From 19613a21ec0e0e55991dcea76f4e0bcdc88a4a45 Mon Sep 17 00:00:00 2001 From: Mamadou Babaei Date: Tue, 10 Feb 2026 11:37:00 +0100 Subject: [PATCH] update the changelog --- Handbook/src/appendix/changelog.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Handbook/src/appendix/changelog.md b/Handbook/src/appendix/changelog.md index 05aab6b3..c09c5f8e 100644 --- a/Handbook/src/appendix/changelog.md +++ b/Handbook/src/appendix/changelog.md @@ -9,7 +9,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0 ### Added -- Added a `USGHapticsComponent` to allow sending a variety of haptic feedbacks to the gloves without touching SenseGlove's low-level API. +- Added a `USGHapticsComponent` to allow sending a variety of haptic feedbacks (force-feedback, vibrotactile, custom waveforms, and wrist-squeeze) to the gloves without touching SenseGlove's low-level API. - Added a `USGHandTrackerComponent` to allow retrieval or visualization of `FXRHandTrackingState` without relying on low-level SenseGlove API or UE's generic `GetHandTrackingState()` functionality. This is useful when developing a custom hand-interaction system using SenseGlove/UE OpenXR API or interfacing with third-party OpenXR-compatible plugins such as [VR Expansion Plugin (VRE)](https://vreue4.com/). Using this component removes the need to calculate the wrist offsets manually, or an extra call to `USGHapticGlove::GetWristLocation()`, in comparison to when the `FXRHandTrackingState` is retrieved via UE's `GetHandTrackingState()`. - A new `FSGDebugVirtualHand::Draw()` overload has been added to allow visualizing `FSGDebugGizmoSettings` directly. This is used internally by the new `USGHandTrackerComponent` to visualize its `FXRHandTrackingState` if `bVisualize` is enabled.