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The current character controller is a Virtual Character controller, best suited for main Character with inputs.
Jolt actually has a standard character controller that acts within the physics simulation, and is best for things like NPC's or objects moving in the world.
From the Jolt Docs:
The Character class is the simplest controller and is essentially a rigid body that has been configured to only allow translation (and no rotation so it stays upright). It is simulated together with the other rigid bodies so it properly reacts to them. Because it is simulated, it is usually not the best solution for a player as the player usually requires a lot of behavior that is non-physical. This character controller is cheap so it is recommended for e.g. simple AI characters. After every PhysicsSystem::Update call you must call Character::PostSimulation to update the ground contacts.
The current character controller is a Virtual Character controller, best suited for main Character with inputs.
Jolt actually has a standard character controller that acts within the physics simulation, and is best for things like NPC's or objects moving in the world.
From the Jolt Docs:
See the Jolt Docs for more details
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