fix documentation errors and confusions

This commit is contained in:
Mamadou Babaei
2025-02-14 12:10:44 +01:00
parent ca2ebba95a
commit 1e15b9d5e9
2 changed files with 3 additions and 3 deletions
@@ -6,7 +6,7 @@ Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to `Edit > Plugins` in the Unreal Editor menus.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
@@ -6,7 +6,7 @@ Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to the `Edit > Plugins` in the Unreal Editor menus.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
@@ -52,7 +52,7 @@ The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction`
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
> a 2D app.
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")