remove FXRMotionControllerData or replace its usage with FXRHandTrackingState as we fully dropped support for it
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@@ -61,7 +61,7 @@ For VIVE headsets relying on the VIVE Business Streaming application, ensure the
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> [!NOTE]
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> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
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> Tracking and accessing `FXRHandTrackingState` output from SenseGlove
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> devices do not require Hand and Body Tracking to be enabled on the HMD device.
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> Enabling this feature is only necessary if you wish to use hand-tracking as a
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> fallback option when no glove is connected to your PC.
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@@ -282,6 +282,6 @@ Next, navigate to `Project Settings > Plugins > SenseGlove > Virtual Hand Settin
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- `Left Hand Reference Mesh`
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- `Right Hand Reference Mesh`
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This configuration guarantees that the tracking system correctly interprets the bone transforms of the virtual hand meshes when generating `FXRMotionControllerData`. Additionally, it allows the animation system to accurately use these bone transforms when processing `FXRMotionControllerData` and animating the virtual hand meshes.
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This configuration guarantees that the tracking system correctly interprets the bone transforms of the virtual hand meshes when generating `FXRHandTrackingState`. Additionally, it allows the animation system to accurately use these bone transforms when processing `FXRHandTrackingState` and animating the virtual hand meshes.
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