add instructions: Setting up the SenseGlove Grab and Touch Sockets
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@@ -147,3 +147,111 @@ However, if you're looking to get up and running with the SenseGlove Unreal Engi
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## Setting up the SenseGlove Grab and Touch Sockets
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To ensure the Grab/Release and Touch systems function correctly, multiple sockets must be set up on each virtual hand mesh with precise locations and rotations. Before version [`v2.1.0`](../../appendix/changelog.html) of the SenseGlove Unreal Engine Plugin, this was a manual and time-consuming process. However, with the `v2.1.0` release, the plugin now includes the SenseGlove Sockets Editor, a built-in tool specifically designed for this task.
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> [!NOTE]
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> If for any reason you still prefer to manually set up the sockets,
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> [a detailed video tutorial](https://youtu.be/jN4VcfXVrTA) is available.
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<div style="margin: 0 auto; width: 560px;">
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<iframe width="560" height="315" src="https://www.youtube.com/embed/jN4VcfXVrTA" frameborder="0" allowfullscreen></iframe>
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</div>
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### Accessing the SenseGlove Sockets Editor
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The SenseGlove Sockets Editor can be utilized in three ways:
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1. By right-clicking on any Skeleton or Skeletal Mesh asset inside the Unreal Content Browser.
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> [!TIP]
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> You can also perform Sockets Editor actions in bulk by selecting multiple
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> assets of the same type and right-clicking on one of them. Note that if the
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> selected assets are not all of the same type, Sockets Editor actions will not
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> appear (e.g. selecting assets of type Skeletons and Skeletal Meshes together).
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2. From the `Asset` menu in the Skeleton Editor or Skeletal Mesh Editor for any open Skeleton or Skeletal Mesh asset.
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3. From the Skeleton Editor or Skeletal Mesh Editor toolbar for any open Skeleton or Skeletal Mesh asset.
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The SenseGlove Sockets Editor currently offers two actions:
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1. `Add SenseGlove Sockets`: which adds and sets up the SenseGlove grab and touch sockets to any virtual hand mesh that adheres to the Epic rig and bone structure.
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2. `Clear Existing Sockets`: which destructively clears all existing sockets; SenseGlove or otherwise, from any mesh.
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> [!IMPORTANT]
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> Simply performing any of these actions won't permanently modify your assets.
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> In fact, if you close the Unreal Editor without saving your assets first, all
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> changes performed by the SenseGlove Sockets Editor will be lost forever. This
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> is by design and the plugin will leave this final choice to the user. So, in
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> order to apply the changes permanently, you must save the assets manually.
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### Adding the SenseGlove Sockets
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When you invoke the `Add SenseGlove Sockets` action, the Sockets Editor will prompt you for confirmation:
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If it succeeds at adding the standard SenseGlove sockets, you will receive a confirmation message:
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After closing the dialog, the editors for the affected Skeleton and Skeletal Mesh assets will open, displaying the newly added sockets:
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To ensure the changes persist, save the assets to disk.
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> [!NOTE]
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> The `Add SenseGlove Sockets` action can fail for various reasons, so it's
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> important to investigate and identify the cause if an issue arises.
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> [!IMPORTANT]
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> A common cause of failure is that the SenseGlove sockets have already been set
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> up, or the meshes you’re using already have the necessary sockets. In this
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> case, consider using the
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> [`Clear Existing Sockets`](#clearing-all-existing-sockets) action first.
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> [!CAUTION]
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> Another common cause of failure is if your virtual hand meshes share a skeleton. As noted in [the Compatible Virtual Hand Meshes section](#compatible-virtual-hand-meshes), the SenseGlove Sockets Editor does not support skeletal meshes that share their skeleton. You may need to [export](#exporting-the-virtual-hand-meshes-from-the-vrtemplate) and [re-import](#importing-the-virtual-hand-meshes-into-your-own-project) the virtual hand meshes in in a compatible manner first.
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In any case, the SenseGlove Sockets Editor reports all failures in the Unreal Editor logs. To view and investigate the logs, simply head to the `Window` menu and click on `Output Log`:
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For example, in the following screenshots the following errors are stated: `Socket 'GrabAttachPoint' already exists on '/Game/SGHandbook/SKM_MannyXR_left.SKM_MannyXR_left'; refuse to add a duplicate!`.
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```
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LogGeneric: Error: [ERROR C:\Users\mamadou\Desktop\dev\SGHandbook\Plugins\SenseGlove\Source\SenseGloveEditor\Private\SGEditor\SGAssetUtils.cpp FSGAssetUtils::FImpl::AddSocket 394] Socket 'GrabAttachPoint' already exists on '/Game/SGHandbook/SKM_MannyXR_left.SKM_MannyXR_left'; refuse to add a duplicate!
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LogGeneric: Error: [ERROR C:\Users\mamadou\Desktop\dev\SGHandbook\Plugins\SenseGlove\Source\SenseGloveEditor\Private\SGEditor\SGAssetUtils.cpp FSGAssetUtils::FImpl::AddGrabAttachPointSocket 442] Failed to add the socket 'GrabAttachPoint' to '/Game/SGHandbook/SKM_MannyXR_left.SKM_MannyXR_left'!
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LogGeneric: Error: [ERROR C:\Users\mamadou\Desktop\dev\SGHandbook\Plugins\SenseGlove\Source\SenseGloveEditor\Private\SGEditor\SGAssetUtils.cpp FSGAssetUtils::FImpl::AddSenseGloveSockets 587] Failed to add the grab attach point socket to asset '/Game/SGHandbook/SKM_MannyXR_left.SKM_MannyXR_left'!
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LogGeneric: Error: [ERROR C:\Users\mamadou\Desktop\dev\SGHandbook\Plugins\SenseGlove\Source\SenseGloveEditor\Private\SGEditor\SGAssetUtils.cpp FSGAssetUtils::FImpl::AddSenseGloveSockets 741] Failed to add the SenseGlove sockets to the asset '/Game/SGHandbook/SKM_MannyXR_left.SKM_MannyXR_left'!
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```
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### Clearing All Existing Sockets
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When you invoke the `Clear Existing Sockets` action, the Sockets Editor will ask for your confirmation:
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If successful, you will receive a message indicating all the existing sockets have been cleared:
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After closing the dialog, the editors for the affected Skeleton and Skeletal Mesh assets will open, displaying the affected assets with all sockets cleared:
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Handbook/src/getting-started/setup-virtual-hand-meshes/senseglove-sockets-editor-sockets-cleared.png
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