minor player controller fixes

This commit is contained in:
Mamadou Babaei
2026-02-24 11:44:00 +01:00
parent 829ac7e362
commit 3979bfc2d5
@@ -98,7 +98,7 @@ float ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
{ {
if (IsValid(Actor)) if (IsValid(Actor))
{ {
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor); const USGTouchComponent* TouchComponent{USGTouchComponent::GetTouchComponent(Actor)};
if (IsValid(TouchComponent)) if (IsValid(TouchComponent))
{ {
return TouchComponent->GetForceFeedbackLevel(); return TouchComponent->GetForceFeedbackLevel();
@@ -142,7 +142,7 @@ void ASGPlayerController::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
ASGPawn* SGPawn = Cast<ASGPawn>(GetPawn()); ASGPawn* SGPawn{Cast<ASGPawn>(GetPawn())};
if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!"))) if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!")))
{ {
return; return;
@@ -233,7 +233,7 @@ USGCustomWaveform* ASGPlayerController::FImpl::GetCustomWaveform(const AActor* A
if (IsValid(Actor)) if (IsValid(Actor))
{ {
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor); const USGTouchComponent* TouchComponent{USGTouchComponent::GetTouchComponent(Actor)};
if (IsValid(TouchComponent)) if (IsValid(TouchComponent))
{ {
Amplitude = TouchComponent->GetVibrotactileAmplitude(); Amplitude = TouchComponent->GetVibrotactileAmplitude();
@@ -257,7 +257,7 @@ void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& Touc
return; return;
} }
USGHapticGlove* Glove = TouchState.Hand->GetConnectedGlove(); USGHapticGlove* Glove{TouchState.Hand->GetConnectedGlove()};
if (!IsValid(Glove)) if (!IsValid(Glove))
{ {
return; return;