Closed mkghoster closed 3 years ago
Mmmmm, thanks, I think this was left in as a mistake since I have to skip a lot of parent implementations and that one did nothing originally back when I didn't retain the default mesh. I can see how it would negatively effect people re-classing the base char to their own class.
So while currently it doesn't change much in the normal plugin, if you altered the source to use a different base it would cause issues and would be a little hard to track down.
i'll pull it in to cause less headaches to people going forward.
Fixed super::super chaining in VRBaseCharacter which could skip parent class PostInitializeComponents.