implement a USGHapticsComponent to allow sending a variety of haptic feedbacks to the gloves without touching senseglove's low-level api

This commit is contained in:
Mamadou Babaei
2026-02-24 13:01:34 +01:00
parent 2678fde7ca
commit 69d8a95a1e
5 changed files with 750 additions and 0 deletions
+1
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@@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
- Added a `USGHapticsComponent` to allow sending a variety of haptic feedbacks to the gloves without touching SenseGlove's low-level API.
- Added a `USGHandTrackerComponent` to allow retrieval or visualization of `FXRHandTrackingState` without relying on low-level SenseGlove API or UE's generic `GetHandTrackingState()` functionality. This is useful when developing a custom hand-interaction system using SenseGlove/UE OpenXR API or interfacing with third-party OpenXR-compatible plugins such as [VR Expansion Plugin (VRE)](https://vreue4.com/). Using this component removes the need to calculate the wrist offsets manually, or an extra call to `USGHapticGlove::GetWristLocation()`, in comparison to when the `FXRHandTrackingState` is retrieved via UE's `GetHandTrackingState()`.
- A new `FSGDebugVirtualHand::Draw()` overload has been added to allow visualizing `FSGDebugGizmoSettings` directly. This is used internally by the new `USGHandTrackerComponent` to visualize its `FXRHandTrackingState` if `bVisualize` is enabled.
@@ -0,0 +1,252 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/Components/SGHapticsComponent.h"
#include "SGCore/SGCustomWaveform.h"
#include "SGCore/SGHapticGlove.h"
#include "SGTracking/SGGloveTracker.h"
struct USGHapticsComponent::FImpl
{
/************************
* Static methods
************************/
/************************
* Owner object
************************/
USGHapticsComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGHapticsComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
FORCEINLINE USGHapticGlove* GetGlove() const
{
const USGGloveTracker* GloveTracker{USGGloveTracker::GetInstance(Owner->GetOuter())};
USGHapticGlove* Glove{IsValid(GloveTracker) ? GloveTracker->GetGlove(Owner->IsRight()) : nullptr};
return Glove;
}
void AutoStopAllHaptics() const;
};
USGHapticsComponent::USGHapticsComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
bRight = true;
}
void USGHapticsComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
if (bAutoStopAllHaptics)
{
Pimpl->AutoStopAllHaptics();
}
}
void USGHapticsComponent::UninitializeComponent()
{
Super::UninitializeComponent();
if (bAutoStopAllHaptics)
{
Pimpl->AutoStopAllHaptics();
}
}
void USGHapticsComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (bAutoStopAllHaptics)
{
Pimpl->AutoStopAllHaptics();
}
}
void USGHapticsComponent::StopHaptics()
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
Glove->StopHaptics();
}
}
void USGHapticsComponent::StopVibrations()
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
Glove->StopVibrations();
}
}
bool USGHapticsComponent::SendHaptics()
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->SendHaptics();
}
return false;
}
bool USGHapticsComponent::SupportsCustomWaveform(const ESGHapticLocation AtLocation) const
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->SupportsCustomWaveform(AtLocation);
}
return false;
}
bool USGHapticsComponent::SendCustomWaveform(
const float Amplitude, const float Duration, const ESGHapticLocation Location)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
USGCustomWaveform* Waveform{
USGCustomWaveform::NewCustomWaveform(GetOuter(), Amplitude, Duration)
};
return Glove->SendCustomWaveform(MoveTemp(Waveform), Location);
}
return false;
}
bool USGHapticsComponent::SendCustomWaveform(
const float Amplitude, const float Duration, const float Frequency, const ESGHapticLocation Location)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
USGCustomWaveform* Waveform{
USGCustomWaveform::NewCustomWaveform(GetOuter(), Amplitude, Duration, Frequency)
};
return Glove->SendCustomWaveform(MoveTemp(Waveform), Location);
}
return false;
}
bool USGHapticsComponent::QueueForceFeedbackLevels(const TArray<float>& Levels01)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->QueueForceFeedbackLevels(Levels01);
}
return false;
}
bool USGHapticsComponent::QueueForceFeedbackLevel(const int32 Finger, const float Level01)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->QueueForceFeedbackLevel(Finger, Level01);
}
return false;
}
bool USGHapticsComponent::QueueVibroLevels(const TArray<float>& Levels01)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->QueueVibroLevels(Levels01);
}
return false;
}
bool USGHapticsComponent::QueueVibroLevel(const ESGHapticLocation Location, const float Level01)
{
USGHapticGlove* Glove{Pimpl->GetGlove()};
if (IsValid(Glove) && Glove->IsConnected())
{
return Glove->QueueVibroLevel(Location, Level01);
}
return false;
}
USGHapticsComponent::FImpl::FImpl(USGHapticsComponent* InOwner)
: Owner(InOwner)
{
}
USGHapticsComponent::FImpl::~FImpl() = default;
void USGHapticsComponent::FImpl::AutoStopAllHaptics() const
{
USGHapticGlove* Glove{GetGlove()};
if (IsValid(Glove) && Glove->IsConnected() && Owner->bAutoStopAllHaptics)
{
Glove->StopHaptics();
}
}
void USGHapticsComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,192 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Components/SceneComponent.h"
#include "Templates/UniquePtr.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGHapticsComponent.generated.h"
class AActor;
class USGCustomWaveform;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(SenseGlove), meta=(BlueprintSpawnableComponent))
class SENSEGLOVE_API USGHapticsComponent : public USceneComponent
{
GENERATED_UCLASS_BODY()
private:
/**
* Determines whether this component operates on the right or the left hand.
*/
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
bool bRight;
/**
* If enabled, forces all haptics to stop automatically on the UninitializeComponent or EndPlay events, or when the
* handedness changes. This is useful for situations where the simulation has ended, but ongoing haptic feedback
* might remain active on the glove indefinitely. By default, this setting is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category="Haptics")
bool bAutoStopAllHaptics;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool AutoStopsAllHaptics() const
{
return bAutoStopAllHaptics;
}
void SetAutoStopAllHaptics(const bool bInAutoStopAllHaptics)
{
bAutoStopAllHaptics = bInAutoStopAllHaptics;
}
public:
virtual void UninitializeComponent() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
/**
* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when restarting the
* level.
*/
void StopHaptics();
/**
* Stops only vibrations.
*/
void StopVibrations();
/**
* Take all active commands in the device queue, compile them into one and send them to the device.
*
* @return Returns true if the message was successfully sent to SenseCom.
*/
bool SendHaptics();
/**
* Returns true if the haptic glove supports vibration feedback at the specified location.
*
* @param AtLocation
*/
bool SupportsCustomWaveform(ESGHapticLocation AtLocation) const;
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Location
*/
bool SendCustomWaveform(float Amplitude, float Duration, ESGHapticLocation Location);
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Frequency
* @param Location
*/
bool SendCustomWaveform(float Amplitude, float Duration, float Frequency, ESGHapticLocation Location);
/**
* Queue a list of force-feedback levels, between 0.0f and 1.0f. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the Force-Feedback levels, from 0.0f (no FFB) to 1.0f. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
bool QueueForceFeedbackLevels(const TArray<float>& Levels01);
/**
* Set the Force-Feedback value of a particular finger to a specific level </summary>
*
* @param Level01 Value will be clamped between [0...1], where 0.0f means no Force-Feedback, and 1.0 means full
* force-feedback.
* @param Finger The finger to which to send the command.
*/
bool QueueForceFeedbackLevel(int32 Finger, float Level01);
/**
* Queue a list of vibration levels, between 0.0 and 1.0. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the vibration levels, from 0.0 (no vibration) to 1.0. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
bool QueueVibroLevels(const TArray<float>& Levels01);
/**
* Queue a command to set the (continuous) vibration level at a specific location to a set amplitude.
*
* @param Location
* @param Level01 Value will be clamped between [0...1], where 0.0f means no vibration, and 1.0 means full
* vibration.
*/
bool QueueVibroLevel(ESGHapticLocation Location, float Level01);
};
@@ -0,0 +1,135 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGKismet/SGHapticsComponentKismetLibrary.h"
#include "SenseGlove/Components/SGHapticsComponent.h"
bool UHapticsComponentKismetLibrary::IsLeft(
const USGHapticsComponent* HapticsComponent)
{
return HapticsComponent->IsLeft();
}
bool UHapticsComponentKismetLibrary::IsRight(
const USGHapticsComponent* HapticsComponent)
{
return HapticsComponent->IsRight();
}
void UHapticsComponentKismetLibrary::SetRight(
USGHapticsComponent* HapticsComponent, const bool bInRight)
{
HapticsComponent->SetRight(bInRight);
}
bool UHapticsComponentKismetLibrary::AutoStopsAllHaptics(
const USGHapticsComponent* HapticsComponent)
{
return HapticsComponent->AutoStopsAllHaptics();
}
void UHapticsComponentKismetLibrary::SetAutoStopAllHaptics(
USGHapticsComponent* HapticsComponent, const bool bInAutoStopAllHaptics)
{
HapticsComponent->SetAutoStopAllHaptics(bInAutoStopAllHaptics);
}
void UHapticsComponentKismetLibrary::StopHaptics(
USGHapticsComponent* HapticsComponent)
{
HapticsComponent->StopHaptics();
}
void UHapticsComponentKismetLibrary::StopVibrations(
USGHapticsComponent* HapticsComponent)
{
HapticsComponent->StopVibrations();
}
bool UHapticsComponentKismetLibrary::SendHaptics(
USGHapticsComponent* HapticsComponent)
{
return HapticsComponent->SendHaptics();
}
bool UHapticsComponentKismetLibrary::SupportsCustomWaveform(
const USGHapticsComponent* HapticsComponent,
const ESGHapticLocation AtLocation)
{
return HapticsComponent->SupportsCustomWaveform(AtLocation);
}
bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Location(
USGHapticsComponent* HapticsComponent,
const float Amplitude, const float Duration, const ESGHapticLocation Location)
{
return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Location);
}
bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Frequency_Location(
USGHapticsComponent* HapticsComponent,
const float Amplitude, const float Duration, const float Frequency, const ESGHapticLocation Location)
{
return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Frequency, Location);
}
bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevels(
USGHapticsComponent* HapticsComponent,
const TArray<float>& Levels01)
{
return HapticsComponent->QueueForceFeedbackLevels(Levels01);
}
bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevel(
USGHapticsComponent* HapticsComponent,
const int32 Finger, const float Level01)
{
return HapticsComponent->QueueForceFeedbackLevel(Finger, Level01);
}
bool UHapticsComponentKismetLibrary::QueueVibroLevels(
USGHapticsComponent* HapticsComponent,
const TArray<float>& Levels01)
{
return HapticsComponent->QueueVibroLevels(Levels01);
}
bool UHapticsComponentKismetLibrary::QueueVibroLevel(
USGHapticsComponent* HapticsComponent,
const ESGHapticLocation Location, const float Level01)
{
return HapticsComponent->QueueVibroLevel(Location, Level01);
}
@@ -0,0 +1,170 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGHapticsComponentKismetLibrary.generated.h"
class AActor;
class USGHapticsComponent;
UCLASS(meta=(ScriptName = "SenseGloveHapticsComponentKismetLibrary"))
class SENSEGLOVEKISMET_API UHapticsComponentKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
static bool IsLeft(const USGHapticsComponent* HapticsComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
static bool IsRight(const USGHapticsComponent* HapticsComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static void SetRight(UPARAM(ref) USGHapticsComponent* HapticsComponent, bool bInRight);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
static bool AutoStopsAllHaptics(const USGHapticsComponent* HapticsComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static void SetAutoStopAllHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent, bool bInAutoStopAllHaptics);
/**
* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when restarting the
* level.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static void StopHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent);
/**
* Stops only vibrations.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static void StopVibrations(UPARAM(ref) USGHapticsComponent* HapticsComponent);
/**
* Take all active commands in the device queue, compile them into one and send them to the device.
*
* @return Returns true if the message was successfully sent to SenseCom.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static bool SendHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent);
/**
* Returns true if the haptic glove supports vibration feedback at the specified location.
*
* @param AtLocation
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
static bool SupportsCustomWaveform(const USGHapticsComponent* HapticsComponent,
ESGHapticLocation AtLocation);
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Location
*/
UFUNCTION(BlueprintCallable, DisplayName="Send Custom Waveform",
Category="SenseGlove | Components | Haptics Component")
static bool SendCustomWaveform_Amplitude_Duration_Location(
UPARAM(ref) USGHapticsComponent* HapticsComponent,
float Amplitude, float Duration, ESGHapticLocation Location);
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Frequency
* @param Location
*/
UFUNCTION(BlueprintCallable, DisplayName="Send Custom Waveform",
Category="SenseGlove | Components | Haptics Component")
static bool SendCustomWaveform_Amplitude_Duration_Frequency_Location(
UPARAM(ref) USGHapticsComponent* HapticsComponent,
float Amplitude, float Duration, float Frequency, ESGHapticLocation Location);
/**
* Queue a list of force-feedback levels, between 0.0f and 1.0f. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the Force-Feedback levels, from 0.0f (no FFB) to 1.0f. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static bool QueueForceFeedbackLevels(UPARAM(ref) USGHapticsComponent* HapticsComponent,
const TArray<float>& Levels01);
/**
* Set the Force-Feedback value of a particular finger to a specific level </summary>
*
* @param Level01 Value will be clamped between [0...1], where 0.0f means no Force-Feedback, and 1.0 means full
* force-feedback.
* @param Finger The finger to which to send the command.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static bool QueueForceFeedbackLevel(UPARAM(ref) USGHapticsComponent* HapticsComponent,
int32 Finger, float Level01);
/**
* Queue a list of vibration levels, between 0.0 and 1.0. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the vibration levels, from 0.0 (no vibration) to 1.0. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static bool QueueVibroLevels(UPARAM(ref) USGHapticsComponent* HapticsComponent,
const TArray<float>& Levels01);
/**
* Queue a command to set the (continuous) vibration level at a specific location to a set amplitude.
*
* @param Location
* @param Level01 Value will be clamped between [0...1], where 0.0f means no vibration, and 1.0 means full
* vibration.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
static bool QueueVibroLevel(UPARAM(ref) USGHapticsComponent* HapticsComponent,
ESGHapticLocation Location, float Level01);
};