add the complete documentation for setting up the senseglove default classes
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@@ -21,12 +21,13 @@ Welcom to the SenseGlove Unreal Engine Handbook!
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- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
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- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
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- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
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- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
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- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
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- [SGPlayerController](getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
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- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
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- [SGGameInstance](getting-started/setup-senseglove-default-classes/sggameinstance.md)
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- [SGGameUserSettings](getting-started/setup-senseglove-default-classes/sggameusersettings.md)
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- [Setup a Virtual Hand Mesh]()
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- [Setup the Virtual Hand Meshes](getting-started/setup-virtual-hand-meshes/README.md)
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- [Setup the Wrist Tracking Hardware](getting-started/setup-wrist-tracking-hardware/README.md)
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- [Setup the Grab System]()
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- [Setup the Touch System]()
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@@ -4,9 +4,9 @@ Setting up the default SenseGlove classes is recommended if you want to take ful
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If you wish to extend the functionality of these classes, you can do so by subclassing them. The default SenseGlove classes, which are prefixed with `SG`, include:
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- [SGGameModeBase](ggamemodebase.md)
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- [SGPawn](sgpawn.md)
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- [SGPlayerController](sgplayercontroller.md)
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- [SGGameModeBase](ggamemodebase.md)
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- [SGGameInstance](sggameinstance.md)
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- [SGGameUserSettings](sggameusersettings.md)
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# Setting Up SGGameInstance
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Setting `SGGameInstance` as the default `Game Instance Class` is very straightforward. You can do this by navigating to `Project Settings > Project > Maps & Modes > Game Instance > Game Instance Class`.
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> [!TIP]
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> For greater control and customization, consider
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> [extending the SGGameInstance](#extending-sggameinstance).
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> [!IMPORTANT]
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> Currently, setting `SGGameModeBase` or a subclass of it as the default
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> `Game Instance Class` is not a strict requirement. However, if you intend to
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> use any [SenseGlove console command](../../misc/console-commands/) it becomes
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> mandatory. If not set, SenseGlove console commands will not be recognized by
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> Unreal Engine.
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## Extending SGGameInstance
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Follow these steps to extend and set up your own version of `SGGameInstance`:
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1. In the Content Browser, click the `+ Add` button, then select `Blueprint Class from the menu`. Alternatively, right-click inside the Content Browser and choose `Blueprint Class` from the context menu.
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2. A dialog will appear asking you to choose a parent class. Click on the `ALL CLASSES` section to expand the list of available classes.
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3. In the expanded `ALL CLASSES` section, start typing `SGGameInstance` in the Search box. When `SGGameInstance` appears, select it and click the `Select` button to create your new Blueprint class based on it.
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4. After returning to the Content Browser, the Unreal Editor will prompt you to rename `NewBlueprint` to your desired class name. You can rename the class at any time by pressing `F2` or by right-clicking on it and selecting `Rename` from the context menu.
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5. Once you have renamed the `NewBlueprint` class to your desired name, click on `Save All` to save the new class to disk.
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6. Finally, set your newly created subclass of `SGGameInstance` as the default `Game Instance Class`. You can do this by navigating to `Project Settings > Project > Maps & Modes > Game Instance > Game Instance Class`.
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@@ -1 +1,58 @@
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# Setting Up SGGameModeBase
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After [installing](../installation/) and [enabling](../plugin-verify-version-enable/) the SenseGlove Unreal Engine Plugin, the easiest and most straightforward approach to get started is to just set the default GameMode to `SGGameModeBase` from `Edit > Project Settings... > Maps & Modes > Default Mode > Default GameMode`. By doing this, the `Default Pawn Class` is automatically set to [`SGPawn`](sgpawn.md), and the `Player Controller Class` is set to [`SGPlayerController`](sgplayercontroller.md). This setup ensures that a SenseGlove pawn will automatically spawn when you hit the play button in the editor.
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> [!TIP]
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> For greater control and customization, consider
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> [extending the SGGameModeBase](#extending-sggamemodebase).
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> [!NOTE]
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> Currently, setting `SGGameModeBase` or a subclass of it as the
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> `Default GameMode` is not a strict requirement. Its primary function is to
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> ensure that a default `SGPawn` and `SGPlayerController` are set. However, this
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> might change in the future, and it could become a mandatory setting.
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> [!IMPORTANT]
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> While setting `SGGameModeBase` as the `Default GameMode` will automatically
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> spawn the default SGPawn at BeginPlay and initiate communication with the
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> SenseGlove devices, it will not display any virtual hands in your simulation
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> by default. You might still need to configure the
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> [Virtual Hand Meshes](../setup-virtual-hand-meshes/) and the
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> [Wrist Tracking Hardware](../setup-wrist-tracking-hardware/) separately.
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> [!IMPORTANT]
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> Before starting the simulation in the editor, make sure that
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> [SenseCom](../sensecom/) is running and
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> [XR_EXT_hand_tracking](../enabling-xr-ext-hand-tracking-vr-headsets/)
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> is enabled. Without these, your simulation will not receive hand pose data
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> from the SenseGlove devices.
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## Extending SGGameModeBase
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Follow these steps to extend and set up your own version of `SGGameModeBase`:
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1. In the Content Browser, click the `+ Add` button, then select `Blueprint Class from the menu`. Alternatively, right-click inside the Content Browser and choose `Blueprint Class` from the context menu.
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2. A dialog will appear asking you to choose a parent class. Click on the `ALL CLASSES` section to expand the list of available classes.
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3. In the expanded `ALL CLASSES` section, start typing `SGGameModeBase` in the Search box. When `SGGameModeBase` appears, select it and click the `Select` button to create your new Blueprint class based on it.
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4. After returning to the Content Browser, the Unreal Editor will prompt you to rename `NewBlueprint` to your desired class name. You can rename the class at any time by pressing `F2` or by right-clicking on it and selecting `Rename` from the context menu.
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5. Once you have renamed the `NewBlueprint` class to your desired name, click on `Save All` to save the new class to disk.
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6. Finally, set your newly created subclass of `SGGameModeBase` as the `Default GameMode`. You can do this by navigating to `Project Settings > Project > Maps & Modes > Default Modes > Default GameMode`.
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@@ -1 +1,45 @@
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# Setting Up SGGameUserSettings
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Setting `SGGameUserSettings` as the default `Game User Settings Class` is very straightforward. You can do this by navigating to `Project Settings > Engine > General Settings > Default Classes > Advanced > Game User Settings Class`. Once you change the default `Game User Settings Class` the Unreal Editor will prompt you with `Restart required to apply new settings`. For the changes to take effect, click on the `Restart Now` button and wait for the editor to reopen.
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> [!TIP]
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> For greater control and customization, consider
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> [extending the SGGameUserSettings](#extending-sggameusersettings).
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> [!IMPORTANT]
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> Currently, setting `SGGameUserSettings` or a subclass of it as the default
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> `Game User Settings Class` is not a strict requirement. However, if you intend
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> to use any
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> [SGGameUserSettings-related SenseGlove console command](../../misc/console-commands/)
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> it becomes mandatory. If not set, calling any SGGameUserSettings-related
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> SenseGlove console command will cause your simulation or editor to crash.
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## Extending SGGameUserSettings
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Follow these steps to extend and set up your own version of `SGGameUserSettings`:
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1. In the Content Browser, click the `+ Add` button, then select `Blueprint Class from the menu`. Alternatively, right-click inside the Content Browser and choose `Blueprint Class` from the context menu.
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2. A dialog will appear asking you to choose a parent class. Click on the `ALL CLASSES` section to expand the list of available classes.
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3. In the expanded `ALL CLASSES` section, start typing `SGGameUserSettings` in the Search box. When `SGGameUserSettings` appears, select it and click the `Select` button to create your new Blueprint class based on it.
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4. After returning to the Content Browser, the Unreal Editor will prompt you to rename `NewBlueprint` to your desired class name. You can rename the class at any time by pressing `F2` or by right-clicking on it and selecting `Rename` from the context menu.
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5. Once you have renamed the `NewBlueprint` class to your desired name, click on `Save All` to save the new class to disk.
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6. Finally, set your newly created subclass of `SGGameUserSettings` as the default `Game User Settings Class`. You can do this by navigating to `Project Settings > Engine > General Settings > Default Classes > Advanced > Game User Settings Class`. Once you change the default `Game User Settings Class` the Unreal Editor will prompt you with `Restart required to apply new settings`. For the changes to take effect, click on the `Restart Now` button and wait for the editor to reopen.
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# Setting Up SGPawn
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Depening on the Unreal Engine version and your project's type and configuration, you might be able to set `SGPawn` as the `Default Pawn Class` by navigating to `Project Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Default Pawn Class`. However, regardless of the engine version or project type and configuration, you can always configure this by opening your [`Default GameMode`](sggamemodebase.md) and setting the `Default Pawn Class` directly from there. Once set, click on the `Compile` button and save your game mode Blueprint asset.
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> [!TIP]
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> For greater control and customization, consider
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> [extending the SGPawn](#extending-sgpawn).
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> [!CAUTION]
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> Setting `SGPawn` or a subclass of it as the `Default Pawn Class` without
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> setting
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> [`SGPlayerController` or a subclass of it as the default `Player Controller Class`](sgplayercontroller.md)
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> will cause the `SGPawn` to not function properly. So, it's a strict
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> requirement.
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## Extending SGPawn
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Follow these steps to extend and set up your own version of `SGPawn`:
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1. In the Content Browser, click the `+ Add` button, then select `Blueprint Class from the menu`. Alternatively, right-click inside the Content Browser and choose `Blueprint Class` from the context menu.
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2. A dialog will appear asking you to choose a parent class. Click on the `ALL CLASSES` section to expand the list of available classes.
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3. In the expanded `ALL CLASSES` section, start typing `SGPawn` in the Search box. When `SGPawn` appears, select it and click the `Select` button to create your new Blueprint class based on it.
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4. After returning to the Content Browser, the Unreal Editor will prompt you to rename `NewBlueprint` to your desired class name. You can rename the class at any time by pressing `F2` or by right-clicking on it and selecting `Rename` from the context menu.
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5. Once you have renamed the `NewBlueprint` class to your desired name, click on `Save All` to save the new class to disk.
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6. Finally, set your newly created subclass of `SGPawn` as the `Default Pawn Class`. Depening on the Unreal Engine version and your project's type and configuration, you might be able do this by navigating to `Project Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Default Pawn Class`. However, regardless of the engine version or project type and configuration, you can always configure this by opening your [`Default GameMode`](sggamemodebase.md) and setting the `Default Pawn Class` directly from there. Once set, click on the `Compile` button and save your game mode Blueprint asset.
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## Customizing SGPawn
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Customizing the `SGPawn` after subclassing is straightforward and flexible.
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The `SGPawn` class includes several key subcomponents:
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- `Wrist Tracker Left` and `Wrist Tracker Right` of type `SGWristTrackerComponent`.
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- `HandLeft` and `HandRight` of type `SGVirtualHandComponent` and represent the virtual hand models visible to the user in the simulation.
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- `RealHandLeft` and `RealHandRight` of type `SGVirtualHandComponent`. By default, these are hidden and represent the real hands within the simulation. These components are useful if you need to separate the rendering of the virtual hands from the real hands. For instance, the virtual hands typically have collisions and cannot pass through objects, while the real hands are not constrained in this way.
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Also, it's possible to filter the properties for these SenseGlove components inside the `Details` panel inside the `SGPawn` Blueprint Editor by typing the work `SenseGlove` inside `Search` box of the `Details` panel.
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Please visit [how to setup the Virtual Hand Meshes](../../getting-started/setup-virtual-hand-meshes/) and [how to setup the Wrist Tracking Hardware](../../getting-started/setup-wrist-tracking-hardware/) for more information.
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# Setting Up SGPlayerController
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Depening on the Unreal Engine version and your project's type and configuration, you might be able to set `SGPlayerController` as the default `Player Controller Class` by navigating to `Project Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Player Controller Class`. However, regardless of the engine version or project type and configuration, you can always configure this by opening your [`Default GameMode`](sggamemodebase.md) and setting the default `Player Controller Class` directly from there. Once set, click on the `Compile` button and save your game mode Blueprint asset.
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> [!TIP]
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> For greater control and customization, consider
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> [extending the SGPlayerController](#extending-sgplayercontroller).
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> [!CAUTION]
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> Setting `SGPlayerController` or a subclass of it as the default
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> `Player Controller Class` without setting
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> [`SGPawn` or a subclass of it as the `Default Pawn Class`](sgpawn.md) will
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> cause your simulation or editor to crash. So, it's a strict requirement.
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## Extending SGPlayerController
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Follow these steps to extend and set up your own version of `SGPlayerController`:
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1. In the Content Browser, click the `+ Add` button, then select `Blueprint Class from the menu`. Alternatively, right-click inside the Content Browser and choose `Blueprint Class` from the context menu.
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2. A dialog will appear asking you to choose a parent class. Click on the `ALL CLASSES` section to expand the list of available classes.
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3. In the expanded `ALL CLASSES` section, start typing `SGPlayerController` in the Search box. When `SGPlayerController` appears, select it and click the `Select` button to create your new Blueprint class based on it.
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4. After returning to the Content Browser, the Unreal Editor will prompt you to rename `NewBlueprint` to your desired class name. You can rename the class at any time by pressing `F2` or by right-clicking on it and selecting `Rename` from the context menu.
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5. Once you have renamed the `NewBlueprint` class to your desired name, click on `Save All` to save the new class to disk.
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6. Finally, set your newly created subclass of `SGPlayerController` as the default `Player Controller Class`. Depening on the Unreal Engine version and your project's type and configuration, you might be able do this by navigating to `Project Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Player Controller Class`. However, regardless of the engine version or project type and configuration, you can always configure this by opening your [`Default GameMode`](sggamemodebase.md) and setting the default `Player Controller Class` directly from there. Once set, click on the `Compile` button and save your game mode Blueprint asset.
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# Setting Up the Virtual Hand Meshes
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# Setting Up the Wrist Tracking Hardware
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Reference in New Issue
Block a user