make the virtual hand anim instance proxy safer
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@@ -50,20 +50,29 @@
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#include "SGLog/SGLog.h"
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#include "SGLog/SGLog.h"
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FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
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FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
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: FAnimInstanceProxy()
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: FAnimInstanceProxy{}
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{
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{
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bIsVirtualHandVisible = false;
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VirtualHand = nullptr;
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VirtualHand = nullptr;
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HandMeshAsset = nullptr;
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HandMeshAsset = nullptr;
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HandSkeleton = nullptr;
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HandSkeleton = nullptr;
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bIsVirtualHandVisible = false;
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bMarkRenderStateDirty = false;
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bMarkRenderStateDirty = false;
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bShouldAnimationApplyBoneLocation = false;
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bShouldAnimationApplyBoneLocation = false;
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}
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}
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FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance)
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FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance)
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: FAnimInstanceProxy(Instance)
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: FAnimInstanceProxy{Instance}
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{
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{
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VirtualHand = nullptr;
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HandMeshAsset = nullptr;
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HandSkeleton = nullptr;
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bIsVirtualHandVisible = false;
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bMarkRenderStateDirty = false;
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bShouldAnimationApplyBoneLocation = false;
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}
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}
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void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnimInstance)
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void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnimInstance)
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@@ -200,7 +209,6 @@ bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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@@ -55,10 +55,16 @@ struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProx
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GENERATED_USTRUCT_BODY()
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GENERATED_USTRUCT_BODY()
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private:
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private:
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bool bIsVirtualHandVisible;
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UPROPERTY(Transient)
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USGVirtualHandComponent* VirtualHand;
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USGVirtualHandComponent* VirtualHand;
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UPROPERTY(Transient)
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USkeletalMesh* HandMeshAsset;
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USkeletalMesh* HandMeshAsset;
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UPROPERTY(Transient)
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USkeleton* HandSkeleton;
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USkeleton* HandSkeleton;
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bool bIsVirtualHandVisible;
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bool bMarkRenderStateDirty;
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bool bMarkRenderStateDirty;
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FXRMotionControllerData MotionControllerData;
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FXRMotionControllerData MotionControllerData;
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