diff --git a/Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md b/Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md index 673609f5..6ccc6462 100644 --- a/Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md +++ b/Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md @@ -236,6 +236,8 @@ So, getting the any joint's position or rotation is as easy as casting the enum }; ``` +The equivalent Blueprint code for the above looks something like this: + ![Get a joint position and rotation from FXRMotionControllerData in Blueprint](fxrmotioncontrollerdata-blueprint-get-joint-position-rotation.png "Get a joint position and rotation from FXRMotionControllerData in Blueprint") 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.