fix android build issues
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@@ -40,7 +40,7 @@
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#include "SGVirtualHandTrackingSettings.generated.h"
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#include "SGVirtualHandTrackingSettings.generated.h"
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USkeletalMesh;
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class USkeletalMesh;
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/**
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/**
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* Implements the hand tracking settings for the SenseGlove Tracking module.
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* Implements the hand tracking settings for the SenseGlove Tracking module.
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@@ -281,30 +281,30 @@ struct FSGXRTracker::FImpl
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return Name;
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return Name;
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}
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}
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static const FTransform& GetMeshRawBoneRefTransform(bool bRight, const FName& BoneName);
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static FTransform GetMeshRawBoneRefTransform(bool bRight, const FName& BoneName);
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FORCEINLINE static const FTransform& GetMeshRawBoneRefTransform(const bool bRight, const int32 JointIndex)
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FORCEINLINE static FTransform GetMeshRawBoneRefTransform(const bool bRight, const int32 JointIndex)
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{
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{
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const FName& BoneName{GetMeshBoneName(bRight, JointIndex)};
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const FName& BoneName{GetMeshBoneName(bRight, JointIndex)};
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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return Transform;
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return Transform;
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}
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}
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FORCEINLINE static const FTransform& GetMeshRawBoneRefTransform(const bool bRight, const EHandKeypoint Keypoint)
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FORCEINLINE static FTransform GetMeshRawBoneRefTransform(const bool bRight, const EHandKeypoint Keypoint)
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{
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{
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const FName& BoneName{GetMeshBoneName(bRight, Keypoint)};
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const FName& BoneName{GetMeshBoneName(bRight, Keypoint)};
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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return Transform;
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return Transform;
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}
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}
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FORCEINLINE static const FTransform& GetMeshRawBoneRefTransform(const EControllerHand Hand, const FName& BoneName)
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FORCEINLINE static FTransform GetMeshRawBoneRefTransform(const EControllerHand Hand, const FName& BoneName)
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{
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{
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const bool bRight = Hand == EControllerHand::Right;
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const bool bRight = Hand == EControllerHand::Right;
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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const FTransform& Transform{GetMeshRawBoneRefTransform(bRight, BoneName)};
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return Transform;
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return Transform;
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}
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}
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FORCEINLINE static const FTransform& GetMeshRawBoneRefTransform(const EControllerHand Hand, const int32 JointIndex)
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FORCEINLINE static FTransform GetMeshRawBoneRefTransform(const EControllerHand Hand, const int32 JointIndex)
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{
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{
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const bool bRight = Hand == EControllerHand::Right;
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const bool bRight = Hand == EControllerHand::Right;
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const FName& BoneName{GetMeshBoneName(bRight, JointIndex)};
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const FName& BoneName{GetMeshBoneName(bRight, JointIndex)};
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@@ -312,7 +312,7 @@ struct FSGXRTracker::FImpl
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return Transform;
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return Transform;
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}
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}
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FORCEINLINE static const FTransform& GetMeshRawBoneRefTransform(
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FORCEINLINE static FTransform GetMeshRawBoneRefTransform(
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const EControllerHand Hand, const EHandKeypoint Keypoint)
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const EControllerHand Hand, const EHandKeypoint Keypoint)
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{
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{
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const bool bRight = Hand == EControllerHand::Right;
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const bool bRight = Hand == EControllerHand::Right;
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@@ -769,7 +769,7 @@ USGHandPose* FSGXRTracker::FImpl::GetHandPose(const bool bRight)
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return HandPose;
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return HandPose;
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}
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}
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const FTransform& FSGXRTracker::FImpl::GetMeshRawBoneRefTransform(const bool bRight, const FName& BoneName)
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FTransform FSGXRTracker::FImpl::GetMeshRawBoneRefTransform(const bool bRight, const FName& BoneName)
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{
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{
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const TSoftObjectPtr<USkeletalMesh>& HandMesh{
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const TSoftObjectPtr<USkeletalMesh>& HandMesh{
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bRight
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bRight
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