update the changelog

This commit is contained in:
Mamadou Babaei
2024-08-16 16:37:24 +02:00
parent 87359728a8
commit 0405a5b6ad
+1
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@@ -12,6 +12,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Added
- Added SenseGloveTracking and SenseGloveTrackingKismet modules which provide OpenXR-compatible hand tracking by implementing XR_EXT_hand_tracking support, HMD auto-detection, and SenseGlove device tracking.
- Added the SenseGlove grab/touch sockets one-click-setup ability on any virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added the SGHMDTracker utility class, exposed to both C++ and Blueprint, in order to easily gather information about the HMD device at runtime.
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.