Semi-functional gravity direction changing
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								GravityStomp/Content/Input/Actions/IA_ChangeGravity.uasset
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							@ -7,7 +7,10 @@
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		{
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			"Name": "GravityStompGame",
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			"Type": "Runtime",
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			"LoadingPhase": "Default"
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			"LoadingPhase": "Default",
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			"AdditionalDependencies": [
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				"Engine"
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			]
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		},
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		{
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			"Name": "GravityStompEditor",
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@ -9,13 +9,15 @@
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#include "GameFramework/SpringArmComponent.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GSCharacterMovementComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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//////////////////////////////////////////////////////////////////////////
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// AGravityStompCharacter
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AGSCharacter::AGSCharacter()
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AGSCharacter::AGSCharacter(const FObjectInitializer& ObjectInitializer)
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    : Super(ObjectInitializer.SetDefaultSubobjectClass<UGSCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
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{
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	// Set size for collision capsule
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	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
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@ -80,6 +82,7 @@ void AGSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputC
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	{
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		//Moving
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		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AGSCharacter::Move);
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		EnhancedInputComponent->BindAction(ChangeGravityAction, ETriggerEvent::Triggered, this, &AGSCharacter::ChangeGravityDirection);
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	}
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}
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@ -94,3 +97,11 @@ void AGSCharacter::Move(const FInputActionValue& Value)
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	AddMovementInput(FVector::UpVector, MovementVector.Y);
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	AddMovementInput(FVector::RightVector, MovementVector.X);
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}
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void AGSCharacter::ChangeGravityDirection(const FInputActionValue& Value)
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{
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	FVector2D GravityDirection = Value.Get<FVector2D>();
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	FVector NewCharacterUpDirection(0.0f, -GravityDirection.X, -GravityDirection.Y);
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	GetCharacterMovement<UGSCharacterMovementComponent>()->SetCharacterUpDirection(NewCharacterUpDirection);
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}
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@ -27,16 +27,22 @@ class AGSCharacter : public ACharacter
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	/** Move Input Action */
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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	class UInputAction* MoveAction;;
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	class UInputAction* MoveAction;
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	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
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	class UInputAction* ChangeGravityAction;
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public:
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	AGSCharacter();
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	AGSCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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protected:
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	/** Called for movement input */
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	void Move(const FInputActionValue& Value);
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	/** Called when the player changes the gravity direction */
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	void ChangeGravityDirection(const FInputActionValue& Value);
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protected:
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	// APawn interface
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	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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@ -0,0 +1,355 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Character/GSCharacterMovementComponent.h"
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// UE includes
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#include "GameFramework/Character.h"
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// These are defined in CharacterMovementComponent.cpp and inaccessible here. Just copy and paste too make the PhysFalling work
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namespace CharacterMovementConstants
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{
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	// MAGIC NUMBERS
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	const float VERTICAL_SLOPE_NORMAL_Z = 0.001f; // Slope is vertical if Abs(Normal.Z) <= this threshold. Accounts for precision problems that sometimes angle normals slightly off horizontal for vertical surface.
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}
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namespace CharacterMovementCVars
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{
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    int32 ForceJumpPeakSubstep = 1;
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	FAutoConsoleVariableRef CVarForceJumpPeakSubstep(
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		TEXT("gs.ForceJumpPeakSubstep"),
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		ForceJumpPeakSubstep,
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		TEXT("If 1, force a jump substep to always reach the peak position of a jump, which can often be cut off as framerate lowers."),
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		ECVF_Default);
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}
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UGSCharacterMovementComponent::UGSCharacterMovementComponent()
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{
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}
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void UGSCharacterMovementComponent::PhysFalling(float deltaTime, int32 Iterations)
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{
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	if (deltaTime < MIN_TICK_TIME)
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	{
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		return;
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	}
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	FVector FallAcceleration = GetFallingLateralAcceleration(deltaTime);
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	FallAcceleration.Z = 0.f;
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	const bool bHasLimitedAirControl = ShouldLimitAirControl(deltaTime, FallAcceleration);
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	float remainingTime = deltaTime;
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	while( (remainingTime >= MIN_TICK_TIME) && (Iterations < MaxSimulationIterations) )
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	{
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		Iterations++;
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		float timeTick = GetSimulationTimeStep(remainingTime, Iterations);
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		remainingTime -= timeTick;
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		const FVector OldLocation = UpdatedComponent->GetComponentLocation();
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		const FQuat PawnRotation = UpdatedComponent->GetComponentQuat();
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		bJustTeleported = false;
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		const FVector OldVelocityWithRootMotion = Velocity;
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		RestorePreAdditiveRootMotionVelocity();
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		const FVector OldVelocity = Velocity;
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		// Apply input
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		const float MaxDecel = GetMaxBrakingDeceleration();
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		if (!HasAnimRootMotion() && !CurrentRootMotion.HasOverrideVelocity())
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		{
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			// Compute Velocity
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			{
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				// Acceleration = FallAcceleration for CalcVelocity(), but we restore it after using it.
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				TGuardValue<FVector> RestoreAcceleration(Acceleration, FallAcceleration);
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				Velocity.Z = 0.f;
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				CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
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				Velocity.Z = OldVelocity.Z;
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			}
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		}
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		// Compute current gravity
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		const FVector Gravity = CharacterUpDirection * GetGravityZ();
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		float GravityTime = timeTick;
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		// If jump is providing force, gravity may be affected.
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		bool bEndingJumpForce = false;
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		if (CharacterOwner->JumpForceTimeRemaining > 0.0f)
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		{
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			// Consume some of the force time. Only the remaining time (if any) is affected by gravity when bApplyGravityWhileJumping=false.
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			const float JumpForceTime = FMath::Min(CharacterOwner->JumpForceTimeRemaining, timeTick);
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			GravityTime = bApplyGravityWhileJumping ? timeTick : FMath::Max(0.0f, timeTick - JumpForceTime);
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			// Update Character state
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			CharacterOwner->JumpForceTimeRemaining -= JumpForceTime;
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			if (CharacterOwner->JumpForceTimeRemaining <= 0.0f)
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			{
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				CharacterOwner->ResetJumpState();
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				bEndingJumpForce = true;
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			}
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		}
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		// Apply gravity
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		Velocity = NewFallVelocity(Velocity, Gravity, GravityTime);
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		//UE_LOG(LogCharacterMovement, Log, TEXT("dt=(%.6f) OldLocation=(%s) OldVelocity=(%s) OldVelocityWithRootMotion=(%s) NewVelocity=(%s)"), timeTick, *(UpdatedComponent->GetComponentLocation()).ToString(), *OldVelocity.ToString(), *OldVelocityWithRootMotion.ToString(), *Velocity.ToString());
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		ApplyRootMotionToVelocity(timeTick);
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		DecayFormerBaseVelocity(timeTick);
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		// See if we need to sub-step to exactly reach the apex. This is important for avoiding "cutting off the top" of the trajectory as framerate varies.
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		if (CharacterMovementCVars::ForceJumpPeakSubstep && OldVelocityWithRootMotion.Z > 0.f && Velocity.Z <= 0.f && NumJumpApexAttempts < MaxJumpApexAttemptsPerSimulation)
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		{
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			const FVector DerivedAccel = (Velocity - OldVelocityWithRootMotion) / timeTick;
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			if (!FMath::IsNearlyZero(DerivedAccel.Z))
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			{
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				const float TimeToApex = -OldVelocityWithRootMotion.Z / DerivedAccel.Z;
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				// The time-to-apex calculation should be precise, and we want to avoid adding a substep when we are basically already at the apex from the previous iteration's work.
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				const float ApexTimeMinimum = 0.0001f;
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				if (TimeToApex >= ApexTimeMinimum && TimeToApex < timeTick)
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				{
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					const FVector ApexVelocity = OldVelocityWithRootMotion + (DerivedAccel * TimeToApex);
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					Velocity = ApexVelocity;
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					Velocity.Z = 0.f; // Should be nearly zero anyway, but this makes apex notifications consistent.
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					// We only want to move the amount of time it takes to reach the apex, and refund the unused time for next iteration.
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					const float TimeToRefund = (timeTick - TimeToApex);
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					remainingTime += TimeToRefund;
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					timeTick = TimeToApex;
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					Iterations--;
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					NumJumpApexAttempts++;
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					// Refund time to any active Root Motion Sources as well
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					for (TSharedPtr<FRootMotionSource> RootMotionSource : CurrentRootMotion.RootMotionSources)
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					{
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						const float RewoundRMSTime = FMath::Max(0.0f, RootMotionSource->GetTime() - TimeToRefund);
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						RootMotionSource->SetTime(RewoundRMSTime);
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					}
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				}
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			}
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		}
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		if (bNotifyApex && (Velocity.Z < 0.f))
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		{
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			// Just passed jump apex since now going down
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			bNotifyApex = false;
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			NotifyJumpApex();
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		}
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		// Compute change in position (using midpoint integration method).
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		FVector Adjusted = 0.5f * (OldVelocityWithRootMotion + Velocity) * timeTick;
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		// Special handling if ending the jump force where we didn't apply gravity during the jump.
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		if (bEndingJumpForce && !bApplyGravityWhileJumping)
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		{
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			// We had a portion of the time at constant speed then a portion with acceleration due to gravity.
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			// Account for that here with a more correct change in position.
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			const float NonGravityTime = FMath::Max(0.f, timeTick - GravityTime);
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			Adjusted = (OldVelocityWithRootMotion * NonGravityTime) + (0.5f*(OldVelocityWithRootMotion + Velocity) * GravityTime);
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		}
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		// Move
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		FHitResult Hit(1.f);
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		SafeMoveUpdatedComponent( Adjusted, PawnRotation, true, Hit);
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		if (!HasValidData())
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		{
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			return;
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		}
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		float LastMoveTimeSlice = timeTick;
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		float subTimeTickRemaining = timeTick * (1.f - Hit.Time);
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		if ( IsSwimming() ) //just entered water
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		{
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			remainingTime += subTimeTickRemaining;
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			StartSwimming(OldLocation, OldVelocity, timeTick, remainingTime, Iterations);
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			return;
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		}
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		else if ( Hit.bBlockingHit )
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		{
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			if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
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			{
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				remainingTime += subTimeTickRemaining;
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				ProcessLanded(Hit, remainingTime, Iterations);
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				return;
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			}
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			else
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			{
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				// Compute impact deflection based on final velocity, not integration step.
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				// This allows us to compute a new velocity from the deflected vector, and ensures the full gravity effect is included in the slide result.
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				Adjusted = Velocity * timeTick;
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				// See if we can convert a normally invalid landing spot (based on the hit result) to a usable one.
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				if (!Hit.bStartPenetrating && ShouldCheckForValidLandingSpot(timeTick, Adjusted, Hit))
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				{
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					const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
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					FFindFloorResult FloorResult;
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					FindFloor(PawnLocation, FloorResult, false);
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					if (FloorResult.IsWalkableFloor() && IsValidLandingSpot(PawnLocation, FloorResult.HitResult))
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					{
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						remainingTime += subTimeTickRemaining;
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						ProcessLanded(FloorResult.HitResult, remainingTime, Iterations);
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						return;
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					}
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				}
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				HandleImpact(Hit, LastMoveTimeSlice, Adjusted);
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				// If we've changed physics mode, abort.
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				if (!HasValidData() || !IsFalling())
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				{
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					return;
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				}
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				// Limit air control based on what we hit.
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				// We moved to the impact point using air control, but may want to deflect from there based on a limited air control acceleration.
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				FVector VelocityNoAirControl = OldVelocity;
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				FVector AirControlAccel = Acceleration;
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				if (bHasLimitedAirControl)
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				{
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					// Compute VelocityNoAirControl
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					{
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						// Find velocity *without* acceleration.
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						TGuardValue<FVector> RestoreAcceleration(Acceleration, FVector::ZeroVector);
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						TGuardValue<FVector> RestoreVelocity(Velocity, OldVelocity);
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						Velocity.Z = 0.f;
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						CalcVelocity(timeTick, FallingLateralFriction, false, MaxDecel);
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						VelocityNoAirControl = FVector(Velocity.X, Velocity.Y, OldVelocity.Z);
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						VelocityNoAirControl = NewFallVelocity(VelocityNoAirControl, Gravity, GravityTime);
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					}
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					const bool bCheckLandingSpot = false; // we already checked above.
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					AirControlAccel = (Velocity - VelocityNoAirControl) / timeTick;
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					const FVector AirControlDeltaV = LimitAirControl(LastMoveTimeSlice, AirControlAccel, Hit, bCheckLandingSpot) * LastMoveTimeSlice;
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					Adjusted = (VelocityNoAirControl + AirControlDeltaV) * LastMoveTimeSlice;
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				}
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				const FVector OldHitNormal = Hit.Normal;
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				const FVector OldHitImpactNormal = Hit.ImpactNormal;				
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				FVector Delta = ComputeSlideVector(Adjusted, 1.f - Hit.Time, OldHitNormal, Hit);
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				// Compute velocity after deflection (only gravity component for RootMotion)
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				const UPrimitiveComponent* HitComponent = Hit.GetComponent();
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				if (/*CharacterMovementCVars::UseTargetVelocityOnImpact &&*/ !Velocity.IsNearlyZero() && MovementBaseUtility::IsSimulatedBase(HitComponent))
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				{
 | 
			
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					const FVector ContactVelocity = MovementBaseUtility::GetMovementBaseVelocity(HitComponent, NAME_None) + MovementBaseUtility::GetMovementBaseTangentialVelocity(HitComponent, NAME_None, Hit.ImpactPoint);
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		||||
					const FVector NewVelocity = Velocity - Hit.ImpactNormal * FVector::DotProduct(Velocity - ContactVelocity, Hit.ImpactNormal);
 | 
			
		||||
					Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
 | 
			
		||||
				}
 | 
			
		||||
				else if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
 | 
			
		||||
				{
 | 
			
		||||
					const FVector NewVelocity = (Delta / subTimeTickRemaining);
 | 
			
		||||
					Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && (Delta | Adjusted) > 0.f)
 | 
			
		||||
				{
 | 
			
		||||
					// Move in deflected direction.
 | 
			
		||||
					SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
 | 
			
		||||
					
 | 
			
		||||
					if (Hit.bBlockingHit)
 | 
			
		||||
					{
 | 
			
		||||
						// hit second wall
 | 
			
		||||
						LastMoveTimeSlice = subTimeTickRemaining;
 | 
			
		||||
						subTimeTickRemaining = subTimeTickRemaining * (1.f - Hit.Time);
 | 
			
		||||
 | 
			
		||||
						if (IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit))
 | 
			
		||||
						{
 | 
			
		||||
							remainingTime += subTimeTickRemaining;
 | 
			
		||||
							ProcessLanded(Hit, remainingTime, Iterations);
 | 
			
		||||
							return;
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						HandleImpact(Hit, LastMoveTimeSlice, Delta);
 | 
			
		||||
 | 
			
		||||
						// If we've changed physics mode, abort.
 | 
			
		||||
						if (!HasValidData() || !IsFalling())
 | 
			
		||||
						{
 | 
			
		||||
							return;
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						// Act as if there was no air control on the last move when computing new deflection.
 | 
			
		||||
						if (bHasLimitedAirControl && Hit.Normal.Z > CharacterMovementConstants::VERTICAL_SLOPE_NORMAL_Z)
 | 
			
		||||
						{
 | 
			
		||||
							const FVector LastMoveNoAirControl = VelocityNoAirControl * LastMoveTimeSlice;
 | 
			
		||||
							Delta = ComputeSlideVector(LastMoveNoAirControl, 1.f, OldHitNormal, Hit);
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						FVector PreTwoWallDelta = Delta;
 | 
			
		||||
						TwoWallAdjust(Delta, Hit, OldHitNormal);
 | 
			
		||||
 | 
			
		||||
						// Limit air control, but allow a slide along the second wall.
 | 
			
		||||
						if (bHasLimitedAirControl)
 | 
			
		||||
						{
 | 
			
		||||
							const bool bCheckLandingSpot = false; // we already checked above.
 | 
			
		||||
							const FVector AirControlDeltaV = LimitAirControl(subTimeTickRemaining, AirControlAccel, Hit, bCheckLandingSpot) * subTimeTickRemaining;
 | 
			
		||||
 | 
			
		||||
							// Only allow if not back in to first wall
 | 
			
		||||
							if (FVector::DotProduct(AirControlDeltaV, OldHitNormal) > 0.f)
 | 
			
		||||
							{
 | 
			
		||||
								Delta += (AirControlDeltaV * subTimeTickRemaining);
 | 
			
		||||
							}
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						// Compute velocity after deflection (only gravity component for RootMotion)
 | 
			
		||||
						if (subTimeTickRemaining > UE_KINDA_SMALL_NUMBER && !bJustTeleported)
 | 
			
		||||
						{
 | 
			
		||||
							const FVector NewVelocity = (Delta / subTimeTickRemaining);
 | 
			
		||||
							Velocity = HasAnimRootMotion() || CurrentRootMotion.HasOverrideVelocityWithIgnoreZAccumulate() ? FVector(Velocity.X, Velocity.Y, NewVelocity.Z) : NewVelocity;
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
						// bDitch=true means that pawn is straddling two slopes, neither of which it can stand on
 | 
			
		||||
						bool bDitch = ( (OldHitImpactNormal.Z > 0.f) && (Hit.ImpactNormal.Z > 0.f) && (FMath::Abs(Delta.Z) <= UE_KINDA_SMALL_NUMBER) && ((Hit.ImpactNormal | OldHitImpactNormal) < 0.f) );
 | 
			
		||||
						SafeMoveUpdatedComponent( Delta, PawnRotation, true, Hit);
 | 
			
		||||
						if ( Hit.Time == 0.f )
 | 
			
		||||
						{
 | 
			
		||||
							// if we are stuck then try to side step
 | 
			
		||||
							FVector SideDelta = (OldHitNormal + Hit.ImpactNormal).GetSafeNormal2D();
 | 
			
		||||
							if ( SideDelta.IsNearlyZero() )
 | 
			
		||||
							{
 | 
			
		||||
								SideDelta = FVector(OldHitNormal.Y, -OldHitNormal.X, 0).GetSafeNormal();
 | 
			
		||||
							}
 | 
			
		||||
							SafeMoveUpdatedComponent( SideDelta, PawnRotation, true, Hit);
 | 
			
		||||
						}
 | 
			
		||||
							
 | 
			
		||||
						if ( bDitch || IsValidLandingSpot(UpdatedComponent->GetComponentLocation(), Hit) || Hit.Time == 0.f  )
 | 
			
		||||
						{
 | 
			
		||||
							remainingTime = 0.f;
 | 
			
		||||
							ProcessLanded(Hit, remainingTime, Iterations);
 | 
			
		||||
							return;
 | 
			
		||||
						}
 | 
			
		||||
						else if (GetPerchRadiusThreshold() > 0.f && Hit.Time == 1.f && OldHitImpactNormal.Z >= GetWalkableFloorZ())
 | 
			
		||||
						{
 | 
			
		||||
							// We might be in a virtual 'ditch' within our perch radius. This is rare.
 | 
			
		||||
							const FVector PawnLocation = UpdatedComponent->GetComponentLocation();
 | 
			
		||||
							const float ZMovedDist = FMath::Abs(PawnLocation.Z - OldLocation.Z);
 | 
			
		||||
							const float MovedDist2DSq = (PawnLocation - OldLocation).SizeSquared2D();
 | 
			
		||||
							if (ZMovedDist <= 0.2f * timeTick && MovedDist2DSq <= 4.f * timeTick)
 | 
			
		||||
							{
 | 
			
		||||
								Velocity.X += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
 | 
			
		||||
								Velocity.Y += 0.25f * GetMaxSpeed() * (RandomStream.FRand() - 0.5f);
 | 
			
		||||
								Velocity.Z = FMath::Max<float>(JumpZVelocity * 0.25f, 1.f);
 | 
			
		||||
								Delta = Velocity * timeTick;
 | 
			
		||||
								SafeMoveUpdatedComponent(Delta, PawnRotation, true, Hit);
 | 
			
		||||
							}
 | 
			
		||||
						}
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if (Velocity.SizeSquared2D() <= UE_KINDA_SMALL_NUMBER * 10.f)
 | 
			
		||||
		{
 | 
			
		||||
			Velocity.X = 0.f;
 | 
			
		||||
			Velocity.Y = 0.f;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void UGSCharacterMovementComponent::SetCharacterUpDirection(FVector NewUpDirection)
 | 
			
		||||
{
 | 
			
		||||
	NewUpDirection.Normalize();
 | 
			
		||||
	CharacterUpDirection = NewUpDirection;
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,29 @@
 | 
			
		||||
// Fill out your copyright notice in the Description page of Project Settings.
 | 
			
		||||
 | 
			
		||||
#pragma once
 | 
			
		||||
 | 
			
		||||
// UE includes
 | 
			
		||||
#include "CoreMinimal.h"
 | 
			
		||||
#include "GameFramework/CharacterMovementComponent.h"
 | 
			
		||||
 | 
			
		||||
#include "GSCharacterMovementComponent.generated.h"
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 *	Subclass of CharacterMovementComponent which allows for a custom gravity direction to be applied to the character while falling
 | 
			
		||||
 */
 | 
			
		||||
UCLASS()
 | 
			
		||||
class GRAVITYSTOMPGAME_API UGSCharacterMovementComponent : public UCharacterMovementComponent
 | 
			
		||||
{
 | 
			
		||||
	GENERATED_BODY()
 | 
			
		||||
 | 
			
		||||
public:
 | 
			
		||||
	UGSCharacterMovementComponent();
 | 
			
		||||
 | 
			
		||||
	virtual void PhysFalling(float deltaTime, int32 Iterations) override;
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintCallable)
 | 
			
		||||
	void SetCharacterUpDirection(FVector NewUpDirection);
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
	FVector CharacterUpDirection = FVector::UpVector;
 | 
			
		||||
};
 | 
			
		||||
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		Reference in New Issue
	
	Block a user