move the /assets/* content to their relative folders as it creates printing issues
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@@ -61,7 +61,7 @@ struct FXRMotionControllerData
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Which on the Blueprint side it looks like this:
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But, fear not, we got you covered!
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@@ -236,6 +236,6 @@ So, getting the any joint's position or rotation is as easy as casting the enum
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};
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```
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OK, now that we've got a glimpse of how the virtual hand's joint data could be processed we are going to draw and animate a virtual hand in both [Blueprint](blueprint.md) and [C++](cpp.md) in the upcoming sections.
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