update the changelog
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@@ -25,6 +25,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
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- Added USGWristTrackerComponent::OnWristDeviceVisualTypeChanged event in order to be able to notify other components/actors whenever the wrist-tracking device switches between hand tracking or motion controllers.
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- Added the SenseGloveDebugKismet module in order to allow drawing of debugging gizmos and virtual hands from Blueprint.
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- Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator.
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- Introduced the SGGameUserSettings for managing Engine Scalability Settings through the SenseGlove plugin.
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### Fixed
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@@ -32,6 +33,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
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### Changed
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- Now, the SenseGlove plugin checks for default SenseGlove-compliant GameMode, GameInstance, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
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- The SGSettings has been fully revamped with more customizations added and categorized in a different manner.
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- The SGSettings constructor visibility has been changed from public to private.
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- The SenseGlove libraries have been updated to v2.103.0-4a8bd81d.
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