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# Consuming FXRMotionControllerData in Blueprint
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Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](README.md) section.
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Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](README.md) section, first.
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## Drawing and Animating Virtual Hands
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1. Create a new Virtual Reality project based [the Unreal VR Template](https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine).
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2. Make sure the [SenseGlove UnrealEngine is installed and enabled](/getting-started/installation.md) inside your new project.
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3. You could use either hand-tracking or a SenseGlove device as the input data, or both of the inside the same project. Whether you would like to use hand-tracking or a SenseGlove device, please make sure the required steps are taken for each of those first.
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4. You could add the required Blueprint code for drawing virtual hands to either your Level Buleprint or the VRPawn Blueprint Class located at <code>/Content/VRTemplate/Blueprints/VRPawn</code>. In this guide we are going to add the code to our VRPawn.
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5. Add a new function named <code>Draw Hand</code> with an input parameter of type <code>EController Hand</code> named <code>Hand</code>.
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6. Inside this function's event graph add a <code>Get Motion Controller Data</code> node from <code>SenseGlove > Tracking > XR Tracker > Get Motion Controller Data</code>.
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7. Then connect the functions <code>Hand</code> input parameter to the <code>Get Motion Controller Data</code>'s <code>Hand</code> input and right-click on the <code>OutMotionControllerData</code> parameter and use the <code>Break XRMotionControllerData</code> node to break the struct to it's fields.
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