list the third-party tutorials with a description in their corresponding parent sections
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@@ -33,3 +33,5 @@ In the next sections we'll see:
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- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
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- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
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- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
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@@ -5,6 +5,15 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
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### Documentation
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- List the third-party tutorials with a description in their corresponding parent sections.
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- Additional minor fixes and improvements that may not be listed here.
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## [2.4.1] - 2025-02-14
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## [2.4.1] - 2025-02-14
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This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
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This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
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@@ -14,3 +14,7 @@ For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](p
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## Standalone Mode
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## Standalone Mode
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For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
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For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
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## Third-Party Tutorials
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As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
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> `ViveOpenXR` plugins, or
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> `ViveOpenXR` plugins, or
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> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
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> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
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> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
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> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
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## Third-Party Tutorials
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This [Android Standalone Mode Deployment tutorials series](third-party-tutorials/) covers how to build and deploy Unreal Engine `5.5` Projects APK to Android and Meta Quest 3S/3/Pro/2 in standalone mode. Furthermore, it covers the how-to on enabling OpenXR hand-tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) plugins.
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# Third-Party Tutorials: Android Standalone Mode Deployment
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# Third-Party Tutorials: Android Standalone Mode Deployment
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## Build and Deploy Unreal Engine 5.5 Projects to Android and Meta Quest 2/3 in Standalone Mode
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## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode
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This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
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This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
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