migrate away from the deprecated FXRMotionControllerData in favor of FXRMotionControllerState and FXRHandTrackingState on UE 5.5+
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@@ -5,6 +5,40 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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This is a minor release with some breaking API and ABI changes, focusing mainly on migrating away from the deprecated `FXRMotionControllerData` in favor of `FXRMotionControllerState` and `FXRHandTrackingState` on Unreal Engine `5.5+`.
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### Added
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- Completed support for the upcoming Unreal Engine `5.5` release.
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- Added `USGVirtualHandComponent::GetMotionControllerState()` and the equivalent Blueprint function`UVirtualHandComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
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- Added `USGVirtualHandComponent::GetHandTrackingState()` and the equivalent Blueprint function `UVirtualHandComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
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- Added `USGWristTrackerComponent::GetMotionControllerState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
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- Added `USGWristTrackerComponent::GetHandTrackingState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
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- Added a variant of `FSGDebugVirtualHand::Draw()` and the equivalent Blueprint function `USGDebugVirtualHandKismetLibrary::Draw_FXRHandTrackingState()` which accept `FXRHandTrackingState` on UE `5.5+`.
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- Added the new member `bTracked` to the `FSGXRHandState` struct.
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- Added `FSGXRTracker::GetMotionControllerState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetMotionControllerState()`.
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- Added `FSGXRTracker::GetHandTrackingState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetHandTrackingState()`.
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### Fixed
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- Additional minor fixes and improvements that may not be listed here.
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### Changed
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- Replaced all internal usages of the `FXRMotionControllerData` struct with either `FXRMotionControllerState` or `FXRHandTrackingState` on UE `5.5+`.
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- Deprecated `USGVirtualHandComponent::GetMotionControllerData()` on UE `5.5+`.
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- Deprecated `USGWristTrackerComponent::GetMotionControllerData()` on UE `5.5+`.
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- Deprecated the variant of `FSGDebugVirtualHand::Draw()` which accepts `FXRMotionControllerData` as a parameter on UE `5.5+`.
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- Renamed `USGDebugVirtualHandKismetLibrary::Draw` to `USGDebugVirtualHandKismetLibrary::Draw_FXRMotionControllerData` for more clarification.
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- Renamed an `FSGXRHandState` member from `bReceivedJointPoses` to `bHasReceivedJointPoses`.
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- Changed the `FSGXRTracker::GetAllKeypointStates()` signature on UE `5.5+` to match the `IHandTracker` interface API changes.
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- The animation system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
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- The wrist tracking system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
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- The hand interaction manipulation on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
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- The virtual hand debugging system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
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## [2.1.3] - 2024-10-11
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### Added
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@@ -1,6 +1,6 @@
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## Planned Features Completion Status
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### Implemented as of v2.1.x
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### Implemented as of v2.2.x
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- [X] Full SenseGlove low-level core API access through Unreal C++.
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- [X] Full SenseGlove low-level core API access through Blueprint.
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@@ -28,17 +28,18 @@
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- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
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- [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [X] FXRMotionControllerData compatible hand animation system.
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- [X] FXRMotionControllerData compatible wrist tracking system.
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- [X] FXRMotionControllerData compatible hand interaction manipulation system.
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- [X] `FXRMotionControllerData` compatible hand animation system on UE versions `5.2`, `5.3`, and `5.4`.
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- [X] `FXRHandTrackingState` compatible hand animation system on UE versions `5.5+`.
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- [X] `FXRMotionControllerData` compatible wrist tracking system on UE versions `5.2`, `5.3`, and `5.4`.
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- [X] `FXRHandTrackingState` compatible wrist tracking system on UE versions `5.5+`.
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- [X] `FXRMotionControllerData` compatible hand interaction manipulation system on UE versions `5.2`, `5.3`, and `5.4`.
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- [X] `FXRHandTrackingState` compatible hand interaction manipulation system on UE versions `5.5+`.
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- [X] 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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- [X] 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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- [X] 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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- [X] 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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### Upcoming features planned for the v2.2.x release
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- [ ] Migrating away from the deprecated `FXRMotionControllerData` in favor of `FXRMotionControllerState` and `FXRHandTrackingState`.
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### Upcoming features planned for the v2.3.x release
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### Planned features long-term
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