Added a temporary fix for pivot
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@ -1,10 +1,10 @@
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/Engine=C:/Program Files/Epic Games/UE_5.5/Engine/Shaders
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/ShaderAutogen=H:/Projects/OLS/Intermediate/ShaderAutogen
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/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/Shaders
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/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders
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/Plugin/GLTFExporter=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Enterprise/GLTFExporter/Shaders
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/Plugin/ExrReaderShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/ImgMedia/Shaders
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/NNEDenoiserShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/NNE/NNEDenoiser/Shaders
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/Plugin/GLTFExporter=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Enterprise/GLTFExporter/Shaders
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/Plugin/FX/Niagara=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/FX/Niagara/Shaders
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/Plugin/ExrReaderShaders=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/ImgMedia/Shaders
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/Plugin/WmfMedia=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Media/WmfMedia/Shaders
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/Plugin/ComputeFramework=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/ComputeFramework/Shaders
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/Plugin/Runtime/HairStrands=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Runtime/HairStrands/Shaders
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@ -271,7 +271,7 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo
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LocalAcceleration2D = UKismetMathLibrary::LessLess_VectorRotator(worldAcceleration2D, WorldRotation);
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bHasAcceleration = (!FMath::IsNearlyZero(LocalAcceleration2D.SizeSquared2D(), .000001f));
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bHasAcceleration = (!FMath::IsNearlyZero(LocalAcceleration2D.SizeSquared2D(), KINDA_SMALL_NUMBER));
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PivotDirection2D =
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UKismetMathLibrary::Normal(UKismetMathLibrary::VLerp(PivotDirection2D, UKismetMathLibrary::Normal(worldAcceleration2D), .5f));
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@ -283,6 +283,22 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo
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CardinalDirectionDeadZone, EOLSCardinalDirection::EForward))
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: EOLSCardinalDirection::EBackward);
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if (HasAcceleration())
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{
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const float directionSign = FMath::Sign(
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UKismetAnimationLibrary::CalculateDirection(OwningPawnAcceleration, WorldRotation));
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TurnDirection = FMath::FloorToInt(directionSign);
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}
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if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) < -.2f && HasAcceleration() && !bIsPivoting)
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{
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bIsPivoting = true;
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}
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else if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) >= 0.f || !HasAcceleration())
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{
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bIsPivoting = false;
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}
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// Call custom logic on blueprint.
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BlueprintThreadSafeUpdateAccelerationData(deltaSeconds);
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}
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@ -245,9 +245,15 @@ protected:
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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FVector LocalAcceleration2D = FVector::ZeroVector;
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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int32 TurnDirection = 0;
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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uint8 bHasAcceleration : 1;
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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uint8 bIsPivoting : 1;
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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FVector PivotDirection2D = FVector::ZeroVector;
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