bump sg libraries to v2.0.2 and adjust to the latest changes
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@@ -68,14 +68,14 @@ float FSGAnatomy::GetThumbJointLimit(const bool bRightHanded, const int32 Joint,
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return SGCoreImpl_FSGAnatomyImpl_GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
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}
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float FSGAnatomy::NormalizeFingerFlex(const float FlexionInRadians)
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float FSGAnatomy::NormalizeFingerFlexion(const float FlexionInRadians)
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{
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return SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlex(FlexionInRadians);
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return SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlexion(FlexionInRadians);
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}
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float FSGAnatomy::NormalizeThumbFlex(float FlexionInRadians)
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float FSGAnatomy::NormalizeThumbFlexion(const float FlexionInRadians)
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{
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return SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlex(FlexionInRadians);
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return SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlexion(FlexionInRadians);
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}
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TArray<TArray<FVector>> FSGAnatomy::GetDefaultHandAngles(const bool bRightHanded)
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@@ -85,21 +85,21 @@ TArray<TArray<FVector>> FSGAnatomy::GetDefaultHandAngles(const bool bRightHanded
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return MoveTemp(OutAnglesContainer.Array);
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}
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TArray<TArray<FVector>> FSGAnatomy::GetFlatHandAngles(bool bRightHanded)
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TArray<TArray<FVector>> FSGAnatomy::GetFlatHandAngles(const bool bRightHanded)
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{
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FSGIC_TArray_TArray_FVector OutAnglesContainer;
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SGCoreImpl_FSGAnatomyImpl_GetFlatHandAngles(&OutAnglesContainer, bRightHanded);
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return MoveTemp(OutAnglesContainer.Array);
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}
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TArray<TArray<FVector>> FSGAnatomy::GetThumbsUpHandAngles(bool bRightHanded)
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TArray<TArray<FVector>> FSGAnatomy::GetThumbsUpHandAngles(const bool bRightHanded)
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{
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FSGIC_TArray_TArray_FVector OutAnglesContainer;
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SGCoreImpl_FSGAnatomyImpl_GetThumbsUpHandAngles(&OutAnglesContainer, bRightHanded);
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return MoveTemp(OutAnglesContainer.Array);
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}
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TArray<TArray<FVector>> FSGAnatomy::GetFistHandAngles(bool bRightHanded)
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TArray<TArray<FVector>> FSGAnatomy::GetFistHandAngles(const bool bRightHanded)
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{
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FSGIC_TArray_TArray_FVector OutAnglesContainer;
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SGCoreImpl_FSGAnatomyImpl_GetFistHandAngles(&OutAnglesContainer, bRightHanded);
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