document more unreleased changes
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@@ -17,18 +17,35 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
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- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
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- Added ESGHeadMountedDisplayDevice enum with supported HMDs list.
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- Added the SGGloveTracer utility class, exposed to both C++ and Blueprint, in order to easily check left or right glove connectivity or retrieve the connected glove instances.
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- GetMotionControllerData() has been introduced by USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
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- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData usable only by child classes.
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- USGVirtualHandComponent introduced new uproperties AnimationBoneRotationCorrectionOffset and bAnimationShouldApplyBoneLocation with their equivalent getters and setters.
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- Added USGVirtualHandComponent::GetMotionControllerData().
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- Added the SenseGloveDebugKismet module in order to allow drawing of debug gizmos and virtual hands from Blueprint.
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- Added a new static Draw() method overload to DebugGizmo which allows passing a FQuat instead of a FRotator.
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### Changed
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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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- GetHandPose() has been replaced by GetMotionControllerData inside USGVirtualHandComponent (see the relevant entry in the Added and Removed sections).
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- Many functions inside USGVirtualHandComponent for retrieving bone names or reference transforms has been renamed to return different data types; e.g. GetLeftHandFingerBoneNames(), GetRightHandFingerBoneNames(), GetLeftHandFingerBoneName(), and GetRightHandFingerBoneName() renamed to GetLeftHandBoneNames(), GetRightHandBoneNames(), GetLeftHandBoneName(), and GetRightHandBoneName() respectively.
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- bHiddenInGameIfNoGloveDetected UPROPERTY from USGVirtualHandComponent has been renamed to bHiddenInGameIfNoHandDataAvailable and accordingly all of its getters and setters.
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- SGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of caluclating the wrist location by calling the SenseGlove API.
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- FSGVirtualHandAnimInstanceProxy now relies on FXRMotionControllerData to animate the hands instead of a TMap of bone names and rotations which allows it to also apply the bone locations.
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- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
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- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
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### Removed
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- Dropped support for Unreal Engine 5.1 and Epic Native Toolchain v20 (used to build UE 5.0 and 5.1 Linux dependencies).
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- Removed ASGVirtualHandActor as it was experimental and we no longer maintain it and haven't been doing so for a long time.
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- Removed FSGVirtualHandAnimInstanceProxy::GetBonesRotations().
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- Removed USGVirtualHandComponent::GetFingerBoneName().
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- Removed USGVirtualHandComponent::GetFingerBoneRefTransform().
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- Removed USGVirtualHandComponent::GetFingerBoneRefRotation().
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- Removed USGVirtualHandComponent::GetFingerBoneRefRotation().
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- Removed USGVirtualHandComponent::GetHandPose() and it's no longer possible to get the hand pose data from USGVirtualHandComponent as GetHandPose() has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
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## [2.0.2] - 2024-04-25
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