add instructions: Enabling The SenseGlove Unreal Engine Plugin and Veirfying the Plugin Version
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@@ -13,7 +13,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
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- [Installation](getting-started/installation/README.md)
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- [Through the Epic Games Launcher](getting-started/installation/epic-games-launcher.md)
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- [Through Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md)
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- [Verify the Plugin Version](getting-started/verify-plugin-version.md)
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- [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
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- [SenseCom]()
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- [SenseCom on GNU/Linux]()
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- [Connect to Nova gloves using Blueman Bluetooth Manager]()
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@@ -10,6 +10,8 @@ In the following chapters, we discover each of those methods:
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- [Installation through the Epic Games Launcher](epic-games-launcher.md)
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- [Installation through Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md)
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## Video Tutorials
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We also have older videos demonstrating both installation methods on Microsoft Windows and GNU Linux in more detail.
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- [Plugin installation guide for Microsoft Windows](https://youtu.be/QqWeRHNceqY):
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@@ -38,7 +38,7 @@ Before we start the plugin installation through [the Epic Games Launcher](https:
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10. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level. Please beware that it's best practice to keep the plugin either at the project level or the engine level, not both, as it may create various kinds of issues. Especially if the version of the plugin installed at the engine level differs from the one installed at the plugin level. A guide on [verifying the plugin version](../../getting-started/verify-plugin-version.md) exist as well.
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10. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level. Please beware that it's best practice to keep the plugin either at the project level or the engine level, not both, as it may create various kinds of issues. Especially if the version of the plugin installed at the engine level differs from the one installed at the plugin level. A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/README.md) exist as well.
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@@ -0,0 +1,27 @@
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# Enabling The SenseGlove Unreal Engine Plugin and Veirfying the Plugin Version
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Enabling the SenseGlove Unreal Engine Plugin is a very simple and straightforward procedure. Furthermore, checking which version of the plugin your project is using may sometimes come in handy, especially if you have multiple versions of the plugin installed on different engine versions or various projects.
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1. Inside the Unreal Editor for your project, select the `Plugins` from the `Edit` menu.
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2. Once the plugin window/tab is open, start typing `SenseGlove` until you're able to spot the SenseGlove Unreal Engine Plugin. There you could find the plugin version, and other useful resources, such as the documentation website or support contact.
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3. If the plugin is not enabled, it does not have the checkmark next to it.
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4. It should be easy to click the checkmark and enable the plugin if that's not the case. Once the plugin is enabled, the Unreal Editor asks to be restarted. Click on the `Restart Now` button as this is mandatory to activate the plugin inside your project.
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5. The source code for the plugin might be required to be rebuilt depending on how you have obtained and installed the plugin, usually the Unreal Editor lets you know and does this automatically. If it's required to build the plugin source, and it fails to do so, it usually suggests an alternative approach such as opening your regenerating the project files and rebuilding the project inside a C++ IDE. Once this is done the Editor for your projects re-opens and you can follow steps `1` and `2` in order to verify the plugin's version and availability inside your project.
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## Video Tutorial
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A [video demonstrating the same instructions in more detail](https://youtu.be/iF0JU2kpNhw) is also available on [the SenseGlove YouTube channel](https://www.youtube.com/@senseglove4021).
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# Veirfying the Plugin Version
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