Update to UE5.5, sadly didn't fix hand movement after attachment

Took 5h to find out Engine was read only
This commit is contained in:
Simeon "Waldo" Wallrath 2024-11-18 17:09:08 +01:00
parent 55d567e436
commit f086787883
40 changed files with 1044 additions and 564 deletions

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@ -4,6 +4,7 @@
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Animation/BoneReference.h"
#include "UObject/Object.h"
#include "Engine/EngineTypes.h"

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@ -189,16 +189,16 @@ public:
// 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
{
#if ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 22)
//#if ENGINE_MAJOR_VERSION > 4 || (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 22)
const AActor* MyOwner = GetOwner();
return MyOwner->HasLocalNetOwner();
#else
//#else
// I like epics new authority check more than mine
const AActor* MyOwner = GetOwner();
/* const AActor* MyOwner = GetOwner();
const APawn* MyPawn = Cast<APawn>(MyOwner);
return MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner && MyOwner->GetLocalRole() == ENetRole::ROLE_Authority);
#endif
return MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner && MyOwner->GetLocalRole() == ENetRole::ROLE_Authority);*/
//#endif
}
// Using tick and not timers because skeletal components tick anyway, kind of a waste to make another tick by adding a timer over that