fix the wrong hand offset calculations

This commit is contained in:
Mamadou Babaei
2023-04-28 01:19:54 +02:00
parent 7481d2cd8e
commit e1353bb0ec
2 changed files with 4 additions and 4 deletions
@@ -126,12 +126,12 @@ void ASGPawn::BeginPlay()
WristTrackerLeft->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
HandLeft->SetRelativeLocation(Location);
HandLeft->SetWorldLocation(Location);
});
WristTrackerLeft->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
HandLeft->SetRelativeRotation(Rotation);
HandLeft->SetWorldRotation(Rotation);
});
WristTrackerRight->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
@@ -96,12 +96,12 @@ void ASGVirtualHandActor::BeginPlay()
WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
VirtualHand->SetRelativeLocation(Location);
VirtualHand->SetWorldLocation(Location);
});
WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
VirtualHand->SetRelativeRotation(Rotation);
VirtualHand->SetWorldRotation(Rotation);
});
}