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#ue4 - Fix blocking hits dispatched from FScopedMovementUpdate() being dispatched when collision response has changed (from overlaps or other blocking hits).
[CL 2576414 by Zak Middleton in Main branch]
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committed by
Zak.Middleton@epicgames.com
parent
ad60a7df56
commit
588f95c47e
@@ -514,7 +514,11 @@ void USceneComponent::EndScopedMovementUpdate(class FScopedMovementUpdate& Compl
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UPrimitiveComponent* PrimitiveThis = CastChecked<UPrimitiveComponent>(this);
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for (const FHitResult& Hit : CurrentScopedUpdate->BlockingHits)
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{
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PrimitiveThis->DispatchBlockingHit(*Owner, Hit);
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// Collision response may change (due to overlaps or multiple blocking hits), make sure it's still considered blocking.
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if (PrimitiveThis->GetCollisionResponseToComponent(Hit.GetComponent()) == ECR_Block)
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{
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PrimitiveThis->DispatchBlockingHit(*Owner, Hit);
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}
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}
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}
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}
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