replace SGPawn::FImpl::EnableActorPhysics() and SGPawn::FImpl::DisableActorPhysics() with USGGrabComponent::SimulatePhysics()

This commit is contained in:
Mamadou Babaei
2024-08-16 18:01:08 +02:00
parent 5f81430677
commit 3974c8ac6f
4 changed files with 35 additions and 52 deletions
+1
View File
@@ -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.