fix the blueprint category naming to adhere to the rest of the settings system
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@@ -45,28 +45,28 @@ struct SENSEGLOVESETTINGS_API FSGDebugGizmoSettings
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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float Length;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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float Thickness;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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FColor XAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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FColor YAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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FColor ZAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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uint8 bPersistentLines : 1;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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float LifeTimeModifier;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmo Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Gizmog")
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uint8 DepthPriority;
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public:
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@@ -47,64 +47,64 @@ struct SENSEGLOVESETTINGS_API FSGDebugVirtualHandSettings
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings")
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg")
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uint8 bDrawDebugVirtualHand : 1;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand", EditConditionHides))
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ESGDebugVirtualHandDrawingMode DrawingMode;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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EditConditionHides))
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FVector CubeExtent;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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EditConditionHides))
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FColor CubeColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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EditConditionHides))
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float CubeThickness;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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float GizmoLength;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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float GizmoThickness;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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FColor GizmoXAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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FColor GizmoYAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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FColor GizmoZAxisColor;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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uint8 bPersistentLines : 1;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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float LifeTimeModifier;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Hand Settings",
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debug Virtual Handg",
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meta=(EditCondition="bDrawDebugVirtualHand && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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EditConditionHides))
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uint8 DepthPriority;
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