implement hmd and wrist tracker hardware auto-detection fallback when it's not set explicitly
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@@ -84,15 +84,8 @@ Please note that modules postfixed with **Impl** are intended for interal use an
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### Upcoming features planned for the v2.1.0 release
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- [ ] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [ ] FXRMotionControllerData compatible hand animation system.
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- [ ] FXRMotionControllerData compatible wrist tracking system.
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- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
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- [ ] 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.
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- [ ] 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.
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- [ ] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
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- [ ] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
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- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
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- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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### Planned features long-term
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