fix blueprint signatures and make all bp exposed functions static
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@@ -89,7 +89,7 @@ void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
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VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
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}
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bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const
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bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->IsGloveConnected();
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}
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@@ -100,19 +100,19 @@ USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandCompo
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}
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const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneName(Finger, Joint);
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}
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const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint);
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}
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FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint);
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}
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@@ -88,23 +88,23 @@ public:
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bool bInHiddenIfNoGloveDetected);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const;
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static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint) const;
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static const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint) const;
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static const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
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FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint) const;
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static FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
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int32 Finger, int32 Joint);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
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TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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static TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
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};
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