fix the debug virtual hand settings and logic
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@@ -138,6 +138,14 @@ struct USGVirtualHandComponent::FImpl
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void SetVisibility(const bool bInVisible);
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void UpdateVisibility();
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FORCEINLINE bool ShouldDrawDebugVirtualHand() const
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{
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const FSGVirtualHandDebuggingSettings& Settings{Owner->GetVirtualHandDebuggingSettings()};
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const bool bDraw = !!Settings.bDrawDebugVirtualHand
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&& Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None;
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return bDraw;
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}
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void DrawDebugVirtualHand() const;
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void TriggerHandVisibilityChangedEvent(bool bNewVisibility) const;
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@@ -322,7 +330,7 @@ void USGVirtualHandComponent::TickComponent(
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Pimpl->UpdateVisibility();
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if (GetVirtualHandDebuggingSettings().DrawingMode != ESGDebugVirtualHandDrawingMode::None)
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if (Pimpl->ShouldDrawDebugVirtualHand())
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{
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Pimpl->DrawDebugVirtualHand();
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}
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@@ -345,7 +353,7 @@ void USGVirtualHandComponent::EditorTick(
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{
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Pimpl->UpdateVisibility();
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if (GetVirtualHandDebuggingSettings().DrawingMode != ESGDebugVirtualHandDrawingMode::None)
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if (Pimpl->ShouldDrawDebugVirtualHand())
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{
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Pimpl->DrawDebugVirtualHand();
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}
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@@ -55,7 +55,7 @@ FSGVirtualHandDebuggingSettings::FSGVirtualHandDebuggingSettings()
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}
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FSGVirtualHandDebuggingSettings::FSGVirtualHandDebuggingSettings(
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const bool bInDrawVirtualHandDebugging,
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const bool bInDrawDebugVirtualHand,
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const ESGDebugVirtualHandDrawingMode InDrawingMode,
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const FVector& InCubeExtent,
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const FColor& InCubeColor,
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@@ -68,7 +68,7 @@ FSGVirtualHandDebuggingSettings::FSGVirtualHandDebuggingSettings(
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const bool bInPersistentLines,
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const float InLifeTimeModifier,
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const uint8 InDepthPriority)
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: bDrawVirtualHandDebugging(bInDrawVirtualHandDebugging),
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: bDrawDebugVirtualHand(bInDrawDebugVirtualHand),
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DrawingMode(InDrawingMode),
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CubeExtent(InCubeExtent),
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CubeColor(InCubeColor),
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@@ -51,64 +51,64 @@ struct SENSEGLOVESETTINGS_API FSGVirtualHandDebuggingSettings
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public:
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging")
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uint8 bDrawVirtualHandDebugging : 1;
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uint8 bDrawDebugVirtualHand : 1;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging", EditConditionHides))
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meta=(EditCondition="bDrawDebugVirtualHand", EditConditionHides))
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ESGDebugVirtualHandDrawingMode DrawingMode;
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UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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 = "Debugging",
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meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints",
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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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@@ -116,7 +116,7 @@ public:
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FSGVirtualHandDebuggingSettings();
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FSGVirtualHandDebuggingSettings(
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bool bInDrawVirtualHandDebugging,
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bool bInDrawDebugVirtualHand,
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ESGDebugVirtualHandDrawingMode InDrawingMode,
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const FVector& InCubeExtent,
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const FColor& InCubeColor,
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