fix the wrong hand offset calculations
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@@ -126,12 +126,12 @@ void ASGPawn::BeginPlay()
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WristTrackerLeft->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
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{
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HandLeft->SetRelativeLocation(Location);
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HandLeft->SetWorldLocation(Location);
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});
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WristTrackerLeft->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
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{
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HandLeft->SetRelativeRotation(Rotation);
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HandLeft->SetWorldRotation(Rotation);
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});
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WristTrackerRight->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
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@@ -96,12 +96,12 @@ void ASGVirtualHandActor::BeginPlay()
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WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
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{
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VirtualHand->SetRelativeLocation(Location);
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VirtualHand->SetWorldLocation(Location);
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});
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WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
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{
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VirtualHand->SetRelativeRotation(Rotation);
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VirtualHand->SetWorldRotation(Rotation);
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});
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}
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