Update to UE5.5, sadly didn't fix hand movement after attachment
Took 5h to find out Engine was read only
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40 changed files with 1044 additions and 564 deletions
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Animation/BoneReference.h"
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#include "UObject/Object.h"
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#include "Engine/EngineTypes.h"
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@ -189,16 +189,16 @@ public:
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// Need this as I can't think of another way for an actor component to make sure it isn't on the server
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inline bool IsLocallyControlled() const
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{
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#if ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 22)
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//#if ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 22)
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const AActor* MyOwner = GetOwner();
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return MyOwner->HasLocalNetOwner();
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#else
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//#else
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// I like epics new authority check more than mine
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const AActor* MyOwner = GetOwner();
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/* const AActor* MyOwner = GetOwner();
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const APawn* MyPawn = Cast<APawn>(MyOwner);
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return MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner && MyOwner->GetLocalRole() == ENetRole::ROLE_Authority);
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#endif
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return MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner && MyOwner->GetLocalRole() == ENetRole::ROLE_Authority);*/
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//#endif
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}
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// Using tick and not timers because skeletal components tick anyway, kind of a waste to make another tick by adding a timer over that
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