add a new overload to FSGDebugVirtualHand::Draw() to allow visualizing any FSGDebugGizmoSettings instance directly
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@@ -7,6 +7,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### [Unreleased]
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### Added
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- 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.
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### Fixed
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- Fix some copyright notices with wrong copyright owner. These propably has happend during bulk replaces with class or struct names.
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@@ -14,7 +18,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- List existing SenseGlove components under `SenseGlove` `ClassGroup` inside Unreal's Blueprint Editor. This chagnes `ClassGroup` for `USGGrabComponent`, `USGTouchComponent`, `USGVirtualHandComponent`, and `USGWristTrackerComponent`.
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- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking state when their handedness is updated.
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- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking data when their handedness is updated.
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- Bumped the SenseGlove Unreal Engine Marketplace Packager to `v0.6.1-85c5a6e`.
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- Bumped the copyright years.
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