From beba803f06d68e3cc2cafe7eabba2b634a0a650a Mon Sep 17 00:00:00 2001 From: Mamadou Babaei Date: Thu, 18 Jul 2024 16:46:22 +0200 Subject: [PATCH] minor fix --- Handbook/src/advanced-topics/openxr/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Handbook/src/advanced-topics/openxr/README.md b/Handbook/src/advanced-topics/openxr/README.md index ae388d80..bd07bfa4 100644 --- a/Handbook/src/advanced-topics/openxr/README.md +++ b/Handbook/src/advanced-topics/openxr/README.md @@ -6,4 +6,4 @@ Typically a user does not need to know anything about OpenXR to use the plugin, Since the SenseGlove Unreal Engine Plugin registers itself as an OpenXRHandTracking motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's IXTrackingSystem with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the FXRMotionControllerData retrieved from the IXTrackingSystem::GetMotionControllerData() method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of GetMotionControllerData() which guarantees the retrieved FXRMotionControllerData is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that. -In the next sections we'll see [how we can directly consume the FXRMotionControllerData](consuming-fxrmotioncontrollerdata/README.md) to draw debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md). +In the next sections we'll see [how we can directly consume the FXRMotionControllerData](consuming-fxrmotioncontrollerdata/README.md) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).