white space and code formatting fixes
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@@ -490,7 +490,7 @@ bool FSGAssetUtils::FImpl::AddGrabThumbColliderSocket(
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const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
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const FName& SocketName{GrabSettings.ThumbColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::ThumbDistal, SocketName);
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bRight, EHandKeypoint::ThumbDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddGrabIndexColliderSocket(
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@@ -499,7 +499,7 @@ bool FSGAssetUtils::FImpl::AddGrabIndexColliderSocket(
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const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
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const FName& SocketName{GrabSettings.IndexColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::IndexDistal, SocketName);
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bRight, EHandKeypoint::IndexDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddGrabMiddleColliderSocket(
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@@ -508,7 +508,7 @@ bool FSGAssetUtils::FImpl::AddGrabMiddleColliderSocket(
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const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
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const FName& SocketName{GrabSettings.MiddleColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::MiddleDistal, SocketName);
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bRight, EHandKeypoint::MiddleDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddTouchThumbColliderSocket(
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@@ -517,7 +517,7 @@ bool FSGAssetUtils::FImpl::AddTouchThumbColliderSocket(
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const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
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const FName& SocketName{TouchSettings.ThumbColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::ThumbDistal, SocketName);
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bRight, EHandKeypoint::ThumbDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddTouchIndexColliderSocket(
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@@ -526,7 +526,7 @@ bool FSGAssetUtils::FImpl::AddTouchIndexColliderSocket(
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const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
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const FName& SocketName{TouchSettings.IndexColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::IndexDistal, SocketName);
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bRight, EHandKeypoint::IndexDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddTouchMiddleColliderSocket(
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@@ -535,7 +535,7 @@ bool FSGAssetUtils::FImpl::AddTouchMiddleColliderSocket(
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const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
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const FName& SocketName{TouchSettings.MiddleColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::MiddleDistal, SocketName);
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bRight, EHandKeypoint::MiddleDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddTouchRingColliderSocket(
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@@ -544,7 +544,7 @@ bool FSGAssetUtils::FImpl::AddTouchRingColliderSocket(
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const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
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const FName& SocketName{TouchSettings.RingColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::RingDistal, SocketName);
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bRight, EHandKeypoint::RingDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddTouchLittleColliderSocket(
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@@ -553,7 +553,7 @@ bool FSGAssetUtils::FImpl::AddTouchLittleColliderSocket(
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const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
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const FName& SocketName{TouchSettings.PinkyColliderSocketName};
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return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
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bRight, EHandKeypoint::LittleDistal, SocketName);
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bRight, EHandKeypoint::LittleDistal, SocketName);
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}
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bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* SkeletalMeshEditor,
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@@ -651,7 +651,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* Skele
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return false;
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}
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const bool TouchLittleCollider = AddTouchLittleColliderSocket(
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SkeletalMeshEditor, SkeletalMesh, bIsRight);
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if (!TouchLittleCollider)
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@@ -661,7 +660,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* Skele
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return false;
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}
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return true;
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}
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@@ -786,7 +784,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(USkeletalMesh* SkeletalMesh, USk
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return true;
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}
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bool FSGAssetUtils::FImpl::ClearExistingSockets(USkeletalMesh* SkeletalMesh, USkeleton* Skeleton)
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{
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if (!ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh!")))
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