apply a temporary workaround in order to ameliorate the hand animation after sgquat, sgvect3d fixes
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@@ -445,7 +445,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
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return MoveTemp(Rotations);
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return MoveTemp(Rotations);
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}
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}
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const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
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const TArray<TArray<FVector>>& HandAngles{HandPose->GetHandAngles()};
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for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
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for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
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{
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{
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@@ -454,7 +454,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
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for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
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for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
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{
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{
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const FVector& JointAngle{FingerJointAngles[JointIndex]};
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const FVector& JointAngle{FingerJointAngles[JointIndex]};
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const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
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const FQuat JointRotation{FQuat::MakeFromEuler(FVector{-JointAngle.Y, -JointAngle.X, -JointAngle.Z})};
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const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
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const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
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