replace SGPawn::FImpl::EnableActorPhysics() and SGPawn::FImpl::DisableActorPhysics() with USGGrabComponent::SimulatePhysics()
This commit is contained in:
@@ -40,6 +40,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
|
||||
- GetMotionControllerData() has been introduced to the USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
|
||||
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
|
||||
- GetMotionControllerData() has been introduced to the USGWristTrackerComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
|
||||
- Added USGGrabComponent::SimulatePhysics() method.
|
||||
- Added FSGDebugCube.
|
||||
- Added FSGDebugCubeSettings.
|
||||
- Added the SenseGloveDebugKismet module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
|
||||
|
||||
Reference in New Issue
Block a user