take into account the device visual type when updating the hand visibility
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@@ -612,7 +612,10 @@ void USGVirtualHandComponent::FImpl::UpdateVisibility()
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{
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{
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FXRMotionControllerData MotionControllerData;
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FXRMotionControllerData MotionControllerData;
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const bool bGotMotionControllerData = Owner->GetMotionControllerData(MotionControllerData);
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const bool bGotMotionControllerData = Owner->GetMotionControllerData(MotionControllerData);
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const bool bHandDataAvailable = bGotMotionControllerData && MotionControllerData.bValid;
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const bool bHandDataAvailable =
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bGotMotionControllerData
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&& MotionControllerData.bValid
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&& MotionControllerData.DeviceVisualType == EXRVisualType::Hand;
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const bool bIsHandVisible = Owner->GetVisibleFlag();
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const bool bIsHandVisible = Owner->GetVisibleFlag();
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const bool bShouldBeVisibleWhenHandDataUnavailable = Owner->IsVisibleWhenHandDataUnavailable();
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const bool bShouldBeVisibleWhenHandDataUnavailable = Owner->IsVisibleWhenHandDataUnavailable();
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