fix the non-existent default hand-mesh warnings polluting the logs when packaging the game
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@@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Fix the wrong script name for `USGHMDTrackerKismetLibrary`.
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- Fix the wrong script name for `USGXRTrackerKismetLibrary `.
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- Fix `LogPython: Warning: 'SGHMDTrackerKismetLibrary' and 'SGXRTrackerKismetLibrary' have the same name (SenseGloveHeadMountDisplayKismetLibrary) when exposed to Python. Rename one of them using 'ScriptName' meta-data.` when packaging the game.
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- Fix the non-existent default hand-mesh warnings polluting the logs when packaging the game.
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- Expanded the clickable area on the handbook index page revision buttons.
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- Minor documentation fixes.
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@@ -651,17 +651,26 @@ bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
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USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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{
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const FString DefaultMeshPath{GetDefaultMeshPath()};
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USkeletalMesh* DefaultMesh{
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Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
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};
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// FIXME
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// Disable this warning altogether as it results in polluting the packaging logs, at least until we ship a set of
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// virtual hand meshes again.
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// const FString DefaultMeshPath{GetDefaultMeshPath()};
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// USkeletalMesh* DefaultMesh{
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// Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
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// };
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if (!IsValid(DefaultMesh))
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{
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SGLOG_WARNING(FString::Printf(TEXT("Failed to load the default skeletal mesh: '%s'"), *DefaultMeshPath));
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}
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// FIXME
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// Disable this warning altogether as it results in polluting the packaging logs, at least until we ship a set of
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// virtual hand meshes again.
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// if (!IsValid(DefaultMesh))
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// {
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// SGLOG_WARNING(FString::Printf(TEXT("Failed to load the default skeletal mesh: '%s'"), *DefaultMeshPath));
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// }
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return DefaultMesh;
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// FIXME
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//return DefaultMesh;
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return nullptr;
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}
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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@@ -677,7 +686,10 @@ void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// Temporary hack to make it work inside the Blueprint Editor.
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#if WITH_EDITOR
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Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// FIXME
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// Instead
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Owner->SetSkeletalMesh(nullptr, true);
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#endif /* WITH_EDITOR */
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}
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