rename bInIsVisibleWhenHandDataUnavailable to bInVisibleWhenHandDataUnavailable
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@@ -81,9 +81,9 @@ bool UVirtualHandComponentKismetLibrary::IsVisibleWhenHandDataUnavailable(
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}
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}
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void UVirtualHandComponentKismetLibrary::SetVisibleWhenHandDataUnavailable(
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void UVirtualHandComponentKismetLibrary::SetVisibleWhenHandDataUnavailable(
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USGVirtualHandComponent* VirtualHandComponent, const bool bInIsVisibleWhenHandDataUnavailable)
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USGVirtualHandComponent* VirtualHandComponent, const bool bInVisibleWhenHandDataUnavailable)
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{
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{
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VirtualHandComponent->SetVisibleWhenHandDataUnavailable(bInIsVisibleWhenHandDataUnavailable);
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VirtualHandComponent->SetVisibleWhenHandDataUnavailable(bInVisibleWhenHandDataUnavailable);
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}
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}
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const FRotator& UVirtualHandComponentKismetLibrary::GetAnimationBoneRotationCorrectionOffset(
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const FRotator& UVirtualHandComponentKismetLibrary::GetAnimationBoneRotationCorrectionOffset(
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@@ -85,7 +85,7 @@ public:
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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static void SetVisibleWhenHandDataUnavailable(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
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static void SetVisibleWhenHandDataUnavailable(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
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bool bInIsVisibleWhenHandDataUnavailable);
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bool bInVisibleWhenHandDataUnavailable);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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static const FRotator& GetAnimationBoneRotationCorrectionOffset(
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static const FRotator& GetAnimationBoneRotationCorrectionOffset(
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