force USGVirtualHandComponent and USGWristTrackerComponent update their xr hand-tracking data when their handedness is updated

This commit is contained in:
Mamadou Babaei
2026-02-24 11:43:59 +01:00
parent 2797b1c74d
commit fa2b25455c
3 changed files with 8 additions and 2 deletions
+1
View File
@@ -14,6 +14,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Changed
- List existing SenseGlove components under `SenseGlove` `ClassGroup` inside Unreal's Blueprint Editor. This chagnes `ClassGroup` for `USGGrabComponent`, `USGTouchComponent`, `USGVirtualHandComponent`, and `USGWristTrackerComponent`.
- Force `USGVirtualHandComponent` and `USGWristTrackerComponent` to update their XR hand-tracking state when their handedness is updated.
- Bumped the SenseGlove Unreal Engine Marketplace Packager to `v0.6.1-85c5a6e`.
- Bumped the copyright years.
@@ -266,6 +266,8 @@ void USGVirtualHandComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
Pimpl->UpdateXRData();
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
@@ -371,12 +373,12 @@ void USGVirtualHandComponent::InitializeComponent()
{
Super::InitializeComponent();
Pimpl->UpdateXRData();
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
Pimpl->UpdateXRData();
}
void USGVirtualHandComponent::UninitializeComponent()
@@ -145,7 +145,10 @@ FName USGWristTrackerComponent::FImpl::ParseWristTrackingSettingsOverridesProper
void USGWristTrackerComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
Pimpl->UpdateMotionSource();
Pimpl->UpdateXRData();
Pimpl->UpdateWristTrackingData();
}
void USGWristTrackerComponent::SetWristTrackingSettingsOverrides(