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// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
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#include "Camera/Data/UGC_CameraData.h"
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FPenetrationAvoidanceFeeler::FPenetrationAvoidanceFeeler()
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: AdjustmentRot(ForceInit)
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, WorldWeight(0.f)
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, PawnWeight(0.f)
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, ProbeRadius(0)
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{
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}
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FPenetrationAvoidanceFeeler::FPenetrationAvoidanceFeeler(const FRotator& InAdjustmentRot, const float& InWorldWeight, const float& InPawnWeight, const float& InExtent)
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: AdjustmentRot(InAdjustmentRot)
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, WorldWeight(InWorldWeight)
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, PawnWeight(InPawnWeight)
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, ProbeRadius(InExtent)
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{
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}
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FCameraCollisionSettings::FCameraCollisionSettings()
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{
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// AdjusmentRotation, WorldWeight, PawnWeight, Extent
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, +00.00f, 0.00f), 0.50f, 1.00f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, +5.00f, 0.00f), 0.20f, 0.75f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, +10.0f, 0.00f), 0.20f, 0.75f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, -5.00f, 0.00f), 0.20f, 0.75f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, -10.0f, 0.00f), 0.20f, 0.75f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, +5.00f, 0.00f), 0.15f, 0.50f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, +10.0f, 0.00f), 0.15f, 0.50f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, -5.00f, 0.00f), 0.15f, 0.50f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+0.00f, -10.0f, 0.00f), 0.15f, 0.50f, 15.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(+15.0f, +0.00f, 0.00f), 0.50f, 1.00f, 10.00f));
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PenetrationAvoidanceFeelers.Add(FPenetrationAvoidanceFeeler(FRotator(-10.0f, +0.00f, 0.00f), 0.50f, 0.50f, 10.00f));
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}
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