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Is it safe to subclass the Virtual Character Controller? #1844

@Avelina9X

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@Avelina9X

After wrangling with PhysX for almost a month to get a usable dynamic character controller I've jumped ship to Jolt.

The Jolt VCCT is almost perfect, but has a few things I'd like to change via subclassing, because while the built in VCCT is much better than my PhysX controller (and a billion times better than the slop they supply as a built in CCT) in terms of stability and stepping, some of the contact-based interactions feel unrealistic, such as thrown objects pushing the player around as if the player was weightless. Additionally, downstepping is sometimes unrealistic for large gaps, feeling like a straight-up teleport downwards rather than an actual "down step"; I think this is the only thing which works better in my PhysX CCT compared to the Jolt VCCT, so I'm confident I could adjust the functionality, assuming it is something which is safe to modify.

Are such modifications recommended via subclassing, or would I have to rebuild the VCCT from scratch for API safety?

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