fix uat errors C4458 when building the virtual hand component
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@@ -122,7 +122,7 @@ struct USGVirtualHandComponent::FImpl
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bool UninitializeBackend() const;
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bool UninitializeBackend() const;
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bool CheckGlove() const;
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bool CheckGlove() const;
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void SetVisibility(bool bVisible) const;
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void SetVisibility(bool bInVisible) const;
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};
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};
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const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames()
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const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames()
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@@ -206,10 +206,10 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
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bHiddenInGameIfNoGloveDetected = false;
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bHiddenInGameIfNoGloveDetected = false;
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const FString SkeletalMeshPath{Pimpl->GetDefaultMeshPath()};
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const FString SkeletalMeshPath{Pimpl->GetDefaultMeshPath()};
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const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMesh{*SkeletalMeshPath};
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const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshFinder{*SkeletalMeshPath};
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ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object,
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ensureAlwaysMsgf(SkeletalMeshFinder.Succeeded() && SkeletalMeshFinder.Object,
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TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
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TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
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Super::SetSkeletalMesh(SkeletalMesh.Object, true);
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Super::SetSkeletalMesh(SkeletalMeshFinder.Object, true);
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bBackendInitialized = false;
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bBackendInitialized = false;
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Glove = nullptr;
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Glove = nullptr;
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@@ -458,13 +458,13 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
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bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
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bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
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{
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{
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const USkeletalMesh* SkeletalMesh{GetMesh()};
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const USkeletalMesh* CurrentMesh{GetMesh()};
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if (!IsValid(SkeletalMesh))
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if (!IsValid(CurrentMesh))
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{
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{
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return false;
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return false;
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}
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}
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const FString CurrentMeshPath(SkeletalMesh->GetPathName());
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const FString CurrentMeshPath(CurrentMesh->GetPathName());
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const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
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const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
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const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
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const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
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const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
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const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
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@@ -482,14 +482,14 @@ bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
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USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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{
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{
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const FString SkeletalMeshPath{GetDefaultMeshPath()};
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const FString DefaultMeshPath{GetDefaultMeshPath()};
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USkeletalMesh* SkeletalMesh{
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USkeletalMesh* DefaultMesh{
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Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath))
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Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
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};
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};
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ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
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ensureAlwaysMsgf(DefaultMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *DefaultMeshPath);
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return SkeletalMesh;
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return DefaultMesh;
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}
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}
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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@@ -510,16 +510,16 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
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USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
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USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
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{
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{
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USkeletalMesh* SkeletalMesh{GetMesh()};
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USkeletalMesh* Mesh{GetMesh()};
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ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
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ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!"));
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return SkeletalMesh->GetSkeleton();
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return Mesh->GetSkeleton();
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}
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}
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const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
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const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
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{
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{
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const USkeletalMesh* SkeletalMesh{GetMesh()};
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const USkeletalMesh* Mesh{GetMesh()};
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ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
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ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!"));
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return SkeletalMesh->GetRefSkeleton();
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return Mesh->GetRefSkeleton();
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}
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}
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bool USGVirtualHandComponent::FImpl::InitializeBackend() const
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bool USGVirtualHandComponent::FImpl::InitializeBackend() const
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@@ -665,9 +665,9 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
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return bFoundGlove;
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return bFoundGlove;
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}
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}
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void USGVirtualHandComponent::FImpl::SetVisibility(const bool bVisible) const
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void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const
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{
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{
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Owner->SetVisibility(bVisible, true);
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Owner->SetVisibility(bInVisible, true);
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}
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}
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void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const
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void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const
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