Add LongitudinalSlip/LateralSlip to wheel state
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@@ -402,6 +402,16 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// </summary>
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/// </summary>
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API_FIELD() float SuspensionOffset = 0.0f;
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API_FIELD() float SuspensionOffset = 0.0f;
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/// <summary>
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/// The longitudinal slip of the tire (frontal). Can be used to determine whether the tire is slipping or gripping the surface.
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/// </summary>
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API_FIELD() float LongitudinalSlip = 0.0f;
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/// <summary>
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/// The lateral slip of the tire (sideways). Can be used to determine whether the tire is slipping or gripping the surface.
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/// </summary>
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API_FIELD() float LateralSlip = 0.0f;
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#if USE_EDITOR
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#if USE_EDITOR
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/// <summary>
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/// <summary>
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/// The start location of the suspension raycast start (Editor only for debugging).
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/// The start location of the suspension raycast start (Editor only for debugging).
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@@ -1175,6 +1175,8 @@ void ScenePhysX::UpdateVehicles(float dt)
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state.SteerAngle = RadiansToDegrees * perWheel.steerAngle;
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state.SteerAngle = RadiansToDegrees * perWheel.steerAngle;
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state.RotationAngle = -RadiansToDegrees * drive->mWheelsDynData.getWheelRotationAngle(j);
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state.RotationAngle = -RadiansToDegrees * drive->mWheelsDynData.getWheelRotationAngle(j);
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state.SuspensionOffset = perWheel.suspJounce;
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state.SuspensionOffset = perWheel.suspJounce;
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state.LongitudinalSlip = perWheel.longitudinalSlip;
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state.LateralSlip = perWheel.lateralSlip;
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#if USE_EDITOR
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#if USE_EDITOR
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state.SuspensionTraceStart = P2C(perWheel.suspLineStart) + Origin;
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state.SuspensionTraceStart = P2C(perWheel.suspLineStart) + Origin;
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state.SuspensionTraceEnd = P2C(perWheel.suspLineStart + perWheel.suspLineDir * perWheel.suspLineLength) + Origin;
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state.SuspensionTraceEnd = P2C(perWheel.suspLineStart + perWheel.suspLineDir * perWheel.suspLineLength) + Origin;
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