fix a few bugs that does affect the real hand collision events because of SetVisibility and redundant checking against grabbed actor
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@@ -786,7 +786,7 @@ void USGVirtualHandComponent::FImpl::UpdateVisibility()
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if (bSetNewVisibility)
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if (bSetNewVisibility)
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{
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{
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SetVisibility(bHandDataAvailable);
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Owner->SetHiddenInGame(bHandDataAvailable);
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}
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}
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}
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}
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@@ -628,11 +628,6 @@ void ASGPawn::OnRealLeftHandOverlapBegins(
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return;
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return;
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}
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}
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if (OtherActor == LeftHandGrabState.GrabbedActor)
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{
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return;
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}
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Pimpl->RegisterLeftHandOverlappedActor(OtherActor);
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Pimpl->RegisterLeftHandOverlappedActor(OtherActor);
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}
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}
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@@ -673,11 +668,6 @@ void ASGPawn::OnRealRightHandOverlapBegins(
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return;
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return;
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}
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}
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if (OtherActor == RightHandGrabState.GrabbedActor)
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{
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return;
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}
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Pimpl->RegisterRightHandOverlappedActor(OtherActor);
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Pimpl->RegisterRightHandOverlappedActor(OtherActor);
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}
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}
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@@ -1997,7 +1987,6 @@ void ASGPawn::FImpl::SetVisibility(USceneComponent* SceneComponent, const bool b
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}
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}
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SceneComponent->SetHiddenInGame(!bVisibility);
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SceneComponent->SetHiddenInGame(!bVisibility);
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SceneComponent->SetVisibility(bVisibility);
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}
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}
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void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand) const
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void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand) const
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