fix documentation errors and confusions
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@@ -6,7 +6,7 @@ Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to `Edit > Plugins` in the Unreal Editor menus.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
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@@ -6,7 +6,7 @@ Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to the `Edit > Plugins` in the Unreal Editor menus.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
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@@ -52,7 +52,7 @@ The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction`
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> `bStartInVR`, or not. Without it your app will be deployed and recognized as
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> a 2D app.
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By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
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By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
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