add a new overload to FSGDebugVirtualHand::Draw() to allow visualizing any FSGDebugGizmoSettings instance directly

This commit is contained in:
Mamadou Babaei
2026-02-24 13:16:34 +01:00
parent 23fe1a01b0
commit 6f88cdc075
3 changed files with 39 additions and 1 deletions
+5 -1
View File
@@ -7,6 +7,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### [Unreleased]
### Added
- 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.
### Fixed
- Fix some copyright notices with wrong copyright owner. These propably has happend during bulk replaces with class or struct names.
@@ -14,7 +18,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Changed
- List existing SenseGlove components under `SenseGlove` `ClassGroup` inside Unreal's Blueprint Editor. This chagnes `ClassGroup` for `USGGrabComponent`, `USGTouchComponent`, `USGVirtualHandComponent`, and `USGWristTrackerComponent`.
- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking state when their handedness is updated.
- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking data when their handedness is updated.
- Bumped the SenseGlove Unreal Engine Marketplace Packager to `v0.6.1-85c5a6e`.
- Bumped the copyright years.