mLoco.MotorAcceleration = Vector3.zero;
mLoco.RootMotionSpeedMultiplier= 0;
m_HorizontalLookInputName = "";
m_VerticalLookInputName = "";
using Opsive.UltimateCharacterController.Character.Abilities.Items;
public class UseCustom
{
public override void OnEnableGameplayInput(bool enable) {
// You can just leave this empty so that nothing will change at all when input is enabled/disabled,
// or you could put any other custom code in here.
}
}
private void OnEnableGameplayInput(bool enable)
to protected void OnEnableGameplayInput(bool enable)
. As Justin said, this change should get added to the next UCC update anyway so you won't have to worry about it after that.