bump the plugin version to v2.0.8
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@@ -73,6 +73,14 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
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- The UXRDeviceVisualizationComponent provided by Unreal Engine is used in the SGPawn class as ControllerVisualizerLeft and ControllerVisualizerRight for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an OpenXRHandTracking system, it causes the UXRDeviceVisualizationComponent to visualize the wrist tracking hardware at coordinates (0.0f, 0.0f, 0.0f) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the UXRDeviceVisualizationComponent work with the new system. Alternatively, we may develop our own version of the UXRDeviceVisualizationComponent.
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- Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it's not compatible with FOculusXRHMD backend provided by the Meta XR plugin. It should possibly be the same with the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, breaking the plugin's functionality. It seems these plugins are required in order to make the fallback to the hand-tracking feature work on Android. We might add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, but for the time being if your project requires those plugins we advise sticking to the v2.0.x version of the SenseGlove Unreal Engine plugin for now.
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## [2.0.8] - 2024-07-15
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This is a bugfix release that contains a somewhat important bugfix backported from the next release of the plugin as documented below.
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### Fixed
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- Fix a bug where the SGPawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
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## [2.0.7] - 2024-05-29
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This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than 5.4.
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@@ -1,6 +1,6 @@
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## Planned Features Completion Status
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### Implemented as of v2.1.0
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### Implemented as of v2.0.8
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- [X] Full SenseGlove low-level core API access through Unreal C++.
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- [X] Full SenseGlove low-level core API access through Blueprint.
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@@ -26,18 +26,19 @@
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- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
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- [X] A generic Settings module with the ability to override settings.
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- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
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- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [X] FXRMotionControllerData compatible hand animation system.
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- [X] FXRMotionControllerData compatible wrist tracking system.
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- [X] FXRMotionControllerData compatible hand interaction manipulation system.
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- [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
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- [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
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- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
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- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
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- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
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### Upcoming features planned for the v2.2.0 release
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### Upcoming features planned for the v2.1.0 release
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- [ ] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [ ] FXRMotionControllerData compatible hand animation system.
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- [ ] FXRMotionControllerData compatible wrist tracking system.
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- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
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- [ ] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
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- [ ] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
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- [ ] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
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- [ ] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
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### Planned features long-term
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@@ -2,9 +2,9 @@
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| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE stand-alone (Android NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
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|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------------------------:|:------------------------:|
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| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.7 | ✅ v2.0.7 |
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| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.7 | ✅ v2.0.7 |
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| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.7 | ✅ v2.0.7 |
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| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.8 | ✅ v2.0.8 |
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| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.8 | ✅ v2.0.8 |
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| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ❓ | ✅ v2.0.8 | ✅ v2.0.8 |
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| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.1 | ⚠️ v2.0.2 |
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| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
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| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
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+1
-1
@@ -1,7 +1,7 @@
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "2.0.7",
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"VersionName": "2.0.8",
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"FriendlyName": "SenseGlove",
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"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
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"Category": "Virtual Reality",
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