fix a few virtual hand component visibility issues

This commit is contained in:
Mamadou Babaei
2024-09-02 19:38:34 +02:00
parent 40d6325a0f
commit 82f1f8fe0a
3 changed files with 5 additions and 3 deletions
+2
View File
@@ -9,6 +9,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Fixed ### Fixed
- Fix a bug where the hands are always visible even when `bVisibleWhenHandDataUnavailable` is disabled.
- Fix a bug where the `HandVisibilityChangedEvent` event is not triggered on the virtual hand component visibility changes.
- Fix the wrong script name for `USGHMDTrackerKismetLibrary`. - Fix the wrong script name for `USGHMDTrackerKismetLibrary`.
- Fix the wrong script name for `USGXRTrackerKismetLibrary `. - Fix the wrong script name for `USGXRTrackerKismetLibrary `.
- Fix `LogPython: Warning: 'SGHMDTrackerKismetLibrary' and 'SGXRTrackerKismetLibrary' have the same name (SenseGloveHeadMountDisplayKismetLibrary) when exposed to Python. Rename one of them using 'ScriptName' meta-data.` when packaging the game. - Fix `LogPython: Warning: 'SGHMDTrackerKismetLibrary' and 'SGXRTrackerKismetLibrary' have the same name (SenseGloveHeadMountDisplayKismetLibrary) when exposed to Python. Rename one of them using 'ScriptName' meta-data.` when packaging the game.
@@ -731,7 +731,7 @@ void USGVirtualHandComponent::FImpl::RestoreCollisionResponse() const
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible)
{ {
Owner->SetVisibility(bInVisible, true); Owner->SetHiddenInGame(!bInVisible, false);
if (bInVisible) if (bInVisible)
{ {
@@ -798,7 +798,7 @@ void USGVirtualHandComponent::FImpl::UpdateVisibility()
if (bSetNewVisibility) if (bSetNewVisibility)
{ {
Owner->SetHiddenInGame(bHandDataAvailable); SetVisibility(bHandDataAvailable);
} }
} }
@@ -1986,7 +1986,7 @@ void ASGPawn::FImpl::SetVisibility(USceneComponent* SceneComponent, const bool b
return; return;
} }
SceneComponent->SetHiddenInGame(!bVisibility); SceneComponent->SetHiddenInGame(!bVisibility, false);
} }
void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand) const void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand) const