add partial content to Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md

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Mamadou Babaei
2024-08-16 18:01:00 +02:00
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# Consuming FXRMotionControllerData in Blueprint
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](README.md) section.
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](README.md) section, first.
## Drawing and Animating Virtual Hands
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).
2. Make sure the [SenseGlove UnrealEngine is installed and enabled](/getting-started/installation.md) inside your new project.
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.
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.
5. Add a new function named <code>Draw Hand</code> with an input parameter of type <code>EController Hand</code> named <code>Hand</code>.
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>.
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.