force USGVirtualHandComponent and USGWristTrackerComponent update their xr hand-tracking data when their handedness is updated
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@@ -14,6 +14,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- List existing SenseGlove components under `SenseGlove` `ClassGroup` inside Unreal's Blueprint Editor. This chagnes `ClassGroup` for `USGGrabComponent`, `USGTouchComponent`, `USGVirtualHandComponent`, and `USGWristTrackerComponent`.
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- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking state when their handedness is updated.
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- Bumped the SenseGlove Unreal Engine Marketplace Packager to `v0.6.1-85c5a6e`.
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- Bumped the copyright years.
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@@ -266,6 +266,8 @@ void USGVirtualHandComponent::SetRight(const bool bInRight)
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{
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bRight = bInRight;
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Pimpl->UpdateXRData();
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if (!Pimpl->IsUsingUserMesh())
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{
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Pimpl->SetDefaultMesh();
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@@ -371,12 +373,12 @@ void USGVirtualHandComponent::InitializeComponent()
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{
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Super::InitializeComponent();
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Pimpl->UpdateXRData();
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if (!Pimpl->IsUsingUserMesh())
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{
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Pimpl->SetDefaultMesh();
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}
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Pimpl->UpdateXRData();
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}
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void USGVirtualHandComponent::UninitializeComponent()
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@@ -145,7 +145,10 @@ FName USGWristTrackerComponent::FImpl::ParseWristTrackingSettingsOverridesProper
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void USGWristTrackerComponent::SetRight(const bool bInRight)
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{
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bRight = bInRight;
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Pimpl->UpdateMotionSource();
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Pimpl->UpdateXRData();
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Pimpl->UpdateWristTrackingData();
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}
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void USGWristTrackerComponent::SetWristTrackingSettingsOverrides(
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