- [X] SenseGlove Unreal Engine Handbook, a comprehensive guide to the SenseGlove Unreal Engine Plugin accessible online via [unreal.docs.senseglove.com](http://unreal.docs.senseglove.com/), and also in PDF and EPUB formats.
- [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
- [X] A customizable Grab component that could be added to any actor.
- [X] A customizable Touch component that could be added to any actor.
- [X] Ability to grab, release, and throw objects around.
- [X] Separation of the real and virtual hand rendering.
- [X] An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- [X] A generic Settings module with the ability to override settings.
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- [X] A highly convenient OpenXR hand-tracking data provider component to easily feed SenseGlove data to your own custom or third-party hand-manipulation systems.
- [X] A highly convenient haptics component to easily add haptics to your own custom or third-party hand-manipulation systems.
- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprint (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
- [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
- [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).