minor fix
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@@ -6,4 +6,4 @@ Typically a user does not need to know anything about OpenXR to use the plugin,
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Since the SenseGlove Unreal Engine Plugin registers itself as an <code>OpenXRHandTracking</code> motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's <code>IXTrackingSystem</code> with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the <code>FXRMotionControllerData</code> retrieved from the <code>IXTrackingSystem::GetMotionControllerData()</code> method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of <codE>GetMotionControllerData()</code> which guarantees the retrieved <code>FXRMotionControllerData</code> is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
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In the next sections we'll see [how we can directly consume the <code>FXRMotionControllerData</code>](consuming-fxrmotioncontrollerdata/README.md) to draw debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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In the next sections we'll see [how we can directly consume the <code>FXRMotionControllerData</code>](consuming-fxrmotioncontrollerdata/README.md) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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