document Configuring the SGPawn and Plugin Virtual Hand Mesh Settings as the final step in setting up the virtual hand meshes
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@@ -73,4 +73,4 @@ Also, it's possible to filter the properties for these SenseGlove components ins
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Please visit [how to setup the Virtual Hand Meshes](../../getting-started/setup-virtual-hand-meshes/) and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) for more information.
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Please visit [how to setup the Virtual Hand Meshes](../../getting-started/setup-virtual-hand-meshes/), [The Virtual Hand Mesh Settings](../../plugin-configuration/plugin-settings/virtual-hand/mesh.md), and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) sections for more information.
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After closing the dialog, the editors for the affected Skeleton and Skeletal Mesh assets will open, displaying the affected assets with all sockets cleared:
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## Configuring the SGPawn and Plugin Virtual Hand Mesh Settings
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The final step in setting up the virtual hand meshes is to configure the `SGPawn` and Plugin `Virtual Hand Mesh Settings` to ensure they utilize the newly created virtual hand meshes.
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Please visit [Setting Up SGPawn](../../getting-started/setup-senseglove-default-classes/sgpawn.md), [The Virtual Hand Mesh Settings](../../plugin-configuration/plugin-settings/virtual-hand/mesh.md), and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) sections for more information.
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### SGPawn Configuration
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In the `SGPawn` Blueprint class, make sure to assign the appropriate `Skeletal Mesh Asset` to the following components:
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- `HandLeft`
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- `HandRight`
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- `RealHandLeft`
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- `RealHandRight`
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This ensures that the correct hand meshes are used for both virtual and real hands.
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### Plugin Virtual Hand Mesh Settings
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Next, navigate to `Project Settings > Plugins > SenseGlove > Virtual Hand Settings > Mesh Settings` and specify the correct left and right-hand meshes for:
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- `Left Hand Reference Mesh`
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- `Right Hand Reference Mesh`
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This configuration guarantees that the tracking system correctly interprets the bone transforms of the virtual hand meshes when generating `FXRMotionControllerData`. Additionally, it allows the animation system to accurately use these bone transforms when processing `FXRMotionControllerData` and animating the virtual hand meshes.
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