initial attempt at implementing android calibration
This commit is contained in:
@@ -38,6 +38,7 @@
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#include "Animation/Skeleton.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/SkeletalMesh.h"
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#include "Kismet/GameplayStatics.h"
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#include "UObject/ConstructorHelpers.h"
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#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
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@@ -337,7 +338,13 @@ USGHandPose* USGVirtualHandComponent::GetHandPose()
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if (IsValid(Glove))
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{
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#if ! PLATFORM_ANDROID
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Glove->GetHandPose(this, HandPose);
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#else /* ! PLATFORM_ANDROID */
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const UWorld* World{GetWorld()};
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const float DeltaTime = UGameplayStatics::GetWorldDeltaSeconds(World);
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Glove->GetHandPose(this, DeltaTime, HandPose);
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#endif /* ! PLATFORM_ANDROID */
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}
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return HandPose;
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@@ -310,6 +310,23 @@ bool USGHapticGlove::GetHandPose(UObject* Outer, USGHandPose*& OutHandPose)
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return bResult;
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}
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#if PLATFORM_ANDROID
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bool USGHapticGlove::GetHandPose(UObject* Outer, const float DeltaTime, USGHandPose*& OutHandPose)
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{
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FSGIC_TSharedPtr_FSGHapticGloveImpl InstanceContainer{ToHapticGloveImpl()};
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FSGIC_FSGHandPoseImpl OutHandPoseContainer;
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const bool bResult = SGCoreImpl_FSGHapticGloveImpl_GetHandPose_DeltaTime_OutHandPose(
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&InstanceContainer, DeltaTime, &OutHandPoseContainer);
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if (bResult)
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{
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OutHandPose = USGHandPose::NewHandPose(Outer, MoveTemp(OutHandPoseContainer.HandPoseImpl));
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}
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return bResult;
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}
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#endif /* PLATFORM_ANDROID */
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void USGHapticGlove::StopHaptics()
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{
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FSGIC_TSharedPtr_FSGHapticGloveImpl InstanceContainer{ToHapticGloveImpl()};
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@@ -217,6 +217,10 @@ public:
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*/
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virtual bool GetHandPose(UObject* Outer, USGHandPose*& OutHandPose);
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#if PLATFORM_ANDROID
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virtual bool GetHandPose(UObject* Outer, float DeltaTime, USGHandPose*& OutHandPose);
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#endif /* PLATFORM_ANDROID */
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public:
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/**
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* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when resetting.
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@@ -325,4 +329,4 @@ public:
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virtual void GetGloveLocation(const FVector& ReferencePosition, const FRotator& ReferenceRotation,
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ESGPositionalTrackingHardware TrackingHardware,
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FVector& OutGlovePosition, FRotator& OutGloveRotation) const;
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};
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};
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@@ -2352,6 +2352,18 @@ bool SGCoreImpl_FSGHapticGloveImpl_GetHandPose_OutHandPose(
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StaticCast<FSGIC_FSGHandPoseImpl*>(OutHandPose)->HandPoseImpl);
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}
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#if PLATFORM_ANDROID
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bool SGCoreImpl_FSGHapticGloveImpl_GetHandPose_DeltaTime_OutHandPose(
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void* Instance,
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const float DeltaTime,
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void* OutHandPose)
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{
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return StaticCast<FSGIC_TSharedPtr_FSGHapticGloveImpl*>(Instance)->Ptr->GetHandPose(
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DeltaTime,
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StaticCast<FSGIC_FSGHandPoseImpl*>(OutHandPose)->HandPoseImpl);
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}
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#endif /* PLATFORM_ANDROID */
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void SGCoreImpl_FSGHapticGloveImpl_StopHaptics(
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void* Instance)
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{
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@@ -205,7 +205,7 @@ bool FSGHapticGloveImpl::GetImuRotation(FQuat& OutImu)
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{
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FSGQuatImpl::FQuatType Imu;
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const bool bResult = ToHapticGlovePtrChecked()->GetImuRotation(Imu);
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OutImu = FSGQuatImpl(MoveTemp(Imu)).ToFQuat();
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OutImu = FSGQuatImpl{MoveTemp(Imu)}.ToFQuat();
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return bResult;
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}
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@@ -215,7 +215,7 @@ bool FSGHapticGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandGeometry,
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandGeometry.ToBasicHandModel(),
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HandProfile.ToHandProfile(), HandPose);
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OutHandPose = FSGHandPoseImpl(MoveTemp(HandPose));
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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@@ -223,7 +223,7 @@ bool FSGHapticGloveImpl::GetHandPose(const FSGHandProfileImpl& HandProfile, FSGH
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandProfile.ToHandProfile(), HandPose);
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OutHandPose = FSGHandPoseImpl(MoveTemp(HandPose));
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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@@ -231,7 +231,7 @@ bool FSGHapticGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandGeometry,
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandGeometry.ToBasicHandModel(), HandPose);
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OutHandPose = FSGHandPoseImpl(MoveTemp(HandPose));
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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@@ -239,10 +239,20 @@ bool FSGHapticGloveImpl::GetHandPose(FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandPose);
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OutHandPose = FSGHandPoseImpl(MoveTemp(HandPose));
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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#if PLATFORM_ANDROID
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bool FSGHapticGloveImpl::GetHandPose(const float DeltaTime, FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(DeltaTime, HandPose);
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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#endif /* PLATFORM_ANDROID */
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void FSGHapticGloveImpl::StopHaptics()
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{
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ToHapticGlovePtrChecked()->StopHaptics();
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@@ -1185,6 +1185,13 @@ SENSEGLOVECOREIMPL_PUBLIC_API bool SGCoreImpl_FSGHapticGloveImpl_GetHandPose_Out
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void* Instance,
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void* OutHandPose);
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#if PLATFORM_ANDROID
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SENSEGLOVECOREIMPL_PUBLIC_API bool SGCoreImpl_FSGHapticGloveImpl_GetHandPose_DeltaTime_OutHandPose(
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void* Instance,
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float DeltaTime,
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void* OutHandPose);
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#endif /* PLATFORM_ANDROID */
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SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGHapticGloveImpl_StopHaptics(
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void* Instance);
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@@ -163,6 +163,10 @@ public:
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virtual bool GetHandPose(FSGHandPoseImpl& OutHandPose);
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#if PLATFORM_ANDROID
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virtual bool GetHandPose(float DeltaTime, FSGHandPoseImpl& OutHandPose);
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#endif /* PLATFORM_ANDROID */
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public:
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virtual void StopHaptics();
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@@ -126,6 +126,17 @@ bool USGHapticGloveKismetLibrary::GetHandPose_OutHP(
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return HapticGlove->GetHandPose(WorldContextObject, OutHandPose);
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}
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bool USGHapticGloveKismetLibrary::GetHandPose_OutHTP(
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UObject* WorldContextObject, USGHapticGlove* HapticGlove, const float DeltaTime, USGHandPose*& OutHandPose)
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{
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#if PLATFORM_ANDROID
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return HapticGlove->GetHandPose(WorldContextObject, DeltaTime, OutHandPose);
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#else /* PLATFORM_ANDROID */
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ensureAlwaysMsgf(false, TEXT("This is an Android only method! Do not call it on other platforms!"));
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return false;
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#endif /* PLATFORM_ANDROID */
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}
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void USGHapticGloveKismetLibrary::StopHaptics(USGHapticGlove* HapticGlove)
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{
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return HapticGlove->StopHaptics();
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@@ -167,6 +167,17 @@ public:
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UPARAM(ref) USGHapticGlove* HapticGlove,
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USGHandPose*& OutHandPose);
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/**
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* [ Android Only! Asserts on other platforms! ]
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* Retrieve a HandPose based on the latest profile and default hand Geometry.
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*/
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UFUNCTION(BlueprintCallable, DisplayName="Get Hand Pose", Category="SenseGlove | Core | Haptic Glove",
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meta=(WorldContext="WorldContextObject"))
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static bool GetHandPose_OutHTP(UObject* WorldContextObject,
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UPARAM(ref) USGHapticGlove* HapticGlove,
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float DeltaTime,
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USGHandPose*& OutHandPose);
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/**
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* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when resetting.
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*/
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