enable bGravityEnabled, bSimulatePhysics, and call WakeRigidBody on grab component's owning actor at BeginPlay() if bAffectPhysicsState is enabled
This commit is contained in:
@@ -73,6 +73,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
|
||||
### Fixed
|
||||
|
||||
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like OnGrabStateUpdated and OnTouchStateUpdated.
|
||||
- Fixed a bug where USGGrabComponent's `bAffectPhysicsState` does not enables physics on its owning actor at `BeginPlay()`.
|
||||
- Fixed various wrong Kismet script names and their class exports.
|
||||
- Fixed the display name for various overloads of the Blueprint-exposed function `Queue Command Vibro Level` to expose sensible display names.
|
||||
- Some Android UPL tweaks, permission, and build fixes.
|
||||
@@ -95,6 +96,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
|
||||
- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
|
||||
- FSGDebugVirtualHandSettings has been renamed to FSGVirtualHandDebuggingSettings.
|
||||
- The value for USGGrabComponent's AttachmentSocketName uproperty now defaults to the value of the plugin's GrabAttachPointSocketName instead of Name_NONE.
|
||||
- The USGGrabComponent now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
|
||||
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
|
||||
- The `/CHANGELOG.md` file has been migrated to `/Handbook/src/overview/changelog.md`
|
||||
- The `/LICENSE.md` file has been migrated to `/Handbook/src/license/senseglove-unreal-engine-plugin.md`
|
||||
|
||||
Reference in New Issue
Block a user