fix README.md broken links
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@@ -6,4 +6,4 @@ Typically a user does not need to know anything about OpenXR to use the plugin,
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Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRMotionControllerData` retrieved from the `IXTrackingSystem::GetMotionControllerData()` method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` which guarantees the retrieved `FXRMotionControllerData` is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
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In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/README.md) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
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@@ -1,6 +1,6 @@
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# Consuming FXRMotionControllerData in Blueprint
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Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](README.md) section, first.
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Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
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## Drawing and Animating Virtual Hands
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# Consuming FXRMotionControllerData in C++
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Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](README.md) section.
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Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
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## Drawing and Animating Virtual Hands
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@@ -48,5 +48,5 @@ Before we start the plugin installation through [the Epic Games Launcher](https:
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> in both locations, at the same time, can lead to various issues, especially if
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> the version of the plugin installed at the engine level differs from the one
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> installed at the plugin level.
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> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/README.md)
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> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/)
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> is also available as well.
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@@ -102,7 +102,7 @@ Once you have obtained the desired plugin version compatible with the Unreal Eng
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> in both locations, at the same time, can lead to various issues, especially if
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> the version of the plugin installed at the engine level differs from the one
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> installed at the plugin level.
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> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/README.md)
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> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/)
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> is also available as well.
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### Engine-level installation
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@@ -232,7 +232,7 @@ A dialog will pop up shows you the progress of generating the Visual Studio proj
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Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor.
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8. Once the plugin has been built successfully, [ensure the SenseGlove Unreal Engine is enabled and verify the plugin version matches the expected version](../../getting-started/plugin-verify-version-enable/README.md).
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8. Once the plugin has been built successfully, [ensure the SenseGlove Unreal Engine is enabled and verify the plugin version matches the expected version](../../getting-started/plugin-verify-version-enable/).
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#### Linux Build Instructions
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@@ -76,7 +76,7 @@ $ sudo xbps-install -S blueman
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11. Follow the [SenseCom on GNU/Linux](README.md) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
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11. Follow the [SenseCom on GNU/Linux](./) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
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## Video Tutorial
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@@ -343,7 +343,7 @@ Profile Descriptor List:
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> until finding a free rfcomm device. You can query the existing rfcomm devices
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> using the command: `ls /dev/rfcomm*`.
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19. Follow the [SenseCom on GNU/Linux](README.md) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
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19. Follow the [SenseCom on GNU/Linux](./) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
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20. Once the SenseCom is closed and we are done with the gloves, we can disconnect the gloves using:
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