6 +71,14 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
	virtual void GetSubobjectsWithStableNamesForNetworking(TArray<UObject*>& ObjList) override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -101,9 +111,15 @@ public:
 | 
			
		|||
	// Client Auth Throwing Data and functions 
 | 
			
		||||
	// ------------------------------------------------
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		FVRClientAuthReplicationData ClientAuthReplicationData;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	// If changing this in c++ it is using a getter to make sure it is dirtied
 | 
			
		||||
	FVRClientAuthReplicationData& GetClientAuthReplicationData(FVRClientAuthReplicationData& ClientAuthData);
 | 
			
		||||
 | 
			
		||||
	// Add this to client side physics replication (until coming to rest or timeout period is hit)
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "Networking")
 | 
			
		||||
		bool AddToClientReplicationBucket();
 | 
			
		||||
| 
						 | 
				
			
			@ -147,18 +163,27 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Skips the attachment replication if we are locally owned and our grip settings say that we are a client authed grip.
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Replication")
 | 
			
		||||
		bool bAllowIgnoringAttachOnOwner;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void SetAllowIgnoringAttachOnOwner(bool bNewAllowIgnoringAttachOnOwner);
 | 
			
		||||
	inline bool GetAllowIgnoringAttachOnOwner() { return bAllowIgnoringAttachOnOwner; };
 | 
			
		||||
 | 
			
		||||
	// Should we skip attachment replication (vr settings say we are a client auth grip and our owner is locally controlled)
 | 
			
		||||
	/*inline*/ bool ShouldWeSkipAttachmentReplication(bool bConsiderHeld = true) const;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -186,12 +211,22 @@ public:
 | 
			
		|||
	// On Destroy clean up our objects
 | 
			
		||||
	virtual void BeginDestroy() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
	virtual bool DenyGripping_Implementation(UGripMotionControllerComponent * GripInitiator = nullptr) override;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -35,6 +35,8 @@ public:
 | 
			
		|||
	// Gameplay tag interface
 | 
			
		||||
	// ------------------------------------------------
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	/** Overridden to return requirements tags */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadOnly, Instanced, Category = "VRGripInterface")
 | 
			
		||||
		TArray<TObjectPtr<UVRGripScriptBase>> GripLogicScripts;
 | 
			
		||||
| 
						 | 
				
			
			@ -45,6 +47,13 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bReplicateGripScripts;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void SetReplicateGripScripts(bool NewReplicateGripScripts);
 | 
			
		||||
	inline bool GetReplicateGripScripts() { return bReplicateGripScripts; };
 | 
			
		||||
 | 
			
		||||
	// Get the grip script array, will automatically dirty it if they are replicated as it is assumed if you are directly accessing it you are altering it
 | 
			
		||||
	TArray<TObjectPtr<UVRGripScriptBase>>& GetGripLogicScripts();
 | 
			
		||||
 | 
			
		||||
	bool ReplicateSubobjects(UActorChannel* Channel, class FOutBunch *Bunch, FReplicationFlags *RepFlags) override;
 | 
			
		||||
 | 
			
		||||
	// Sets the Deny Gripping variable on the FBPInterfaceSettings struct
 | 
			
		||||
| 
						 | 
				
			
			@ -76,10 +85,15 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -93,6 +107,7 @@ public:
 | 
			
		|||
	// This one is for components to clean up
 | 
			
		||||
	virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bRepGripSettingsAndGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -106,6 +121,16 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		FBPInterfaceProperties VRGripInterfaceSettings;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	void SetRepGripSettingsAndGameplayTags(bool bNewRepGripSettingsAndGameplayTags);
 | 
			
		||||
	inline bool GetRepGripSettingsAndGameplayTags() { return bRepGripSettingsAndGameplayTags; };
 | 
			
		||||
 | 
			
		||||
	// Get VRGripInterfaceSettings, set MarkDirty if you intend to (or may) modify the values inside of it
 | 
			
		||||
	FBPInterfaceProperties& GetVRGripInterfaceSettings(bool bMarkDirty);
 | 
			
		||||
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
	inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	// Set up as deny instead of allow so that default allows for gripping
 | 
			
		||||
	// The GripInitiator is not guaranteed to be valid, check it for validity
 | 
			
		||||
	virtual bool DenyGripping_Implementation(UGripMotionControllerComponent * GripInitiator = nullptr) override;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -7,7 +7,9 @@
 | 
			
		|||
#include "GameplayTagAssetInterface.h"
 | 
			
		||||
#include "Components/SceneComponent.h"
 | 
			
		||||
#include "Animation/AnimInstance.h"
 | 
			
		||||
#include "Animation/BoneReference.h"
 | 
			
		||||
#include "Misc/Guid.h"
 | 
			
		||||
 | 
			
		||||
#include "HandSocketComponent.generated.h"
 | 
			
		||||
 | 
			
		||||
class USkeletalMeshComponent;
 | 
			
		||||
| 
						 | 
				
			
			@ -409,6 +411,8 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -423,6 +427,14 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
 | 
			
		||||
	public:
 | 
			
		||||
		FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
 | 
			
		||||
		void SetRepGameplayTags(bool NewRepGameplayTags);
 | 
			
		||||
		inline bool GetRepGameplayTags() { return bRepGameplayTags; };
 | 
			
		||||
		void SetReplicateMovement(bool NewReplicateMovement);
 | 
			
		||||
		inline bool GetReplicateMovement() { return bReplicateMovement; };
 | 
			
		||||
 | 
			
		||||
	/** mesh component to indicate hand placement */
 | 
			
		||||
#if WITH_EDITORONLY_DATA
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -468,10 +480,5 @@ public:
 | 
			
		|||
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, transient, Category = "Socket Data")
 | 
			
		||||
		TObjectPtr<UHandSocketComponent> OwningSocket;
 | 
			
		||||
 | 
			
		||||
	virtual void NativeInitializeAnimation() override
 | 
			
		||||
	{
 | 
			
		||||
		Super::NativeInitializeAnimation();
 | 
			
		||||
 | 
			
		||||
		OwningSocket = Cast<UHandSocketComponent>(GetOwningComponent()->GetAttachParent());
 | 
			
		||||
	}
 | 
			
		||||
	virtual void NativeInitializeAnimation() override;
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -111,6 +111,7 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRButtonComponent")
 | 
			
		||||
	bool bIsEnabled;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Current state of the button, writable to set initial value
 | 
			
		||||
	UPROPERTY(EditAnywhere,BlueprintReadWrite, Replicated, Category = "VRButtonComponent")
 | 
			
		||||
	bool bButtonState;
 | 
			
		||||
| 
						 | 
				
			
			@ -118,6 +119,11 @@ public:
 | 
			
		|||
	// Who is allowed to change the button state
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "VRButtonComponent|Replication")
 | 
			
		||||
		EVRStateChangeAuthorityType StateChangeAuthorityType;
 | 
			
		||||
public:
 | 
			
		||||
	bool GetButtonState() { return bButtonState; }
 | 
			
		||||
	void SetButtonState(bool bNewButtonState);
 | 
			
		||||
	EVRStateChangeAuthorityType GetStateChangeAuthorityType() { return StateChangeAuthorityType; }
 | 
			
		||||
	void SetStateChangeAuthorityType(EVRStateChangeAuthorityType NewStateChangeAuthorityType);
 | 
			
		||||
 | 
			
		||||
	// Speed that the button de-presses when no longer interacted with
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRButtonComponent")
 | 
			
		||||
| 
						 | 
				
			
			@ -155,18 +161,26 @@ public:
 | 
			
		|||
 | 
			
		||||
	virtual FVector GetTargetRelativeLocation();
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
	public:
 | 
			
		||||
		bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
		void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
	// Resetting the initial transform here so that it comes in prior to BeginPlay and save loading.
 | 
			
		||||
	virtual void OnRegister() override;
 | 
			
		||||
 | 
			
		||||
	protected:
 | 
			
		||||
	// Now replicating this so that it works correctly over the network
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_InitialRelativeTransform, Category = "VRButtonComponent")
 | 
			
		||||
		FTransform_NetQuantize InitialRelativeTransform;
 | 
			
		||||
	public:
 | 
			
		||||
		// Gets the initial relative transform, if you want to set it you should be using ResetInitialButtonLocation
 | 
			
		||||
		FTransform GetInitialRelativeTransform() { return InitialRelativeTransform; }
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
		virtual void OnRep_InitialRelativeTransform()
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -120,9 +120,13 @@ public:
 | 
			
		|||
	// Resetting the initial transform here so that it comes in prior to BeginPlay and save loading.
 | 
			
		||||
	virtual void OnRegister() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Now replicating this so that it works correctly over the network
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_InitialRelativeTransform, Category = "VRDialComponent")
 | 
			
		||||
		FTransform_NetQuantize InitialRelativeTransform;
 | 
			
		||||
	FTransform_NetQuantize InitialRelativeTransform;
 | 
			
		||||
public:
 | 
			
		||||
	// Gets the initial relative transform, if you want to set it you should be using ResetInitialButtonLocation
 | 
			
		||||
	FTransform GetInitialRelativeTransform() { return InitialRelativeTransform; }
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
		virtual void OnRep_InitialRelativeTransform()
 | 
			
		||||
| 
						 | 
				
			
			@ -161,15 +165,12 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -177,7 +178,14 @@ public:
 | 
			
		|||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
		FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
		bool GetRepGameplayTags() { return bRepGameplayTags; }
 | 
			
		||||
		void SetRepGameplayTags(bool bNewRepGameplayTags);
 | 
			
		||||
		bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
		void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -193,9 +193,13 @@ public:
 | 
			
		|||
	// Resetting the initial transform here so that it comes in prior to BeginPlay and save loading.
 | 
			
		||||
	virtual void OnRegister() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Now replicating this so that it works correctly over the network
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_InitialRelativeTransform, Category = "VRLeverComponent")
 | 
			
		||||
	FTransform_NetQuantize InitialRelativeTransform;
 | 
			
		||||
public:
 | 
			
		||||
	// Gets the initial relative transform, if you want to set it you should be using ResetInitialButtonLocation
 | 
			
		||||
	FTransform GetInitialRelativeTransform() { return InitialRelativeTransform; }
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
	virtual void OnRep_InitialRelativeTransform()
 | 
			
		||||
| 
						 | 
				
			
			@ -234,15 +238,12 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -250,7 +251,14 @@ public:
 | 
			
		|||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
	bool GetRepGameplayTags() { return bRepGameplayTags; }
 | 
			
		||||
	void SetRepGameplayTags(bool bNewRepGameplayTags);
 | 
			
		||||
	bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -94,15 +94,12 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -110,7 +107,14 @@ public:
 | 
			
		|||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
	FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
	bool GetRepGameplayTags() { return bRepGameplayTags; }
 | 
			
		||||
	void SetRepGameplayTags(bool bNewRepGameplayTags);
 | 
			
		||||
	bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -146,11 +150,7 @@ public:
 | 
			
		|||
 | 
			
		||||
	// Should be called after the Mount is moved post begin play
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "VRMountComponent")
 | 
			
		||||
		void ResetInitialMountLocation()
 | 
			
		||||
	{
 | 
			
		||||
		// Get our initial relative transform to our parent (or not if un-parented).
 | 
			
		||||
		InitialRelativeTransform = this->GetRelativeTransform();
 | 
			
		||||
	}
 | 
			
		||||
		void ResetInitialMountLocation();
 | 
			
		||||
 | 
			
		||||
	virtual void OnUnregister() override;;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -147,9 +147,13 @@ public:
 | 
			
		|||
	UFUNCTION(BlueprintCallable, Category = "GripSettings")
 | 
			
		||||
		void SetGripPriority(int NewGripPriority);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Set this to assign a spline component to the slider
 | 
			
		||||
	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated/*Using = OnRep_SplineComponentToFollow*/, Category = "VRSliderComponent")
 | 
			
		||||
	TObjectPtr<USplineComponent> SplineComponentToFollow;
 | 
			
		||||
public:
 | 
			
		||||
	// Gets the initial relative transform, if you want to set it you should be using ResetInitialButtonLocation
 | 
			
		||||
	TObjectPtr<USplineComponent> GetSplineComponentToFollow() { return SplineComponentToFollow; }
 | 
			
		||||
 | 
			
		||||
	/*UFUNCTION()
 | 
			
		||||
	virtual void OnRep_SplineComponentToFollow()
 | 
			
		||||
| 
						 | 
				
			
			@ -198,9 +202,13 @@ public:
 | 
			
		|||
	// Resetting the initial transform here so that it comes in prior to BeginPlay and save loading.
 | 
			
		||||
	virtual void OnRegister() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Now replicating this so that it works correctly over the network
 | 
			
		||||
	UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_InitialRelativeTransform, Category = "VRSliderComponent")
 | 
			
		||||
		FTransform_NetQuantize InitialRelativeTransform;
 | 
			
		||||
public:
 | 
			
		||||
	// Gets the initial relative transform, if you want to set it you should be using ResetInitialButtonLocation
 | 
			
		||||
	FTransform GetInitialRelativeTransform() { return InitialRelativeTransform; }
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
	virtual void OnRep_InitialRelativeTransform()
 | 
			
		||||
| 
						 | 
				
			
			@ -261,15 +269,13 @@ public:
 | 
			
		|||
		TagContainer = GameplayTags;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	/** Tags that are set on this object */
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "GameplayTags")
 | 
			
		||||
		FGameplayTagContainer GameplayTags;
 | 
			
		||||
 | 
			
		||||
	// End Gameplay Tag Interface
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	// Requires bReplicates to be true for the component
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface")
 | 
			
		||||
		bool bRepGameplayTags;
 | 
			
		||||
| 
						 | 
				
			
			@ -277,7 +283,14 @@ public:
 | 
			
		|||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRGripInterface|Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
		FGameplayTagContainer& GetGameplayTags();
 | 
			
		||||
		bool GetRepGameplayTags() { return bRepGameplayTags; }
 | 
			
		||||
		void SetRepGameplayTags(bool bNewRepGameplayTags);
 | 
			
		||||
		bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
		void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -216,15 +216,7 @@ public:
 | 
			
		|||
		Super::Initialize(Collection);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	virtual void Deinitialize() override
 | 
			
		||||
	{
 | 
			
		||||
		Super::Deinitialize();
 | 
			
		||||
 | 
			
		||||
		if (UpdateHandle.IsValid())
 | 
			
		||||
		{
 | 
			
		||||
			GetWorld()->GetTimerManager().ClearTimer(UpdateHandle);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	virtual void Deinitialize() override;
 | 
			
		||||
 | 
			
		||||
	UPROPERTY()
 | 
			
		||||
	TMap<FCollisionPrimPair, FCollisionIgnorePairArray> CollisionTrackedPairs;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -20,8 +20,12 @@ class VREXPANSIONPLUGIN_API UNoRepSphereComponent : public USphereComponent
 | 
			
		|||
public:
 | 
			
		||||
	UNoRepSphereComponent(const FObjectInitializer& ObjectInitializer);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
	bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -63,11 +67,14 @@ class VREXPANSIONPLUGIN_API UInversePhysicsSkeletalMeshComponent : public USkele
 | 
			
		|||
public:
 | 
			
		||||
	UInversePhysicsSkeletalMeshComponent(const FObjectInitializer& ObjectInitializer);
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Overrides the default of : true and allows for controlling it like in an actor, should be default of off normally with grippable components
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "Component Replication")
 | 
			
		||||
		bool bReplicateMovement;
 | 
			
		||||
public:
 | 
			
		||||
	bool GetReplicateMovement() { return bReplicateMovement; }
 | 
			
		||||
	void SetReplicateMovement(bool bNewReplicateMovement);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// This is all overrides to fix the skeletal mesh inverse simulation bug
 | 
			
		||||
	// WILL BE REMOVED LATER when the engine is fixed
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -377,6 +377,8 @@ protected:
 | 
			
		|||
 | 
			
		||||
	void RemoveAllQueriesByListener(const FPerceptionListener& Listener, const TFunction<void(const FAISightQueryVR&)>& OnRemoveFunc = nullptr);
 | 
			
		||||
	void RemoveAllQueriesToTarget(const FAISightTargetVR::FTargetId& TargetId, const TFunction<void(const FAISightQueryVR&)>& OnRemoveFunc = nullptr);
 | 
			
		||||
	/** RemoveAllQueriesToTarget version that need to already have a write access on QueriesListAccessDetector*/
 | 
			
		||||
	void RemoveAllQueriesToTarget_Internal(const FAISightTargetVR::FTargetId& TargetId, const TFunction<void(const FAISightQueryVR&)>& OnRemoveFunc = nullptr);
 | 
			
		||||
 | 
			
		||||
	/** returns information whether new LoS queries have been added */
 | 
			
		||||
	bool RegisterTarget(AActor& TargetActor, const TFunction<void(FAISightQueryVR&)>& OnAddedFunc = nullptr);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -5,8 +5,8 @@
 | 
			
		|||
//#include "UObject/ObjectMacros.h"
 | 
			
		||||
#include "Components/ActorComponent.h"
 | 
			
		||||
#include "EngineDefines.h"
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
#include "Chaos/DebugDrawQueue.h"
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
//#include "Chaos/DebugDrawQueue.h"
 | 
			
		||||
#endif
 | 
			
		||||
#include "VREPhysicalAnimationComponent.generated.h"
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -89,11 +89,11 @@ public:
 | 
			
		|||
 | 
			
		||||
 | 
			
		||||
	/** If true then we will debug draw the mesh collision post shape alterations */
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WeldedBoneDriver)
 | 
			
		||||
		bool bDebugDrawCollision = false;
 | 
			
		||||
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WeldedBoneDriver)
 | 
			
		||||
		//bool bDebugDrawCollision = false;
 | 
			
		||||
 | 
			
		||||
#if ENABLE_DRAW_DEBUG
 | 
			
		||||
	void DebugDrawMesh(const TArray<Chaos::FLatentDrawCommand>& DrawCommands);
 | 
			
		||||
#if UE_ENABLE_DEBUG_DRAWING
 | 
			
		||||
	//void DebugDrawMesh(const TArray<Chaos::FLatentDrawCommand>& DrawCommands);
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
	FTransform GetWorldSpaceRefBoneTransform(FReferenceSkeleton& RefSkel, int32 BoneIndex, int32 ParentBoneIndex);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -3,6 +3,7 @@
 | 
			
		|||
#pragma once
 | 
			
		||||
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "Components/ActorComponent.h"
 | 
			
		||||
#include "Engine/Canvas.h"
 | 
			
		||||
#include "Engine/TextureRenderTarget2D.h"
 | 
			
		||||
#include "Engine/Console.h"
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,5 +1,8 @@
 | 
			
		|||
#pragma once
 | 
			
		||||
#include "TimerManager.h"
 | 
			
		||||
#include "GameFramework/Actor.h"
 | 
			
		||||
#include "Components/ActorComponent.h"
 | 
			
		||||
#include "Containers/Queue.h"
 | 
			
		||||
#include "VRRenderTargetManager.generated.h"
 | 
			
		||||
 | 
			
		||||
class UVRRenderTargetManager;
 | 
			
		||||
| 
						 | 
				
			
			@ -8,6 +11,8 @@ class UCanvas;
 | 
			
		|||
class UTexture2D;
 | 
			
		||||
class UMaterial;
 | 
			
		||||
class APlayerController;
 | 
			
		||||
class FRenderCommandFence;
 | 
			
		||||
enum EPixelFormat : uint8;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// #TODO: Dirty rects so don't have to send entire texture?
 | 
			
		||||
| 
						 | 
				
			
			@ -183,7 +188,7 @@ public:
 | 
			
		|||
 | 
			
		||||
	UPROPERTY(Replicated)
 | 
			
		||||
		uint32 OwnersID;
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	UFUNCTION()
 | 
			
		||||
		void OnRep_Manager();
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -214,14 +219,7 @@ public:
 | 
			
		|||
	UPROPERTY()
 | 
			
		||||
		int32 MaxBytesPerSecondRate;
 | 
			
		||||
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override
 | 
			
		||||
	{
 | 
			
		||||
		if(SendTimer_Handle.IsValid())
 | 
			
		||||
			GetWorld()->GetTimerManager().ClearTimer(SendTimer_Handle);
 | 
			
		||||
 | 
			
		||||
		Super::EndPlay(EndPlayReason);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(Reliable, Server, WithValidation)
 | 
			
		||||
		void SendLocalDrawOperations(const TArray<FRenderManagerOperation>& LocalRenderOperationStoreList);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -0,0 +1,154 @@
 | 
			
		|||
// Fill out your copyright notice in the Description page of Project Settings.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "MoverComponent.h"
 | 
			
		||||
#include "MoverTypes.h"
 | 
			
		||||
#include "GameFramework/Pawn.h"
 | 
			
		||||
#include "LayeredMove.h"
 | 
			
		||||
#include "VRMoverComponent.generated.h"
 | 
			
		||||
 | 
			
		||||
class UCurveVector;
 | 
			
		||||
class UCurveFloat;
 | 
			
		||||
 | 
			
		||||
DECLARE_LOG_CATEGORY_EXTERN(LogVRMoverComponent, Log, All);
 | 
			
		||||
 | 
			
		||||
/** Linear Velocity: A method of inducing a straight-line velocity on an actor over time  */
 | 
			
		||||
USTRUCT(BlueprintType)
 | 
			
		||||
struct VREXPANSIONPLUGIN_API FLayeredMove_VRMovement : public FLayeredMoveBase
 | 
			
		||||
{
 | 
			
		||||
	GENERATED_USTRUCT_BODY()
 | 
			
		||||
 | 
			
		||||
	FLayeredMove_VRMovement();
 | 
			
		||||
 | 
			
		||||
	virtual ~FLayeredMove_VRMovement() {}
 | 
			
		||||
 | 
			
		||||
	// Units per second, could be worldspace vs relative depending on Flags
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Mover)
 | 
			
		||||
		FVector Velocity;
 | 
			
		||||
 | 
			
		||||
	// Optional curve float for controlling the magnitude of the velocity applied to the actor over the duration of the move
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Mover)
 | 
			
		||||
		TObjectPtr<UCurveFloat> MagnitudeOverTime;
 | 
			
		||||
 | 
			
		||||
	// @see ELayeredMove_ConstantVelocitySettingsFlags
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Mover)
 | 
			
		||||
		uint8 SettingsFlags;
 | 
			
		||||
 | 
			
		||||
	// Never finish this movement
 | 
			
		||||
	virtual bool IsFinished(float CurrentSimTimeMs) const;
 | 
			
		||||
 | 
			
		||||
	// Generate a movement 
 | 
			
		||||
	virtual bool GenerateMove(const FMoverTickStartData& StartState, const FMoverTimeStep& TimeStep, const UMoverComponent* MoverComp, UMoverBlackboard* SimBlackboard, FProposedMove& OutProposedMove) override;
 | 
			
		||||
 | 
			
		||||
	virtual FLayeredMoveBase* Clone() const override;
 | 
			
		||||
 | 
			
		||||
	virtual void NetSerialize(FArchive& Ar) override;
 | 
			
		||||
 | 
			
		||||
	virtual UScriptStruct* GetScriptStruct() const override;
 | 
			
		||||
 | 
			
		||||
	virtual FString ToSimpleString() const override;
 | 
			
		||||
 | 
			
		||||
	virtual void AddReferencedObjects(class FReferenceCollector& Collector) override;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
template<>
 | 
			
		||||
struct TStructOpsTypeTraits< FLayeredMove_VRMovement > : public TStructOpsTypeTraitsBase2< FLayeredMove_VRMovement >
 | 
			
		||||
{
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		//WithNetSerializer = true,
 | 
			
		||||
		WithCopy = true
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
// Data block containing basic sync state information
 | 
			
		||||
USTRUCT(BlueprintType)
 | 
			
		||||
struct VREXPANSIONPLUGIN_API FVRMoverHMDSyncState : public FMoverDataStructBase
 | 
			
		||||
{
 | 
			
		||||
	GENERATED_USTRUCT_BODY()
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	// Movement intent direction relative to MovementBase if set, world space otherwise. Magnitude of range (0-1)
 | 
			
		||||
	UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Mover)
 | 
			
		||||
		FVector MoveDirectionIntent;
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	FVRMoverHMDSyncState()
 | 
			
		||||
	{
 | 
			
		||||
		// In constructor list when the actual var is made
 | 
			
		||||
		MoveDirectionIntent = FVector::ZeroVector;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	virtual ~FVRMoverHMDSyncState() {}
 | 
			
		||||
 | 
			
		||||
	// @return newly allocated copy of this FMoverDefaultSyncState. Must be overridden by child classes
 | 
			
		||||
	virtual FMoverDataStructBase* Clone() const override;
 | 
			
		||||
 | 
			
		||||
	virtual bool NetSerialize(FArchive& Ar, UPackageMap* Map, bool& bOutSuccess) override;
 | 
			
		||||
 | 
			
		||||
	virtual UScriptStruct* GetScriptStruct() const override { return StaticStruct(); }
 | 
			
		||||
 | 
			
		||||
	// Need implemented (if needed)
 | 
			
		||||
	virtual bool ShouldReconcile(const FMoverDataStructBase& AuthorityState) const override
 | 
			
		||||
	{
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Needs implemented (should we even do this?)
 | 
			
		||||
	virtual void Interpolate(const FMoverDataStructBase& From, const FMoverDataStructBase& To, float Pct) override
 | 
			
		||||
	{
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
template<>
 | 
			
		||||
struct TStructOpsTypeTraits< FVRMoverHMDSyncState > : public TStructOpsTypeTraitsBase2< FVRMoverHMDSyncState >
 | 
			
		||||
{
 | 
			
		||||
	enum
 | 
			
		||||
	{
 | 
			
		||||
		WithNetSerializer = true,
 | 
			
		||||
		WithCopy = true
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
UCLASS()
 | 
			
		||||
class VREXPANSIONPLUGIN_API AVRMoverBasePawn : public APawn, public IMoverInputProducerInterface
 | 
			
		||||
{
 | 
			
		||||
	GENERATED_BODY()
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	// Sets default values for this pawn's properties
 | 
			
		||||
	AVRMoverBasePawn(const FObjectInitializer& ObjectInitializer);
 | 
			
		||||
 | 
			
		||||
	/** Accessor for the actor's movement component */
 | 
			
		||||
	UFUNCTION(BlueprintPure, Category = Mover)
 | 
			
		||||
		UMoverComponent* GetMoverComponent() const { return CharacterMotionComponent; }
 | 
			
		||||
 | 
			
		||||
	virtual void BeginPlay() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
 | 
			
		||||
	virtual UPrimitiveComponent* GetMovementBase() const override;
 | 
			
		||||
 | 
			
		||||
	// Entry point for input production. Do not override. To extend in derived character types, override OnProduceInput for native types or implement "Produce Input" blueprint event
 | 
			
		||||
	virtual void ProduceInput_Implementation(int32 SimTimeMs, FMoverInputCmdContext& InputCmdResult) override;
 | 
			
		||||
 | 
			
		||||
	// Override this function in native class to author input for the next simulation frame. Consider also calling Super method.
 | 
			
		||||
	virtual void OnProduceInput(float DeltaMs, FMoverInputCmdContext& InputCmdResult);
 | 
			
		||||
 | 
			
		||||
	// Implement this event in Blueprints to author input for the next simulation frame. Consider also calling Parent event.
 | 
			
		||||
	UFUNCTION(BlueprintImplementableEvent, DisplayName = "On Produce Input", meta = (ScriptName = "OnProduceInput"))
 | 
			
		||||
		FMoverInputCmdContext OnProduceInputInBlueprint(float DeltaMs, FMoverInputCmdContext InputCmd);
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(Category = Movement, VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
 | 
			
		||||
		TObjectPtr<UMoverComponent> CharacterMotionComponent;
 | 
			
		||||
 | 
			
		||||
	uint8 bHasProduceInputinBpFunc : 1;
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -106,6 +106,11 @@ public:
 | 
			
		|||
	UPROPERTY(EditDefaultsOnly, ReplicatedUsing = OnRep_ReplicatedCameraTransform, Category = "ReplicatedCamera|Networking")
 | 
			
		||||
	FBPVRComponentPosRep ReplicatedCameraTransform;
 | 
			
		||||
 | 
			
		||||
	// Returns the actual tracked transform of the HMD, as with RetainRoomscale = False we do not set the camera to it
 | 
			
		||||
	// Can also just use the HMD function library but this is a fast way if you already have a camera reference
 | 
			
		||||
	UFUNCTION(BlueprintPure, Category = "ReplicatedCamera|Tracking")
 | 
			
		||||
		FTransform GetHMDTrackingTransform();
 | 
			
		||||
 | 
			
		||||
	FVector LastUpdatesRelativePosition = FVector::ZeroVector;
 | 
			
		||||
	FRotator LastUpdatesRelativeRotation = FRotator::ZeroRotator;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -115,9 +120,10 @@ public:
 | 
			
		|||
	// Run the smoothing step
 | 
			
		||||
	void RunNetworkedSmoothing(float DeltaTime);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// Whether to smooth (lerp) between ticks for the replicated motion, DOES NOTHING if update rate is larger than FPS!
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "ReplicatedCamera|Networking")
 | 
			
		||||
		bool bSmoothReplicatedMotion;
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ReplicatedCamera|Networking")
 | 
			
		||||
		bool bSmoothReplicatedMotion = true;
 | 
			
		||||
 | 
			
		||||
	// If true then we will use exponential smoothing with buffered correction
 | 
			
		||||
	UPROPERTY(EditAnywhere, Category = "ReplicatedCamera|Networking|Smoothing", meta = (editcondition = "bSmoothReplicatedMotion"))
 | 
			
		||||
| 
						 | 
				
			
			@ -138,14 +144,19 @@ public:
 | 
			
		|||
	UFUNCTION()
 | 
			
		||||
    virtual void OnRep_ReplicatedCameraTransform();
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// Rate to update the position to the server, 100htz is default (same as replication rate, should also hit every tick).
 | 
			
		||||
		// On dedicated servers the update rate should be at or lower than the server tick rate for smoothing to work
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "ReplicatedCamera|Networking")
 | 
			
		||||
	float NetUpdateRate;
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
	// Used in Tick() to accumulate before sending updates, didn't want to use a timer in this case.
 | 
			
		||||
	float NetUpdateCount;
 | 
			
		||||
 | 
			
		||||
	float GetNetUpdateRate() { return NetUpdateRate; }
 | 
			
		||||
	void SetNetUpdateRate(float NewNetUpdateRate);
 | 
			
		||||
 | 
			
		||||
	// I'm sending it unreliable because it is being resent pretty often
 | 
			
		||||
	UFUNCTION(Unreliable, Server, WithValidation)
 | 
			
		||||
	void Server_SendCameraTransform(FBPVRComponentPosRep NewTransform);
 | 
			
		||||
| 
						 | 
				
			
			@ -155,14 +166,7 @@ public:
 | 
			
		|||
	VRBaseCharTransformRPC_Pointer OverrideSendTransform;
 | 
			
		||||
 | 
			
		||||
	// Need this as I can't think of another way for an actor component to make sure it isn't on the server
 | 
			
		||||
	inline bool IsLocallyControlled() const
 | 
			
		||||
	{
 | 
			
		||||
		// I like epics new authority check more than my own
 | 
			
		||||
		const AActor* MyOwner = GetOwner();
 | 
			
		||||
		return MyOwner->HasLocalNetOwner();
 | 
			
		||||
		//const APawn* MyPawn = Cast<APawn>(MyOwner);
 | 
			
		||||
		//return MyPawn ? MyPawn->IsLocallyControlled() : false;// (MyOwner->Role == ENetRole::ROLE_Authority);
 | 
			
		||||
	}
 | 
			
		||||
	bool IsLocallyControlled() const;
 | 
			
		||||
 | 
			
		||||
	//bool IsServer();
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -14,6 +14,7 @@
 | 
			
		|||
 | 
			
		||||
class UGripMotionControllerComponent;
 | 
			
		||||
class UVRGripScriptBase;
 | 
			
		||||
class UPrimitiveComponent;
 | 
			
		||||
 | 
			
		||||
// Custom movement modes for the characters
 | 
			
		||||
UENUM(BlueprintType)
 | 
			
		||||
| 
						 | 
				
			
			@ -1467,6 +1468,13 @@ public:
 | 
			
		|||
	float LerpSpeed;
 | 
			
		||||
	FTransform OnGripTransform;
 | 
			
		||||
 | 
			
		||||
	/////////////////////
 | 
			
		||||
	// TMP: Velocity calculation addition for 5.4 #TODO: Remove this when the bug is fixed
 | 
			
		||||
	FVector LinVel = FVector::ZeroVector;
 | 
			
		||||
	FVector RotVel = FVector::ZeroVector;
 | 
			
		||||
	FTransform LastVelWorldTrans; // Identity by default
 | 
			
		||||
	///////////////////////
 | 
			
		||||
 | 
			
		||||
	UPROPERTY(BlueprintReadWrite, NotReplicated, Category = "Settings")
 | 
			
		||||
	bool bIsLerping;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1550,15 +1558,9 @@ public:
 | 
			
		|||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	FORCEINLINE AActor * GetGrippedActor() const
 | 
			
		||||
	{
 | 
			
		||||
		return Cast<AActor>(GrippedObject);
 | 
			
		||||
	}
 | 
			
		||||
	AActor* GetGrippedActor() const;
 | 
			
		||||
 | 
			
		||||
	FORCEINLINE UPrimitiveComponent * GetGrippedComponent() const
 | 
			
		||||
	{
 | 
			
		||||
		return Cast<UPrimitiveComponent>(GrippedObject);
 | 
			
		||||
	}
 | 
			
		||||
	UPrimitiveComponent* GetGrippedComponent() const;
 | 
			
		||||
 | 
			
		||||
	//Check if a grip is the same as another, the only things I check for are the actor / component
 | 
			
		||||
	//This is here for the Find() function from TArray
 | 
			
		||||
| 
						 | 
				
			
			@ -1580,13 +1582,7 @@ public:
 | 
			
		|||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	FORCEINLINE bool operator==(const UPrimitiveComponent * Other) const
 | 
			
		||||
	{
 | 
			
		||||
		if (Other && GrippedObject && GrippedObject == (const UObject*)Other)
 | 
			
		||||
			return true;
 | 
			
		||||
 | 
			
		||||
		return false;
 | 
			
		||||
	}
 | 
			
		||||
	bool operator==(const UPrimitiveComponent* Other) const;
 | 
			
		||||
 | 
			
		||||
	FORCEINLINE bool operator==(const UObject * Other) const
 | 
			
		||||
	{
 | 
			
		||||
| 
						 | 
				
			
			@ -1868,11 +1864,11 @@ public:
 | 
			
		|||
		bEnableVelocityDrive = ConstraintDrive.bEnableVelocityDrive;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void FillTo(FConstraintDrive& ConstraintDrive) const
 | 
			
		||||
	void FillTo(FConstraintDrive& ConstraintDrive, float DampingScaler = 1.0f, float StiffnessScaler = 1.0f) const
 | 
			
		||||
	{
 | 
			
		||||
		ConstraintDrive.Damping = Damping;
 | 
			
		||||
		ConstraintDrive.Stiffness = Stiffness;
 | 
			
		||||
		ConstraintDrive.MaxForce = MaxForceCoefficient * Stiffness;
 | 
			
		||||
		ConstraintDrive.Damping = Damping * DampingScaler;
 | 
			
		||||
		ConstraintDrive.Stiffness = Stiffness * StiffnessScaler;
 | 
			
		||||
		ConstraintDrive.MaxForce = (float)FMath::Clamp<double>((double)ConstraintDrive.Stiffness * (double)MaxForceCoefficient, 0, (double)MAX_FLT);
 | 
			
		||||
		ConstraintDrive.bEnablePositionDrive = bEnablePositionDrive;
 | 
			
		||||
		ConstraintDrive.bEnableVelocityDrive = bEnableVelocityDrive;
 | 
			
		||||
	}
 | 
			
		||||
| 
						 | 
				
			
			@ -1929,27 +1925,5 @@ public:
 | 
			
		|||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	bool FillTo(FBPActorPhysicsHandleInformation* HandleInfo) const
 | 
			
		||||
	{
 | 
			
		||||
		if (!HandleInfo)
 | 
			
		||||
			return false;
 | 
			
		||||
 | 
			
		||||
		XAxisSettings.FillTo(HandleInfo->LinConstraint.XDrive);
 | 
			
		||||
		YAxisSettings.FillTo(HandleInfo->LinConstraint.YDrive);
 | 
			
		||||
		ZAxisSettings.FillTo(HandleInfo->LinConstraint.ZDrive);
 | 
			
		||||
 | 
			
		||||
		if ((SlerpSettings.bEnablePositionDrive || SlerpSettings.bEnableVelocityDrive))
 | 
			
		||||
		{
 | 
			
		||||
			HandleInfo->AngConstraint.AngularDriveMode = EAngularDriveMode::SLERP;
 | 
			
		||||
			SlerpSettings.FillTo(HandleInfo->AngConstraint.SlerpDrive);
 | 
			
		||||
		}
 | 
			
		||||
		else
 | 
			
		||||
		{
 | 
			
		||||
			HandleInfo->AngConstraint.AngularDriveMode = EAngularDriveMode::TwistAndSwing;
 | 
			
		||||
			TwistSettings.FillTo(HandleInfo->AngConstraint.TwistDrive);
 | 
			
		||||
			SwingSettings.FillTo(HandleInfo->AngConstraint.SwingDrive);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return true;
 | 
			
		||||
	}
 | 
			
		||||
	bool FillTo(FBPActorPhysicsHandleInformation* HandleInfo, bool bModifyWithScalers = true) const;
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -13,6 +13,7 @@ class AVRPlayerController;
 | 
			
		|||
class UGripMotionControllerComponent;
 | 
			
		||||
class UParentRelativeAttachmentComponent;
 | 
			
		||||
class AController;
 | 
			
		||||
class UNavigationQueryFilter;
 | 
			
		||||
 | 
			
		||||
DECLARE_LOG_CATEGORY_EXTERN(LogBaseVRCharacter, Log, All);
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -280,7 +281,7 @@ public:
 | 
			
		|||
	// If true then we will retain roomscale tracking in relative space of the character.
 | 
			
		||||
	// If false than the movement component will offset to the hmd tracking and the tracking will be nulled out
 | 
			
		||||
	UPROPERTY(Category = VRBaseCharacter, EditAnywhere, BlueprintReadOnly)
 | 
			
		||||
		bool bRetainRoomscale = true;
 | 
			
		||||
		bool bRetainRoomscale = false;
 | 
			
		||||
 | 
			
		||||
	//virtual void CacheInitialMeshOffset(FVector MeshRelativeLocation, FRotator MeshRelativeRotation) override;
 | 
			
		||||
	virtual void PostInitializeComponents() override;
 | 
			
		||||
| 
						 | 
				
			
			@ -330,9 +331,14 @@ public:
 | 
			
		|||
 | 
			
		||||
	virtual void PreReplication(IRepChangedPropertyTracker & ChangedPropertyTracker) override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	// If true will replicate the capsule height on to clients, allows for dynamic capsule height changes in multiplayer
 | 
			
		||||
	UPROPERTY(EditAnywhere, Replicated, BlueprintReadWrite, Category = "VRBaseCharacter")
 | 
			
		||||
		bool VRReplicateCapsuleHeight;
 | 
			
		||||
public:
 | 
			
		||||
	bool GetVRReplicateCapsuleHeight() { return VRReplicateCapsuleHeight; }
 | 
			
		||||
	void SetVRReplicateCapsuleHeight(bool bNewVRReplicateCapsuleHeight);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// OnlyReplicated to simulated clients
 | 
			
		||||
	UPROPERTY(Replicated, ReplicatedUsing = OnRep_CapsuleHeight)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -6,6 +6,7 @@
 | 
			
		|||
//#include "Engine/Engine.h"
 | 
			
		||||
#include "VRBPDatatypes.h"
 | 
			
		||||
#include "Engine/DataAsset.h"
 | 
			
		||||
#include "Components\SceneComponent.h"
 | 
			
		||||
 | 
			
		||||
//#include "Engine/EngineTypes.h"
 | 
			
		||||
//#include "Engine/EngineBaseTypes.h"
 | 
			
		||||
| 
						 | 
				
			
			@ -318,7 +319,7 @@ public:
 | 
			
		|||
		return FVector::DistSquared(Seq1, Seq2);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	void BeginDestroy() override;
 | 
			
		||||
	virtual void BeginDestroy() override;
 | 
			
		||||
 | 
			
		||||
	// Recalculates a gestures size and re-scales it to the given database
 | 
			
		||||
	UFUNCTION(BlueprintCallable, Category = "VRGestures")
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -230,6 +230,9 @@ public:
 | 
			
		|||
		return bInsideVolume;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Expose this
 | 
			
		||||
	inline float GetLineThickness() const {return LineThickness;}
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	// Begin UObject interface
 | 
			
		||||
#if WITH_EDITOR
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -117,6 +117,7 @@ public:
 | 
			
		|||
		TObjectPtr<UStereoLayerShape> Shape;
 | 
			
		||||
 | 
			
		||||
	void BeginDestroy() override;
 | 
			
		||||
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
 | 
			
		||||
	void OnUnregister() override;
 | 
			
		||||
	virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
 | 
			
		||||
	virtual void DrawWidgetToRenderTarget(float DeltaTime) override;
 | 
			
		||||
| 
						 | 
				
			
			@ -176,6 +177,10 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
 | 
			
		||||
		uint32 bQuadPreserveTextureRatio : 1;
 | 
			
		||||
 | 
			
		||||
	/** Additional flags not included in IStereoLayers::ELayerFlags */
 | 
			
		||||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "StereoLayer", Meta = (GetOptions = "EditorFlagCollector.GetFlagNames"))
 | 
			
		||||
		TArray<FName> AdditionalFlags;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	/** Texture displayed on the stereo layer (is stereocopic textures are supported on the platfrom and more than one texture is provided, this will be the right eye) **/
 | 
			
		||||
	//UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "StereoLayer")
 | 
			
		||||
| 
						 | 
				
			
			@ -220,6 +225,9 @@ public:
 | 
			
		|||
	UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category = "StereoLayer")
 | 
			
		||||
		int32 Priority;
 | 
			
		||||
 | 
			
		||||
	/** IStereoLayer id, 0 is unassigned **/
 | 
			
		||||
	uint32 LayerId;
 | 
			
		||||
 | 
			
		||||
	bool bShouldCreateProxy;
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
| 
						 | 
				
			
			@ -230,9 +238,6 @@ private:
 | 
			
		|||
	/** Texture needs to be marked for update **/
 | 
			
		||||
	bool bTextureNeedsUpdate;
 | 
			
		||||
 | 
			
		||||
	/** IStereoLayer id, 0 is unassigned **/
 | 
			
		||||
	uint32 LayerId;
 | 
			
		||||
 | 
			
		||||
	/** Last transform is cached to determine if the new frames transform has changed **/
 | 
			
		||||
	FTransform LastTransform;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -59,23 +59,15 @@ public class VRExpansionPlugin : ModuleRules
 | 
			
		|||
                    "NetCore",
 | 
			
		||||
                    "CoreUObject",
 | 
			
		||||
                    "Engine",
 | 
			
		||||
                   // "InputCore",
 | 
			
		||||
                    "PhysicsCore",
 | 
			
		||||
                    //"FLEX", remove comment if building in the NVIDIA flex branch - NOTE when put in place FLEX only listed win32 and win64 at compatible platforms
 | 
			
		||||
                    "HeadMountedDisplay",
 | 
			
		||||
                   // "RHI",
 | 
			
		||||
                    //"RenderCore",
 | 
			
		||||
                    //"ShaderCore",
 | 
			
		||||
                    //"NetworkReplayStreaming",
 | 
			
		||||
                    //"AIModule",
 | 
			
		||||
                    "UMG",
 | 
			
		||||
                    "NavigationSystem",
 | 
			
		||||
                    "AIModule",
 | 
			
		||||
                    "AnimGraphRuntime",
 | 
			
		||||
                    "XRBase",
 | 
			
		||||
                    "GameplayTags"
 | 
			
		||||
                    //"Renderer",
 | 
			
		||||
                    //"UtilityShaders"
 | 
			
		||||
                    "GameplayTags",
 | 
			
		||||
                    "Mover"
 | 
			
		||||
        });
 | 
			
		||||
 | 
			
		||||
        //if(Target.bUseChaos)
 | 
			
		||||
| 
						 | 
				
			
			@ -114,20 +106,6 @@ public class VRExpansionPlugin : ModuleRules
 | 
			
		|||
			}
 | 
			
		||||
			);
 | 
			
		||||
 | 
			
		||||
        // Don't load APEX on incompatible platforms
 | 
			
		||||
       /* if (
 | 
			
		||||
            Target.Platform != UnrealTargetPlatform.IOS &&
 | 
			
		||||
            Target.Platform != UnrealTargetPlatform.TVOS &&
 | 
			
		||||
            Target.Platform != UnrealTargetPlatform.Android &&
 | 
			
		||||
            Target.Platform != UnrealTargetPlatform.HTML5)
 | 
			
		||||
        {
 | 
			
		||||
            PublicDependencyModuleNames.AddRange(
 | 
			
		||||
            new string[]
 | 
			
		||||
            {                   
 | 
			
		||||
             "APEX"
 | 
			
		||||
            });
 | 
			
		||||
        }*/
 | 
			
		||||
 | 
			
		||||
        // Allow gameplay debugger on editor builds
 | 
			
		||||
        if (Target.bBuildDeveloperTools || (Target.Configuration != UnrealTargetConfiguration.Shipping && Target.Configuration != UnrealTargetConfiguration.Test))
 | 
			
		||||
        {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,7 +1,7 @@
 | 
			
		|||
{
 | 
			
		||||
  "FileVersion": 3,
 | 
			
		||||
  "Version": 5.3,
 | 
			
		||||
  "VersionName": "5.3",
 | 
			
		||||
  "Version": 5.4,
 | 
			
		||||
  "VersionName": "5.4",
 | 
			
		||||
  "FriendlyName": "VRExpansionPlugin",
 | 
			
		||||
  "Description": "Adds several new VR features & components to UE4",
 | 
			
		||||
  "Category": "VRExpansion",
 | 
			
		||||
| 
						 | 
				
			
			@ -33,7 +33,7 @@
 | 
			
		|||
	  "LoadingPhase": "PostEngineInit"
 | 
			
		||||
    }
 | 
			
		||||
  ],
 | 
			
		||||
	"Plugins": [
 | 
			
		||||
  "Plugins": [
 | 
			
		||||
    {
 | 
			
		||||
      "Name": "ChaosVehiclesPlugin",
 | 
			
		||||
      "Enabled": true
 | 
			
		||||
| 
						 | 
				
			
			@ -41,6 +41,10 @@
 | 
			
		|||
    {
 | 
			
		||||
      "Name": "XRBase",
 | 
			
		||||
      "Enabled": true
 | 
			
		||||
    },
 | 
			
		||||
    {
 | 
			
		||||
      "Name": "Mover",
 | 
			
		||||
      "Enabled": true
 | 
			
		||||
    }
 | 
			
		||||
	]
 | 
			
		||||
  ]
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -8,7 +8,7 @@ public class VRExpPluginExampleTarget : TargetRules
 | 
			
		|||
	public VRExpPluginExampleTarget(TargetInfo Target) : base(Target)
 | 
			
		||||
	{
 | 
			
		||||
 | 
			
		||||
        DefaultBuildSettings = BuildSettingsVersion.V2;
 | 
			
		||||
        DefaultBuildSettings = BuildSettingsVersion.Latest;
 | 
			
		||||
        IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
 | 
			
		||||
 | 
			
		||||
        //bUseLoggingInShipping = true;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -7,7 +7,7 @@ public class VRExpPluginExampleEditorTarget : TargetRules
 | 
			
		|||
{
 | 
			
		||||
	public VRExpPluginExampleEditorTarget(TargetInfo Target) : base(Target)
 | 
			
		||||
	{
 | 
			
		||||
        DefaultBuildSettings = BuildSettingsVersion.V2;
 | 
			
		||||
        DefaultBuildSettings = BuildSettingsVersion.Latest;
 | 
			
		||||
		IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
 | 
			
		||||
 | 
			
		||||
        Type = TargetType.Editor;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,6 +1,6 @@
 | 
			
		|||
{
 | 
			
		||||
	"FileVersion": 3,
 | 
			
		||||
	"EngineAssociation": "5.3",
 | 
			
		||||
	"EngineAssociation": "5.4",
 | 
			
		||||
	"Category": "",
 | 
			
		||||
	"Description": "",
 | 
			
		||||
	"Modules": [
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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