expose the connected glove in the virtual hand's api
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@@ -287,6 +287,12 @@ protected:
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public:
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public:
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bool IsGloveConnected() const;
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bool IsGloveConnected() const;
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FORCEINLINE USGHapticGlove* GetConnectedGlove() const
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{
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return Glove;
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}
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USGHandPose* GetHandPose();
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USGHandPose* GetHandPose();
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public:
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public:
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@@ -37,6 +37,7 @@
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#include "SenseGlove/Components/SGVirtualHandComponent.h"
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#include "SenseGlove/Components/SGVirtualHandComponent.h"
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#include "SGCore/SGHandPose.h"
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#include "SGCore/SGHandPose.h"
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#include "SGCore/SGHapticGlove.h"
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#include "SGUtils/SGArrayUtils.h"
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#include "SGUtils/SGArrayUtils.h"
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TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames()
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TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames()
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@@ -208,6 +209,11 @@ bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandCo
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return VirtualHandComponent->IsGloveConnected();
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return VirtualHandComponent->IsGloveConnected();
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}
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}
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USGHapticGlove* UVirtualHandComponentKismetLibrary::GetConnectedGlove(const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetConnectedGlove();
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}
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USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent)
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USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent)
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{
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{
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return VirtualHandComponent->GetHandPose();
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return VirtualHandComponent->GetHandPose();
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@@ -52,6 +52,7 @@ class USkeletalMeshComponent;
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class USGVirtualHandComponent;
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class USGVirtualHandComponent;
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class USGHandPose;
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class USGHandPose;
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class USGHapticGlove;
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UCLASS(meta=(ScriptName = "SesneGloveVirtualHandComponentKismetLibrary"))
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UCLASS(meta=(ScriptName = "SesneGloveVirtualHandComponentKismetLibrary"))
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class SENSEGLOVEKISMET_API UVirtualHandComponentKismetLibrary final : public USGBlueprintFunctionLibrary
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class SENSEGLOVEKISMET_API UVirtualHandComponentKismetLibrary final : public USGBlueprintFunctionLibrary
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@@ -155,6 +156,9 @@ public:
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
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static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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static USGHapticGlove* GetConnectedGlove(const USGVirtualHandComponent* VirtualHandComponent);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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