implement hmd and wrist tracker hardware auto-detection fallback when it's not set explicitly

This commit is contained in:
Mamadou Babaei
2024-08-16 16:22:42 +02:00
parent 2dc4499984
commit 27dddd1b03
9 changed files with 455 additions and 10 deletions
+2 -9
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@@ -84,15 +84,8 @@ Please note that modules postfixed with **Impl** are intended for interal use an
### Upcoming features planned for the v2.1.0 release
- [ ] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [ ] FXRMotionControllerData compatible hand animation system.
- [ ] FXRMotionControllerData compatible wrist tracking system.
- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
- [ ] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- [ ] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- [ ] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [ ] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
### Planned features long-term