Moved NetworkCharacterComponent out of MPSample and into MP gem
Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Multiplayer/Components/NetworkCharacterComponent.h>
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#include <Multiplayer/Components/NetworkRigidBodyComponent.h>
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#include <AzFramework/Visibility/EntityBoundsUnionBus.h>
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#include <AzFramework/Physics/CharacterBus.h>
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#include <AzFramework/Physics/Character.h>
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#include <Multiplayer/Components/NetworkTransformComponent.h>
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#include <Multiplayer/NetworkTime/INetworkTime.h>
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#include <PhysXCharacters/API/CharacterController.h>
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#include <PhysX/PhysXLocks.h>
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#include <PhysX/Utils.h>
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namespace Multiplayer
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{
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bool CollisionLayerBasedControllerFilter(const physx::PxController& controllerA, const physx::PxController& controllerB)
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{
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PHYSX_SCENE_READ_LOCK(controllerA.getActor()->getScene());
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physx::PxRigidDynamic* actorA = controllerA.getActor();
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physx::PxRigidDynamic* actorB = controllerB.getActor();
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if (actorA && actorA->getNbShapes() > 0 && actorB && actorB->getNbShapes() > 0)
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{
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physx::PxShape* shapeA = nullptr;
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actorA->getShapes(&shapeA, 1, 0);
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physx::PxFilterData filterDataA = shapeA->getSimulationFilterData();
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physx::PxShape* shapeB = nullptr;
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actorB->getShapes(&shapeB, 1, 0);
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physx::PxFilterData filterDataB = shapeB->getSimulationFilterData();
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return PhysX::Utils::Collision::ShouldCollide(filterDataA, filterDataB);
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}
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return true;
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}
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physx::PxQueryHitType::Enum CollisionLayerBasedObjectPreFilter(
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const physx::PxFilterData& filterData,
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const physx::PxShape* shape,
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const physx::PxRigidActor* actor,
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[[maybe_unused]] physx::PxHitFlags& queryFlags)
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{
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// non-kinematic dynamic bodies should not impede the movement of the character
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if (actor->getConcreteType() == physx::PxConcreteType::eRIGID_DYNAMIC)
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{
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const physx::PxRigidDynamic* rigidDynamic = static_cast<const physx::PxRigidDynamic*>(actor);
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bool isKinematic = (rigidDynamic->getRigidBodyFlags() & physx::PxRigidBodyFlag::eKINEMATIC);
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if (isKinematic)
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{
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const PhysX::ActorData* actorData = PhysX::Utils::GetUserData(rigidDynamic);
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if (actorData)
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{
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const AZ::EntityId entityId = actorData->GetEntityId();
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if (Multiplayer::NetworkRigidBodyRequestBus::FindFirstHandler(entityId) != nullptr)
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{
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// Network rigid bodies are kinematic on the client but dynamic on the server,
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// hence filtering treats these actors as dynamic to support client prediction and avoid desyncs
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isKinematic = false;
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}
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}
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}
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if (!isKinematic)
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{
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return physx::PxQueryHitType::eNONE;
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}
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}
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// all other cases should be determined by collision filters
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if (PhysX::Utils::Collision::ShouldCollide(filterData, shape->getSimulationFilterData()))
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{
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return physx::PxQueryHitType::eBLOCK;
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}
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return physx::PxQueryHitType::eNONE;
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}
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void NetworkCharacterComponent::NetworkCharacterComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<NetworkCharacterComponent, NetworkCharacterComponentBase>()
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->Version(1);
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}
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NetworkCharacterComponentBase::Reflect(context);
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}
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NetworkCharacterComponent::NetworkCharacterComponent()
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: m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); })
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{
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;
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}
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void NetworkCharacterComponent::OnInit()
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{
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;
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}
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void NetworkCharacterComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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Physics::CharacterRequests* characterRequests = Physics::CharacterRequestBus::FindFirstHandler(GetEntityId());
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m_physicsCharacter = (characterRequests != nullptr) ? characterRequests->GetCharacter() : nullptr;
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GetNetBindComponent()->AddEntitySyncRewindEventHandler(m_syncRewindHandler);
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if (m_physicsCharacter)
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{
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auto controller = static_cast<PhysX::CharacterController*>(m_physicsCharacter);
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controller->SetFilterFlags(physx::PxQueryFlag::eSTATIC | physx::PxQueryFlag::eDYNAMIC | physx::PxQueryFlag::ePREFILTER);
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if (auto callbackManager = controller->GetCallbackManager())
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{
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callbackManager->SetControllerFilter(CollisionLayerBasedControllerFilter);
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callbackManager->SetObjectPreFilter(CollisionLayerBasedObjectPreFilter);
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}
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}
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if (!HasController())
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{
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GetNetworkTransformComponent()->TranslationAddEvent(m_translationEventHandler);
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}
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}
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void NetworkCharacterComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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void NetworkCharacterComponent::OnTranslationChangedEvent([[maybe_unused]] const AZ::Vector3& translation)
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{
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OnSyncRewind();
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}
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void NetworkCharacterComponent::OnSyncRewind()
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{
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if (m_physicsCharacter == nullptr)
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{
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return;
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}
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const AZ::Vector3 currPosition = m_physicsCharacter->GetBasePosition();
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if (!currPosition.IsClose(GetNetworkTransformComponent()->GetTranslation()))
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{
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uint32_t frameId = static_cast<uint32_t>(Multiplayer::GetNetworkTime()->GetHostFrameId());
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m_physicsCharacter->SetFrameId(frameId);
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//m_physicsCharacter->SetBasePosition(GetNetworkTransformComponent()->GetTranslation());
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}
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}
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bool NetworkCharacterComponent::IsOnGround() const
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{
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auto pxController = static_cast<physx::PxController*>(m_physicsCharacter->GetNativePointer());
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if (!pxController)
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{
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return true;
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}
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physx::PxControllerState state;
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pxController->getState(state);
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return state.touchedActor != nullptr || (state.collisionFlags & physx::PxControllerCollisionFlag::eCOLLISION_DOWN) != 0;
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}
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NetworkCharacterComponentController::NetworkCharacterComponentController(NetworkCharacterComponent& parent)
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: NetworkCharacterComponentControllerBase(parent)
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{
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;
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}
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void NetworkCharacterComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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void NetworkCharacterComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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AZ::Vector3 NetworkCharacterComponentController::TryMoveWithVelocity(const AZ::Vector3& velocity, [[maybe_unused]] float deltaTime)
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{
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// Ensure any entities that we might interact with are properly synchronized to their rewind state
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if (IsAuthority())
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{
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const AZ::Aabb entityStartBounds = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->GetEntityLocalBoundsUnion(GetEntity()->GetId());
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const AZ::Aabb entityFinalBounds = entityStartBounds.GetTranslated(velocity);
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AZ::Aabb entitySweptBounds = entityStartBounds;
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entitySweptBounds.AddAabb(entityFinalBounds);
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Multiplayer::GetNetworkTime()->SyncEntitiesToRewindState(entitySweptBounds);
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}
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if ((GetParent().m_physicsCharacter == nullptr) || (velocity.GetLengthSq() <= 0.0f))
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{
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return GetEntity()->GetTransform()->GetWorldTranslation();
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}
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GetParent().m_physicsCharacter->AddVelocity(velocity);
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GetParent().m_physicsCharacter->ApplyRequestedVelocity(deltaTime);
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GetEntity()->GetTransform()->SetWorldTranslation(GetParent().m_physicsCharacter->GetBasePosition());
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AZLOG
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(
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NET_Movement,
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"Moved to position %f x %f x %f",
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GetParent().m_physicsCharacter->GetBasePosition().GetX(),
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GetParent().m_physicsCharacter->GetBasePosition().GetY(),
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GetParent().m_physicsCharacter->GetBasePosition().GetZ()
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);
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return GetEntity()->GetTransform()->GetWorldTranslation();
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}
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}
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