fix native-toolchain v19 build issues
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@@ -469,28 +469,14 @@ USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
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{
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USkeletalMesh* SkeletalMesh{GetMesh()};
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ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
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return SkeletalMesh->
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#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
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GetSkeleton()
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#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
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Skeleton
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#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
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;
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return SkeletalMesh->GetSkeleton();
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}
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const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
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{
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USkeletalMesh* SkeletalMesh{GetMesh()};
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const USkeletalMesh* SkeletalMesh{GetMesh()};
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ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
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return SkeletalMesh->
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#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
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GetRefSkeleton()
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#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
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RefSkeleton
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#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
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;
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return SkeletalMesh->GetRefSkeleton();
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}
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bool USGVirtualHandComponent::FImpl::CheckGlove() const
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@@ -47,7 +47,7 @@ public:
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return FMath::DegreesToRadians(Degrees);
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}
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static FORCEINLINE constexpr float TransformToSenseGlove(const int32 Movement, const float Direction)
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static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction)
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{
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// 0 = twist, 1 = flexion/extension, 2 = abduction
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return FMath::DegreesToRadians(Movement != 1 ? Direction * -1.0f : Direction);
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@@ -94,7 +94,7 @@ public:
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: Direction;
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}
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static FORCEINLINE constexpr float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
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static FORCEINLINE float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
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{
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ensureAlwaysMsgf(Movement != ESGThumbMovement::None, TEXT("none is not a valid value!"));
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