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- the "pull" direction is now based on the closest projection to the rotation circle
- normal to that pull direction is removed to avoid poor drag behavior
- added a few temp cvars to experiment and fine tune the behavior
- Gizmos.DotThreshold 0.2: Dot threshold for determining whether the rotation plane is perpendicular to the camera view [0.2, 1.0]
- Gizmos.DebugDraw false: Displays debugging information.
- Gizmos.ProjectIndirect true: Project to the nearest point of the curve when handling indirect rotation.
#jira UE-200162
#rb brooke.hubert
[CL 29809369 by benoit gadreau in ue5-main branch]