- InteractionComponent: GetPawnViewPoint() now prefers UCameraComponent
over PlayerController::GetPlayerViewPoint() — fixes agent selection
in VR where the pawn root stays at spawn while the HMD moves freely
- GazeComponent: ResolveTargetPosition() uses camera first for locally
controlled pawns (VR HMD / FPS eye position), falls back to bone
chain for NPCs and remote players in multiplayer
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>