diff --git a/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp b/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp index 30c29512..efc0e71b 100644 --- a/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp +++ b/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp @@ -122,7 +122,7 @@ struct USGVirtualHandComponent::FImpl bool UninitializeBackend() const; bool CheckGlove() const; - void SetVisibility(bool bVisible) const; + void SetVisibility(bool bInVisible) const; }; const TArray>& USGVirtualHandComponent::GetLeftHandFingerBoneNames() @@ -206,10 +206,10 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec bHiddenInGameIfNoGloveDetected = false; const FString SkeletalMeshPath{Pimpl->GetDefaultMeshPath()}; - const ConstructorHelpers::FObjectFinder SkeletalMesh{*SkeletalMeshPath}; - ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object, + const ConstructorHelpers::FObjectFinder SkeletalMeshFinder{*SkeletalMeshPath}; + ensureAlwaysMsgf(SkeletalMeshFinder.Succeeded() && SkeletalMeshFinder.Object, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath); - Super::SetSkeletalMesh(SkeletalMesh.Object, true); + Super::SetSkeletalMesh(SkeletalMeshFinder.Object, true); bBackendInitialized = false; Glove = nullptr; @@ -458,13 +458,13 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const { - const USkeletalMesh* SkeletalMesh{GetMesh()}; - if (!IsValid(SkeletalMesh)) + const USkeletalMesh* CurrentMesh{GetMesh()}; + if (!IsValid(CurrentMesh)) { return false; } - const FString CurrentMeshPath(SkeletalMesh->GetPathName()); + const FString CurrentMeshPath(CurrentMesh->GetPathName()); const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath()); const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly()); const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath()); @@ -482,14 +482,14 @@ bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const { - const FString SkeletalMeshPath{GetDefaultMeshPath()}; - USkeletalMesh* SkeletalMesh{ - Cast(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath)) + const FString DefaultMeshPath{GetDefaultMeshPath()}; + USkeletalMesh* DefaultMesh{ + Cast(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath)) }; - ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath); + ensureAlwaysMsgf(DefaultMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *DefaultMeshPath); - return SkeletalMesh; + return DefaultMesh; } void USGVirtualHandComponent::FImpl::SetDefaultMesh() const @@ -510,16 +510,16 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const { - USkeletalMesh* SkeletalMesh{GetMesh()}; - ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!")); - return SkeletalMesh->GetSkeleton(); + USkeletalMesh* Mesh{GetMesh()}; + ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!")); + return Mesh->GetSkeleton(); } const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const { - const USkeletalMesh* SkeletalMesh{GetMesh()}; - ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!")); - return SkeletalMesh->GetRefSkeleton(); + const USkeletalMesh* Mesh{GetMesh()}; + ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!")); + return Mesh->GetRefSkeleton(); } bool USGVirtualHandComponent::FImpl::InitializeBackend() const @@ -665,9 +665,9 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const return bFoundGlove; } -void USGVirtualHandComponent::FImpl::SetVisibility(const bool bVisible) const +void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const { - Owner->SetVisibility(bVisible, true); + Owner->SetVisibility(bInVisible, true); } void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const