Made some improvemoent for strafing pivot and remove computing of pivot and wasPivot
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@ -1,11 +1,11 @@
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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/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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/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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/NFORDenoise=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/NFORDenoise/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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/Plugin/HoldoutComposite=C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Experimental/Compositing/HoldoutComposite/Shaders
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@ -300,17 +300,6 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateAccelerationData(const flo
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OwningPawnAcceleration.GetSafeNormal2D(), WorldRotation);
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}
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const float desiredMaxSpeed = DesiredMaxSpeed * InputAmount;
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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() && bIsPivoting)
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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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@ -362,9 +351,6 @@ void UOLSBaseLayerAnimInstance::NativeThreadSafeUpdateCharacterStateData(const f
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TimeSinceFiredWeapon = (bGameplayTag_IsFiring) ? 0.f : TimeSinceFiredWeapon + deltaSeconds;
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}
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const bool wasPivotingLastUpdate = bWasPivoting;
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bWasPivoting = (bIsPivoting != wasPivotingLastUpdate);
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// In air state.
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{
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bIsJumping = false;
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@ -251,12 +251,6 @@ protected:
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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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uint8 bWasPivoting : 1;
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UPROPERTY(BlueprintReadOnly, Category = "ThreadSafe|AccelerationData")
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FVector PivotDirection2D = FVector::ZeroVector;
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