Fixed Pivot issues
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@ -266,7 +266,7 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateVelocityData(const float d
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LocalVelocityDirection,
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wasMovingLastUpdate);
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bHasVelocity = !FMath::IsNearlyZero(LocalVelocity2D.SizeSquared2D());
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bHasVelocity = (LocalVelocity2D.SizeSquared2D() > KINDA_SMALL_NUMBER);
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// Call custom logic on blueprint.
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BlueprintThreadSafeUpdateVelocityData(deltaSeconds);
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@ -278,7 +278,7 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo
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LocalAcceleration2D = UKismetMathLibrary::LessLess_VectorRotator(worldAcceleration2D, WorldRotation);
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bHasAcceleration = (!FMath::IsNearlyZero(LocalAcceleration2D.SizeSquared2D(), KINDA_SMALL_NUMBER));
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bHasAcceleration = (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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@ -301,12 +301,12 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo
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}
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const float desiredMaxSpeed = DesiredMaxSpeed * InputAmount;
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if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) < -.2f && WorldVelocity.Size2D() >
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if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) < -0.2f && WorldVelocity.Size2D() >
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desiredMaxSpeed * 0.5f && 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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else if (LocalAcceleration2D.GetSafeNormal2D().Dot(LocalVelocity2D.GetSafeNormal2D()) >= 0.f || !HasAcceleration() && bIsPivoting)
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{
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bIsPivoting = false;
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}
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