Character walking is fixed, using the new Movement Component State model.
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@@ -55,6 +55,10 @@ FlxMovementComponentState UlxMovementComponentStateLibrary::SetFakeMovementCompo
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{
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if (!Actor) return State;
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UlxTangible *Tangible = UlxTangible::GetActorTangibleOrLog(Actor);
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if (Tangible) Tangible->FakeMovementComponentState = State;
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if (Tangible)
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{
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UE_LOG(LogTemp, Display, TEXT("SetFakeMovementComponentState(%s): %s"), *Actor->GetName(), *DebugString(State));
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Tangible->FakeMovementComponentState = State;
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}
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return State;
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}
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