fix the display name for various overloads of the Blueprint-exposed function Queue Command Vibro Level to expose sensible display names.

This commit is contained in:
Mamadou Babaei
2024-08-13 16:42:53 +02:00
parent ab176291a0
commit 6e487b99b5
2 changed files with 4 additions and 2 deletions
+2
View File
@@ -74,6 +74,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like OnGrabStateUpdated and OnTouchStateUpdated.
- Fixed various wrong Kismet script names and their class exports.
- Fixed the display name for various overloads of the Blueprint-exposed function `Queue Command Vibro Level` to expose sensible display names.
- Some Android UPL tweaks, permission, and build fixes.
- Many other large and small fixes and improvements that might not be listed here.
- A few small bugfixes that have already been backported to the v2.0.x series.
@@ -103,6 +104,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
- The SenseGlove settings' main config struct is now marked as DefaultConfig which means it does not require to be saved when settings are changed and they take effect immediately as the user updates them.
- Replaced all bitfield uproperties with booleans.
- Changed the DocsURL from the [old Blueprint docs website](https://senseglove.gitlab.io/unreal-blueprint-docs/) to [the new SenseGlove Unreal Engine Handbook website](https://unreal.docs.senseglove.com/).
- The Blueprint signature for various overloads of the Blueprint-exposed function `Queue Command Vibro Level` has been changed to expose sensible display names.
### Removed
@@ -177,7 +177,7 @@ public:
* Queue a command to set the vibration level(s) of a Haptic Glove's finger. Note: This is only for Nova 1.0 and
* DK1.0.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Hand Layer")
UFUNCTION(BlueprintCallable, DisplayName="Queue Command Vibro Level", Category="SenseGlove | Core | Hand Layer")
static bool QueueCommand_VibroLevel_bRH_F_L01_bSI(
bool bRightHanded, int32 Finger, float Level01, bool bSendImmediate);
@@ -190,7 +190,7 @@ public:
* @param Level01
* @param bSendImmediate
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Hand Layer")
UFUNCTION(BlueprintCallable, DisplayName="Queue Command Vibro Level", Category="SenseGlove | Core | Hand Layer")
static bool QueueCommand_VibroLevel_bRH_AL_L01_bSI(
bool bRightHanded, ESGHapticLocation AtLocation, float Level01, bool bSendImmediate);