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@@ -1,5 +1,4 @@
|
||||
[FilterPlugin]
|
||||
/Config/FilterPlugin.ini
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.epub
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.pdf
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.zip
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
+90
-110
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -51,19 +51,17 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
|
||||
|
||||
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
|
||||
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_HTML_DIR_NAME := html
|
||||
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
|
||||
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
|
||||
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
|
||||
SG_DOCUMENTATION_PACK_DIR_NAME := pack
|
||||
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
|
||||
|
||||
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
|
||||
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
|
||||
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
|
||||
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
|
||||
|
||||
SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
|
||||
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
|
||||
@@ -226,7 +224,6 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
|
||||
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
|
||||
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
|
||||
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
|
||||
|
||||
################################################################################
|
||||
@@ -286,7 +283,6 @@ SG_HANDBOOK_DEPLOY_TEMP_DIR := $(shell mktemp -d -t $(SG_HANDBOOK_DEPLOY_TEMP_DI
|
||||
$(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)')
|
||||
|
||||
SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf
|
||||
SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).epub
|
||||
|
||||
SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt
|
||||
|
||||
@@ -336,7 +332,6 @@ info:
|
||||
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
|
||||
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
|
||||
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
|
||||
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
|
||||
@echo " - Git Branch : $(SG_GIT_BRANCH)"
|
||||
@echo " - Git Tag : $(SG_GIT_TAG)"
|
||||
@echo " - Git Commit : $(SG_GIT_COMMIT)"
|
||||
@@ -367,7 +362,7 @@ install-build-deps:
|
||||
@echo "Installing build dependencies if they have not already been installed..."
|
||||
@cargo install mdbook --vers "^0.4" --locked
|
||||
@cargo install xq --vers "^0.4" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.7" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.6" --locked
|
||||
@cargo install mdbook-pdf --vers "^0.1" --locked
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Installing mdbook-pdf-outline..."
|
||||
@@ -375,7 +370,6 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
|
||||
&& pip install mdbook-pdf-outline 2>/dev/null
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
|
||||
|
||||
################################################################################
|
||||
# Make Targets - mdBook
|
||||
@@ -462,7 +456,6 @@ _mdbook_serve:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
@@ -495,14 +488,13 @@ _mdbook_build:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
|
||||
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_VERSION='$(SG_GIT_VERSION)' \
|
||||
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
|
||||
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
|
||||
@@ -527,30 +519,24 @@ _pack:
|
||||
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
|
||||
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
|
||||
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
|
||||
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
|
||||
.PHONY: _deploy
|
||||
_deploy:
|
||||
@@ -566,7 +552,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd "$(SG_DOCUMENTATION_DIR)" \
|
||||
@cd $(SG_DOCUMENTATION_DIR) \
|
||||
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
|
||||
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
|
||||
--perms \
|
||||
@@ -575,19 +561,13 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
|
||||
@cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
|
||||
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
|
||||
@ssh \
|
||||
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
|
||||
@@ -600,96 +580,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
|
||||
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
|
||||
| sort -r; \
|
||||
} > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
|
||||
@mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp
|
||||
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
|
||||
@echo "Current revisions:"
|
||||
@sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
|
||||
@echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@while read dir; \
|
||||
do \
|
||||
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_FAVICON_FILE)" \
|
||||
$(SG_HANDBOOK_FAVICON_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@@ -5,7 +5,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -43,7 +43,6 @@ escape_string() {
|
||||
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
|
||||
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
|
||||
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
|
||||
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
|
||||
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
|
||||
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
|
||||
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
|
||||
@@ -71,7 +70,6 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
|
||||
|
||||
+1
-7
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -49,12 +49,6 @@ use-default-preprocessors = true
|
||||
after = [ "index", "links" ]
|
||||
command = "sh ./bin/sg-preprocessor.sh"
|
||||
|
||||
[output.epub]
|
||||
no-section-label = false
|
||||
curly-quotes = true
|
||||
epub-version = 3
|
||||
footnote-backrefs = true
|
||||
|
||||
[output.html]
|
||||
additional-css = ["styles/custom.css"]
|
||||
additional-js = []
|
||||
|
||||
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
|
||||
|
||||
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
|
||||
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well.
|
||||
|
||||
> [!TIP]
|
||||
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
|
||||
|
||||
@@ -20,9 +20,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
|
||||
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
|
||||
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
|
||||
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
|
||||
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
|
||||
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
|
||||
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
|
||||
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
|
||||
@@ -59,7 +56,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
|
||||
- [SenseGlove Console Commands](misc/console-commands/README.md)
|
||||
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
|
||||
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
|
||||
- [Upgrade Guide](misc/upgrade-guide/README.md)
|
||||
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
|
||||
|
||||
@@ -73,7 +69,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
|
||||
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
|
||||
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
|
||||
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
|
||||
|
||||
# 🔌 Low-Level API
|
||||
|
||||
|
||||
@@ -33,5 +33,3 @@ In the next sections we'll see:
|
||||
- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
|
||||
|
||||
- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
|
||||
|
||||
- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
|
||||
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
|
||||
|
||||
```cpp
|
||||
USTRUCT(BlueprintType)
|
||||
@@ -119,7 +119,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
|
||||
|
||||
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
|
||||
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows:
|
||||
|
||||
```cpp
|
||||
/**
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
|
||||
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
|
||||
|
||||
```cpp
|
||||
USTRUCT(BlueprintType)
|
||||
@@ -174,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
|
||||
|
||||
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
|
||||
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
|
||||
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows:
|
||||
|
||||
```cpp
|
||||
/**
|
||||
|
||||
@@ -1,34 +0,0 @@
|
||||
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
|
||||
|
||||
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
|
||||
|
||||
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
|
||||
|
||||
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
|
||||
- Adding custom debugging gizmos to improve development and testing workflows.
|
||||
- Visualizing debug virtual hands by incorporating the custom gizmos.
|
||||
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
|
||||
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
|
||||
This guide will help you take your VR projects to the next level with polished and practical implementations.
|
||||
|
||||
**Part 1**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
**Part 2**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
@@ -5,116 +5,11 @@ All notable changes to this project will be documented in this file.
|
||||
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
|
||||
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
|
||||
|
||||
## [2.4.2] - 2025-02-17
|
||||
|
||||
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
|
||||
|
||||
### Documentation
|
||||
|
||||
- List the third-party tutorials with a description in their corresponding parent sections.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.4.1] - 2025-02-14
|
||||
|
||||
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Fix a bug that breaks the custom CSS styles on the Handbook's release URLs (e.g. `https://unreal.docs.senseglove.com/2.4/`) by reverting an unintentional change from the `v2.4.0`.
|
||||
- Applied a minor Handbook Makefile fix.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.4.0] - 2025-02-14
|
||||
|
||||
This minor release brings various improvements and, notably, the first version to add support for VIVE standalone mode with ViveOpenXR compatibility.
|
||||
|
||||
### Added
|
||||
|
||||
- Added the ePub version of the SenseGlove Unreal Engine Handbook.
|
||||
- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
|
||||
- Introduced compatibility with the `ViveOpenXR` plugin.
|
||||
- Added the `FSGPluginUtils` utility class for other plugins or modules availability detection such as `Meta XR` and `ViveOpenXR`.
|
||||
- Added various HTC HMDs auto-detection support on Android.
|
||||
- Added support for HTC VIVE Focus Vision HMD auto-detection.
|
||||
- Added support for HTC Vive Wrist Trackers support on Android using the official `ViveOpenXR` plugin's OpenXR positional tracking provider `OpenXRViveWristTracker`.
|
||||
- Added enum `ESGOpenXRPositionalTrackingProvider`.
|
||||
- Added the `OpenXRPositionalTrackingProvider` option to the plugin's wrist-tracker settings to either manually set the positional tracking provider or auto-detect it based on a combination of tracker hardware settings, targeted platform, available OpenXR plugins, or the auto-detected HMD hardware.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a critical issue where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
|
||||
- `FSGArrayUtils` optimizations that affect the plugin performance as a whole.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- Now the motion sources for the wrist-tracking hardware or hand-tracking are queried and populated dynamically rather than relying on the hardcoded `EControllerHand` enum. This allows the SenseGlove Unreal Engine Plugin to integrate better into other plugins such as `ViveOpenXR`, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware.
|
||||
- `FSGWristTrackingSettings::LeftHandMotionSource` and `FSGWristTrackingSettings::RightHandMotionSource` types have changed from `EControllerHand` to `FName`.
|
||||
- Bumped the SenseGlove libraries to `v2.105.3-97ea18cb`.
|
||||
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.5.0-7df1183`.
|
||||
- Bumped the copyright years.
|
||||
- This is the last release to support Unreal Engine `5.2`. From `v2.5.x` onwards only UE `5.3` and newer will be supported.
|
||||
- The `ESGViveHMDDetectionPriority` enum items have changed and are no longer backward-compatible.
|
||||
|
||||
### Deprecated
|
||||
|
||||
- This is the last minor release to support Unreal Engine `5.2` and its support will be removed from the next minor or major releases.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Reintroduced the Handbook in ePub format.
|
||||
- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation, and added the `ViveOpenXR`-compatibile instructions as well.
|
||||
- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
|
||||
- Clarified [how to set up the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
|
||||
- Added [HTC VIVE specific optimization tips for running in standalone mode](../misc/optimize-higher-fps/#htc-vive-specific-optimizations-in-standalone-mode)
|
||||
- Fixed a few broken URLs caused by bad markdown formatting.
|
||||
- Applied various Handbook Makefile fixes.
|
||||
- Clarified the HTC VIVE standalone support status in the platform support matrix.
|
||||
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
|
||||
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
|
||||
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
- List the VRExpansionPlugin demo in the [Extra Resources](../appendix/extra-resources.html) section.
|
||||
|
||||
## [2.3.2] - 2025-01-28
|
||||
|
||||
This patch release addresses a critical issue backported from the upcoming `2.4.x` release to `2.3.x`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a critical issue backported from the upcoming `2.4.x` release where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
|
||||
|
||||
## [2.3.1] - 2024-11-27
|
||||
|
||||
This patch release addresses a few issues with SenseGlove Sockets Editor.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- The SenseGlove Sockets Editor now calculates hand bone reference transforms using the current virtual hand mesh being edited, rather than the reference mesh, when adding SenseGlove sockets.
|
||||
|
||||
## [2.3.0] - 2024-11-13
|
||||
|
||||
This minor release includes some improvements and adds official Unreal Engine `5.5` Fab support.
|
||||
|
||||
### Added
|
||||
|
||||
- Added `USGAndroidPermissions` to the `SenseGloveAndroid` module, enhancing the plugin's permission request process on Android. Now, a pop-up prompts the user to grant permissions, preventing silent crashes when permissions haven't been granted beforehand.
|
||||
- Added Unreal Engine `5.5` Fab support.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix UE `5.5` deprecation warnings inside `USGVirtualHandComponent`.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.2.2] - 2024-11-08
|
||||
|
||||
This patch release addresses a few issues with both glove and hand-tracking.
|
||||
|
||||
### Fixed
|
||||
# Fixed
|
||||
|
||||
- Fixed a chain of critical bugs that gets triggered due to `GloveConnectivityCheckInterval` getting passed as seconds to the engine rather than milliseconds. Thus, the default or any large value for `GloveConnectivityCheckInterval` causes noticeable long delays between glove-connectivity-check intervals and consequently renders the hand-tracking state invalid in certain situations when the `bFallbackToHandTrackingIfNoGloveDetected` option is false.
|
||||
|
||||
|
||||
@@ -9,10 +9,6 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
|
||||
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
|
||||
|
||||
### OpenXR Integration Demos
|
||||
|
||||
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
|
||||
|
||||
## Tutorials
|
||||
|
||||
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
## Planned Features Completion Status
|
||||
|
||||
### Implemented as of v2.4.x
|
||||
### Implemented as of v2.2.x
|
||||
|
||||
- [X] Full SenseGlove low-level core API access through Unreal C++.
|
||||
- [X] Full SenseGlove low-level core API access through Blueprint.
|
||||
@@ -13,8 +13,8 @@
|
||||
- [X] Support for GNU/Linux x64 as a deployment platform.
|
||||
- [X] Support for GNU/Linux AArch64 as a deployment platform.
|
||||
- [X] Support for Android as a deployment platform.
|
||||
- [X] Support for Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3.
|
||||
- [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
|
||||
- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
|
||||
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
|
||||
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
|
||||
- [X] On-device calibration for Android without the need for SenseCom.
|
||||
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
|
||||
@@ -38,10 +38,8 @@
|
||||
- [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.
|
||||
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
|
||||
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
|
||||
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
|
||||
- [X] `ViveOpenXR` plugin compatibility.
|
||||
|
||||
### Upcoming features planned for the v2.5.x release
|
||||
### Upcoming features planned for the v2.3.x release
|
||||
|
||||
### Planned features long-term
|
||||
|
||||
|
||||
@@ -1,19 +1,19 @@
|
||||
## Platform Support Matrix
|
||||
|
||||
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|
||||
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.2 | ✅ v2.4.2 |
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.2 | ✅ v2.4.2 |
|
||||
| **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.2 | ✅ v2.4.2 |
|
||||
| **5.2** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.2 | ✅ v2.4.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **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 |
|
||||
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| | **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)** | **Fab** | **Azure DevOps Version** |
|
||||
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ❌ | ✅ v2.2.2 |
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.3** | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.2** | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **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 |
|
||||
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
|
||||
* <code>✅</code> Supported
|
||||
* <code>⚠️</code> Not supported by the latest release and might be lacking features
|
||||
@@ -26,5 +26,3 @@ Remarks:
|
||||
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
|
||||
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
|
||||
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
|
||||
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
|
||||
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
|
||||
|
||||
@@ -1,20 +1,41 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
|
||||
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
|
||||
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
|
||||
> OpenXR extension the plugin won't output any glove data.
|
||||
|
||||
Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor.
|
||||
|
||||
## PCVR Mode
|
||||
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section:
|
||||
|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
|
||||

|
||||
|
||||
## Standalone Mode
|
||||
> [!CAUTION]
|
||||
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
|
||||
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
|
||||
> break on SteamVR. One possible reason is that
|
||||
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
|
||||
> Further investigation is needed to identify the exact underlying cause.
|
||||
|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
|
||||
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled:
|
||||
|
||||
## Third-Party Tutorials
|
||||

|
||||
|
||||
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
|
||||
> [!NOTE]
|
||||
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
|
||||
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
|
||||
> Enabling this feature is only necessary if you wish to use hand-tracking as a
|
||||
> fallback option when no glove is connected to your PC.
|
||||
|
||||
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
|
||||
|
||||
> [!CAUTION]
|
||||
> As noted in the
|
||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
||||
> rendering it unusable.
|
||||
>
|
||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
||||
|
||||
BIN
Binary file not shown.
-77
@@ -1,77 +0,0 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
## Meta Quest Link App
|
||||
|
||||
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> Enabling `Developer runtime features` in the Meta Quest Link requires a
|
||||
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
|
||||
> If you are not signed in using a Meta Developer Account, this option won't
|
||||
> be shown to you inside Meta Quest Link.
|
||||
|
||||
> [!CAUTION]
|
||||
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
|
||||
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
|
||||
> break on SteamVR. One possible reason is that
|
||||
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
|
||||
> Further investigation is needed to identify the exact underlying cause.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

|
||||
|
||||
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
|
||||
|
||||
### VIVE Business Streaming App
|
||||
|
||||
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
|
||||
|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
|
||||
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
|
||||
> Enabling this feature is only necessary if you wish to use hand-tracking as a
|
||||
> fallback option when no glove is connected to your PC.
|
||||
|
||||
### SteamVR App
|
||||
|
||||
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
BIN
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BIN
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-87
@@ -1,87 +0,0 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
|
||||
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
|
||||
> would suffice for functional glove data retrieval using OpenXR,
|
||||
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
|
||||
> won't work on Android without the `Meta XR` plugin availability.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
|
||||
|
||||
### ViveOpenXR Plugin
|
||||
|
||||
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

|
||||
|
||||
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
|
||||
> your HTC VIVE in Standalone mode won't be possible, whether you enable
|
||||
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
|
||||
> a 2D app.
|
||||
|
||||
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
|
||||
|
||||
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
|
||||
|
||||

|
||||
|
||||
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
|
||||
|
||||
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
|
||||
|
||||
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||

|
||||
|
||||
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||
|
||||
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
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-17
@@ -1,17 +0,0 @@
|
||||
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
LFS
Executable
BIN
Binary file not shown.
@@ -3,47 +3,3 @@
|
||||
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
|
||||
|
||||
For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
|
||||
|
||||
## Prerequisites
|
||||
|
||||
Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
|
||||
|
||||
## Meta Quest 2 Controller
|
||||
|
||||
For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## Meta Quest Pro Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## Meta Quest 3 Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Tracker
|
||||
|
||||
For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Focus 3 Wrist Tracker
|
||||
|
||||
The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
|
||||
|
||||
### PCVR Mode
|
||||
|
||||
When running in PCVR mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||
")
|
||||
|
||||
### Standalone Mode
|
||||
|
||||
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||
")
|
||||
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BIN
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BIN
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BIN
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BIN
Binary file not shown.
@@ -3,8 +3,6 @@
|
||||
```
|
||||
SENSEGLOVE SDK LICENSE
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
|
||||
Purchase of the Product does not entitle you to ownership or a license to any
|
||||
software generated by SenseGlove for use with the Product (the “Software”).
|
||||
To the extent that SenseGlove, in its sole discretion, grants you access to any
|
||||
|
||||
@@ -5,8 +5,6 @@ The SenseGlove Unreal Engine Handbook is licensed under the terms of the CC BY (
|
||||
```
|
||||
Attribution 4.0 International
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
|
||||
=======================================================================
|
||||
|
||||
Creative Commons Corporation ("Creative Commons") is not a law firm and
|
||||
|
||||
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
|
||||
```
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 - 2025 SenseGlove
|
||||
Copyright (c) 2020 - 2024 SenseGlove
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -17,17 +17,16 @@ Here are a few important notes to consider:
|
||||
</div>
|
||||
|
||||
> [!CAUTION]
|
||||
> As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
|
||||
> `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
|
||||
> function. Without this OpenXR extension, the plugin won't output any glove
|
||||
> data.
|
||||
> Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
|
||||
> and `OpenXRHandTracking` plugins. However, for this to function on Android
|
||||
> in standalone mode in conjunction with other plugins such as `Meta XR` or
|
||||
> `ViveOpenXR` plugins, or
|
||||
> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
|
||||
> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
|
||||
|
||||
## Third-Party Tutorials
|
||||
|
||||
This [Android Standalone Mode Deployment tutorials series](third-party-tutorials/) covers how to build and deploy Unreal Engine `5.5` Projects APK to Android and Meta Quest 3S/3/Pro/2 in standalone mode. Furthermore, it covers the how-to on enabling OpenXR hand-tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) plugins.
|
||||
> As noted in the
|
||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
||||
> rendering it unusable.
|
||||
>
|
||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
||||
>
|
||||
> This also means that although the SenseGlove Unreal Engine Plugin is able to
|
||||
> produce FXRMotionControllerData for SenseGlove devices just fine, the
|
||||
> hand-tracking on Android won't work. So, the fallback to hand-tracking
|
||||
> mechanism on Android is broken at the moment.
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
# Third-Party Tutorials: Android Standalone Mode Deployment
|
||||
|
||||
## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode
|
||||
|
||||
This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
|
||||
|
||||
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
|
||||
|
||||
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
|
||||
|
||||
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
|
||||
|
||||
- Meta Quest 3S
|
||||
- Meta Quest 3
|
||||
- Meta Quest Pro
|
||||
- Meta Quest 2
|
||||
- HTC VIVE Focus Vision
|
||||
- HTC VIVE XR Elite
|
||||
- HTC VIVE Focus 3
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
@@ -5,7 +5,6 @@
|
||||
| Handbook Revision | {{ #sg-handbook-revision }} |
|
||||
| Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) |
|
||||
| Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) |
|
||||
| Handbook ePub URL | [{{ #sg-handbook-epub-url }}]({{ #sg-handbook-epub-url }}) |
|
||||
| Git Branch | {{ #sg-git-branch }} |
|
||||
| Git Tag | {{ #sg-git-tag }} |
|
||||
| Git Commit | {{ #sg-git-commit }} |
|
||||
|
||||
@@ -30,167 +30,6 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
|
||||
|
||||

|
||||
|
||||
## HTC VIVE Specific Optimizations in Standalone Mode
|
||||
|
||||
Headsets like the HTC VIVE Focus 3 and Focus Vision have larger framebuffers, higher eye-buffer size, wider fields of view (FOV), and varying refresh rates compared to HMDs like the Meta Quest series. As a result, performance can differ when running the same content across these devices.
|
||||
|
||||
### Setting a Custom Pixel Density
|
||||
|
||||
If performance on the Focus 3 or Focus Vision is lower than on the Quest, we recommend adjusting the **Pixel Density** to approximately `0.8` (or a value suited to your content). This reduces the eye buffer size, and matches the resolution of Quest 2, hence increasing FPS:
|
||||
|
||||

|
||||
|
||||
### Setting a Lower Refresh Rate
|
||||
|
||||
The `ViveOpenXR` plugin provides various Blueprint functions to query the supported refresh rates and adjust the current refresh rate according to your needs:
|
||||
|
||||

|
||||
|
||||
But, before you'd be able to make these adjustments you have to enable the relevant settings by navigating to `Edit > Project Settings > Plugins > Vive OpenXR` and ensure the `Enable Display Refresh Rate` option is checked. This option enables the OpenXR extension `XR_FB_display_refresh_rate` support which allows your application to dynamically adjust the display refresh rate in order to improve the overall user experience. Please note that You need to restart the engine to apply new settings after changing this setting.
|
||||
|
||||

|
||||
|
||||
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
|
||||
|
||||

|
||||
|
||||
At the moment with most devices it returns `75.0` and `90.0` hz values.
|
||||
|
||||
To change the current display refresh rate use the Blueprint function `Request Display Refresh Rate`:
|
||||
|
||||

|
||||
|
||||
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
|
||||
|
||||

|
||||
|
||||
If you're looking to squeeze more performance out of your HTC VIVE HMD in standalone mode, consider lowering the target refresh rate from `90hz` to `75hz`. This can help reduce GPU workload and improve overall stability while still maintaining a somewhat smooth experience.
|
||||
|
||||
### HTC VIVE Optimal Rendering Settings
|
||||
|
||||
As a last resort consider adding the following rendering settings to your project's `DefaultEngine.ini` under the `/Script/Engine.RendererSettings` section and experiment with them until you obtain your desired results:
|
||||
|
||||
```ini
|
||||
[/Script/Engine.RendererSettings]
|
||||
r.Mobile.DisableVertexFog=True
|
||||
r.Mobile.AllowDitheredLODTransition=False
|
||||
r.Mobile.AllowSoftwareOcclusion=False
|
||||
r.Mobile.VirtualTextures=False
|
||||
r.DiscardUnusedQuality=False
|
||||
r.AllowOcclusionQueries=True
|
||||
r.MinScreenRadiusForLights=0.030000
|
||||
r.MinScreenRadiusForDepthPrepass=0.030000
|
||||
r.MinScreenRadiusForCSMDepth=0.010000
|
||||
r.PrecomputedVisibilityWarning=False
|
||||
r.TextureStreaming=True
|
||||
Compat.UseDXT5NormalMaps=False
|
||||
r.VirtualTextures=False
|
||||
r.VirtualTexturedLightmaps=False
|
||||
r.VT.TileSize=128
|
||||
r.VT.TileBorderSize=4
|
||||
r.vt.FeedbackFactor=16
|
||||
r.VT.EnableCompressZlib=True
|
||||
r.VT.EnableCompressCrunch=False
|
||||
r.ClearCoatNormal=False
|
||||
r.ReflectionCaptureResolution=128
|
||||
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
|
||||
r.ForwardShading=True
|
||||
r.VertexFoggingForOpaque=True
|
||||
r.AllowStaticLighting=True
|
||||
r.NormalMapsForStaticLighting=False
|
||||
r.GenerateMeshDistanceFields=False
|
||||
r.DistanceFieldBuild.EightBit=False
|
||||
r.GenerateLandscapeGIData=False
|
||||
r.DistanceFieldBuild.Compress=False
|
||||
r.TessellationAdaptivePixelsPerTriangle=48.000000
|
||||
r.SeparateTranslucency=True
|
||||
r.TranslucentSortPolicy=0
|
||||
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
|
||||
r.CustomDepth=1
|
||||
r.CustomDepthTemporalAAJitter=True
|
||||
r.PostProcessing.PropagateAlpha=2
|
||||
r.DefaultFeature.Bloom=False
|
||||
r.DefaultFeature.AmbientOcclusion=False
|
||||
r.DefaultFeature.AmbientOcclusionStaticFraction=True
|
||||
r.DefaultFeature.AutoExposure=False
|
||||
r.DefaultFeature.AutoExposure.Method=0
|
||||
r.DefaultFeature.AutoExposure.Bias=1.000000
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
|
||||
r.EyeAdaptation.EditorOnly=False
|
||||
r.DefaultFeature.MotionBlur=False
|
||||
r.DefaultFeature.LensFlare=False
|
||||
r.TemporalAA.Upsampling=False
|
||||
r.SSGI.Enable=False
|
||||
r.AntiAliasingMethod=3
|
||||
r.DefaultFeature.LightUnits=1
|
||||
r.DefaultBackBufferPixelFormat=4
|
||||
r.Shadow.UnbuiltPreviewInGame=True
|
||||
r.StencilForLODDither=False
|
||||
r.EarlyZPass=3
|
||||
r.EarlyZPassOnlyMaterialMasking=False
|
||||
r.DBuffer=True
|
||||
r.ClearSceneMethod=1
|
||||
r.VelocityOutputPass=0
|
||||
r.Velocity.EnableVertexDeformation=0
|
||||
r.SelectiveBasePassOutputs=False
|
||||
bDefaultParticleCutouts=False
|
||||
fx.GPUSimulationTextureSizeX=1024
|
||||
fx.GPUSimulationTextureSizeY=1024
|
||||
r.AllowGlobalClipPlane=False
|
||||
r.GBufferFormat=1
|
||||
r.MorphTarget.Mode=True
|
||||
r.GPUCrashDebugging=False
|
||||
vr.InstancedStereo=True
|
||||
r.MobileHDR=False
|
||||
vr.MobileMultiView=True
|
||||
r.Mobile.UseHWsRGBEncoding=True
|
||||
vr.RoundRobinOcclusion=False
|
||||
vr.ODSCapture=False
|
||||
r.MeshStreaming=False
|
||||
r.WireframeCullThreshold=5.000000
|
||||
r.RayTracing=False
|
||||
r.RayTracing.UseTextureLod=False
|
||||
r.SupportStationarySkylight=True
|
||||
r.SupportLowQualityLightmaps=True
|
||||
r.SupportPointLightWholeSceneShadows=True
|
||||
r.SupportAtmosphericFog=True
|
||||
r.SupportSkyAtmosphere=True
|
||||
r.SupportSkyAtmosphereAffectsHeightFog=False
|
||||
r.SkinCache.CompileShaders=False
|
||||
r.SkinCache.DefaultBehavior=1
|
||||
r.SkinCache.SceneMemoryLimitInMB=128.000000
|
||||
r.Mobile.EnableStaticAndCSMShadowReceivers=True
|
||||
r.Mobile.EnableMovableLightCSMShaderCulling=True
|
||||
r.Mobile.AllowDistanceFieldShadows=True
|
||||
r.Mobile.AllowMovableDirectionalLights=True
|
||||
r.MobileNumDynamicPointLights=4
|
||||
r.MobileDynamicPointLightsUseStaticBranch=True
|
||||
r.Mobile.EnableMovableSpotlights=False
|
||||
r.Mobile.EnableMovableSpotlightsShadow=False
|
||||
r.GPUSkin.Support16BitBoneIndex=False
|
||||
r.GPUSkin.Limit2BoneInfluences=False
|
||||
r.SupportDepthOnlyIndexBuffers=True
|
||||
r.SupportReversedIndexBuffers=True
|
||||
r.LightPropagationVolume=False
|
||||
r.Mobile.AmbientOcclusion=False
|
||||
r.GPUSkin.UnlimitedBoneInfluences=False
|
||||
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
|
||||
r.Mobile.PlanarReflectionMode=0
|
||||
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
|
||||
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
|
||||
VisualizeCalibrationColorMaterialPath=None
|
||||
VisualizeCalibrationCustomMaterialPath=None
|
||||
VisualizeCalibrationGrayscaleMaterialPath=None
|
||||
r.Mobile.AntiAliasing=3
|
||||
r.Mobile.FloatPrecisionMode=2
|
||||
r.OpenGL.ForceDXC=0
|
||||
r.DynamicGlobalIlluminationMethod=1
|
||||
r.ReflectionMethod=1
|
||||
r.Shadow.Virtual.Enable=0
|
||||
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
|
||||
```
|
||||
|
||||
## Game User Settings and Engine Scalability Settings
|
||||
|
||||
Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself.
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -16,9 +16,6 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
|
||||
- [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](../getting-started/sensecom/microsoft-windows.md)
|
||||
- [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/)
|
||||
- [PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/)
|
||||
- [Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/)
|
||||
- [Third-Party Tutorials](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/)
|
||||
- [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/)
|
||||
- [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md)
|
||||
- [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
|
||||
@@ -59,7 +56,6 @@ Toipcs that do not fall under any specific category:
|
||||
|
||||
- [SenseGlove Console Commands](../misc/console-commands/)
|
||||
- [Deploying to Android (Standalone)](../misc/android-standalone-deployment/)
|
||||
- [Third-Party Tutorials](../misc/android-standalone-deployment/third-party-tutorials/)
|
||||
- [Upgrade Guide](../misc/upgrade-guide/)
|
||||
- [Optimizing for Higher FPS](../misc/optimize-higher-fps/)
|
||||
|
||||
@@ -75,7 +71,6 @@ For users familiar with the basics, this section explores advanced features of t
|
||||
- [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/)
|
||||
- [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
|
||||
- [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
|
||||
- [Third-Party Tutorials](../advanced-topics/openxr/third-party-tutorials/)
|
||||
|
||||
## 🔌 Low-Level API
|
||||
|
||||
|
||||
BIN
Binary file not shown.
@@ -6,33 +6,4 @@ Provides the tracking settings related to head-mounted displays (HDMs) and their
|
||||
|
||||
## ViveHMDDetectionPriority
|
||||
|
||||
Determines which VIVE HMD to prioritize for detection, as the current detection mechanism cannot differentiate between HTC VIVE Focus Vision, HTC VIVE XR Elite, and HTC VIVE Focus 3.
|
||||
|
||||
The following values are possible:
|
||||
|
||||
```cpp
|
||||
/*
|
||||
* The HTC VIVE HMD detection priority for HTC devices that we cannot distinguish.
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class ESGViveHMDDetectionPriority : uint8
|
||||
{
|
||||
/* First try to detect HTC VIVE Focus Vision, then XR Elite, and then Focus 3. */
|
||||
FocusVision_XRElite_Focus3 UMETA(DisplayName = "Focus Vision (1st), XR Elite (2nd), Focus3 (3rd)"),
|
||||
|
||||
/* First try to detect HTC VIVE Focus Vision, then Focus 3, and then XR Elite. */
|
||||
FocusVision_Focus3_XRElite UMETA(DisplayName = "Focus Vision (1st), Focus3 (2nd), XR Elite (3rd)"),
|
||||
|
||||
/* First try to detect HTC VIVE XR Elite, then Focus Vision, and then Focus 3. */
|
||||
XRElite_FocusVision_Focus3 UMETA(DisplayName = "XR Elite (1st), Focus Vision (2nd), Focus3 (3rd)"),
|
||||
|
||||
/* First try to detect HTC VIVE XR Elite, then Focus 3, and then Focus Vision. */
|
||||
XRElite_Focus3_FocusVision UMETA(DisplayName = "XR Elite (1st), Focus3 (2nd), Focus Vision (3rd)"),
|
||||
|
||||
/* First try to detect HTC VIVE Focus 3, then Focus Vision, and then XR Elite. */
|
||||
Focus3_FocusVision_XRElite UMETA(DisplayName = "Focus3 (1st), Focus Vision (2nd), XR Elite (3rd)"),
|
||||
|
||||
/* First try to detect HTC VIVE Focus 3, then XR Elite, and then Focus Vision. */
|
||||
Focus3_XRElite_FocusVision UMETA(DisplayName = "Focus3 (1st), XR Elite (2nd), Focus Vision (3rd)"),
|
||||
};
|
||||
```
|
||||
Determines which VIVE HMD to prioritize for detection, as the current detection mechanism cannot differentiate between the HTC VIVE Focus 3 and the HTC VIVE XR Elite.
|
||||
|
||||
+8
-26
@@ -2,28 +2,11 @@
|
||||
|
||||
Provides the tracking settings applicable to wrist-tracking hardware.
|
||||
|
||||
## OpenXRPositionalTrackingProvider
|
||||
|
||||
Specifies the type of OpenXR provider to use in order to extract the positional tracking data from the underlying XR system. If set to None, the plugin attempts to set this automatically by considering a combination of approaches including, the current value of `TrackingHardware` specified below, the platform it's targeted at, the available OpenXR plugins, along with HMD auto-detection mechanism to specify a compatible OpenXR tracking provider. Please note that the OpenXR provider depends on the combination of plugins, platform, and the settings you use. For example, it is possible to use a Vive Focus 3 Wrist Tracker on Microsoft Windows along with the Epic `OpenXRViveTracker` plugin and check the option `Emulate VIVE Wrist Tracker as VIVE Tracker` inside the VIVE Business Streaming application's Input settings. In that case, the correct OpenXR positional tracking provider to use would be `OpenXRViveTracker`. However, using the official ViveOpenXR plugin on Android, the correct OpenXR provider would be `OpenXRViveWristTracker`.
|
||||
|
||||
> [!CAUTION]
|
||||
> HMD auto-detection is currently an experimental feature and may fail because
|
||||
> HMD vendors occasionally change the properties utilized by the plugin for HMD
|
||||
> detection. If you encounter issues, such as incorrect tracker offsets, it is
|
||||
> recommended to explicitly specify the tracking hardware.
|
||||
|
||||
> [!CAUTION]
|
||||
> Due to highly experimental nature of the HMD auto-detection feature, the HTC
|
||||
> VIVE Focus Vision, HTC VIVE Focus 3, and HTC VIVE XR Elite cannot be
|
||||
> distinguished from each other in the current iteration. However, since the
|
||||
> tracker devices and offsets for all these headsets are the same, this should
|
||||
> not affect the performance or any functionality. The order in which the HMD is
|
||||
> detected can be specified through the
|
||||
> [HMD-tracker setting `ViveHMDDetectionPriority`](../hmd-tracking.html#vivehmddetectionpriority).
|
||||

|
||||
|
||||
## TrackingHardware
|
||||
|
||||
Specifies the type of tracking hardware to use. If set to `None`, the plugin attempts at HMD auto-detection to automatically specify a compatible tracking hardware. If set to `Custom`, any desired location and rotation can be specified.
|
||||
Specifies the type of tracking hardware to use. If set to `None`, the plugin attempts at HMD auto-detection to automatically specify a compatible tracking hardware. If set to `Custom`, aby desired location and rotation can be specified.
|
||||
|
||||
At the moment the following hardware are supported:
|
||||
|
||||
@@ -43,11 +26,10 @@ At the moment the following hardware are supported:
|
||||
|
||||
> [!CAUTION]
|
||||
> Due to highly experimental nature of the HMD auto-detection feature, the HTC
|
||||
> VIVE Focus Vision, HTC VIVE Focus 3, and HTC VIVE XR Elite cannot be
|
||||
> distinguished from each other in the current iteration. However, since the
|
||||
> tracker devices and offsets for all these headsets are the same, this should
|
||||
> not affect the performance or any functionality. The order in which the HMD is
|
||||
> detected can be specified through the
|
||||
> VIVE Focus 3 and HTC XR Elite cannot be distinguished from each other in the
|
||||
> current iteration. However, since the tracker devices and offsets for both
|
||||
> headsets are the same, this should not affect performance or functionality.
|
||||
> The order in which the HMD is detected can be specified through the
|
||||
> [HMD-tracker setting `ViveHMDDetectionPriority`](../hmd-tracking.html#vivehmddetectionpriority).
|
||||
|
||||
## TrackingHardwareLocationOffsetLeftHand
|
||||
@@ -80,7 +62,7 @@ Sets a custom rotation offset for right hand's wrist-tracking hardware.
|
||||
|
||||
## LeftHandMotionSource
|
||||
|
||||
Determines the motion source for the left hand. For Oculus HMDs, this is usually `Left`, and for VIVE HMDs using VIVE Wrist Trackers, [VIVE Business Streaming, and SteamVR](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/), it's typically `LeftFoot`. For the [`OpenXRVive` plugin on Android Standalone Mode](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) using the VIVE Wrist Trackers, this typically is `LeftWristTracker`.
|
||||
Determines the motion source for the left hand. For Oculus HMDs, this is usually `Left`, and for VIVE HMDs, it's typically `LeftFoot`.
|
||||
|
||||
> [!NOTE]
|
||||
> For VIVE devices using SteamVR, the motion source hardware for the left hand
|
||||
@@ -88,7 +70,7 @@ Determines the motion source for the left hand. For Oculus HMDs, this is usually
|
||||
|
||||
## RightHandMotionSource
|
||||
|
||||
Determines the motion source for the right hand. For Oculus HMDs, this is usually `Right`, and for VIVE HMDs using VIVE Wrist Trackers, [VIVE Business Streaming, and SteamVR](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/), it's typically `RightFoot`. For the [`OpenXRVive` plugin on Android Standalone Mode](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) using the VIVE Wrist Trackers, this typically is `RightWristTracker`.
|
||||
Determines the motion source for the right hand. For Oculus HMDs, this is usually `Right`, and for VIVE HMDs, it's typically `RightFoot`.
|
||||
|
||||
> [!NOTE]
|
||||
> For VIVE devices using SteamVR, the motion source hardware for the right hand
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -124,7 +124,7 @@ Handbook:
|
||||
|
||||
Pack:
|
||||
Directory: Documentation
|
||||
Epub: true
|
||||
Epub: false
|
||||
Html: true
|
||||
Pdf: true
|
||||
|
||||
|
||||
+1
-6
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "2.4.2",
|
||||
"VersionName": "2.2.2",
|
||||
"FriendlyName": "SenseGlove",
|
||||
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
|
||||
"Category": "Virtual Reality",
|
||||
@@ -10,7 +10,6 @@
|
||||
"DocsURL": "https://unreal.docs.senseglove.com/",
|
||||
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
|
||||
"SupportURL": "https://www.senseglove.com/support/",
|
||||
"EngineVersion": "5.2.0",
|
||||
"CanContainContent": true,
|
||||
"IsBetaVersion": false,
|
||||
"IsExperimentalVersion": false,
|
||||
@@ -275,10 +274,6 @@
|
||||
}
|
||||
],
|
||||
"Plugins": [
|
||||
{
|
||||
"Name": "AndroidPermission",
|
||||
"Enabled": true
|
||||
},
|
||||
{
|
||||
"Name": "OpenXR",
|
||||
"Enabled": true,
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -236,11 +236,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
|
||||
Super::SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
|
||||
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
|
||||
Super::SetAnimInstanceClass(USGVirtualHandAnimInstance::StaticClass());
|
||||
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
|
||||
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
|
||||
bRight = true;
|
||||
|
||||
@@ -295,15 +291,6 @@ FSGVirtualHandSettings USGVirtualHandComponent::GetVirtualHandSettings() const
|
||||
return VirtualHandSettings;
|
||||
}
|
||||
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
|
||||
void USGVirtualHandComponent::SetAnimInstanceClass(UClass* NewClass)
|
||||
{
|
||||
ensureAlwaysMsgf((TIsDerivedFrom<decltype(NewClass), USGVirtualHandAnimInstance>::IsDerived),
|
||||
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
|
||||
|
||||
Super::SetAnimInstanceClass(NewClass);
|
||||
}
|
||||
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
|
||||
{
|
||||
ensureAlwaysMsgf((TIsDerivedFrom<decltype(NewClass), USGVirtualHandAnimInstance>::IsDerived),
|
||||
@@ -311,7 +298,6 @@ void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
|
||||
|
||||
Super::SetAnimClass(NewClass);
|
||||
}
|
||||
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
|
||||
void USGVirtualHandComponent::PostInitProperties()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -36,7 +36,6 @@
|
||||
#include "SenseGlove/Components/SGWristTrackerComponent.h"
|
||||
|
||||
#include "IXRTrackingSystem.h"
|
||||
#include "MotionDelayBuffer.h"
|
||||
|
||||
#include "SGDebug/SGDebugGizmo.h"
|
||||
#include "SGSettings/SGSettings.h"
|
||||
@@ -159,7 +158,6 @@ FSGWristTrackingSettings USGWristTrackerComponent::GetWristTrackingSettings() co
|
||||
}
|
||||
|
||||
const FSGWristTrackingSettings WristTrackingSettings{
|
||||
PluginWristTrackingSettings.OpenXRPositionalTrackingProvider,
|
||||
PluginWristTrackingSettings.TrackingHardware,
|
||||
PluginWristTrackingSettings.TrackingHardwareLocationOffsetLeftHand,
|
||||
PluginWristTrackingSettings.TrackingHardwareLocationOffsetRightHand,
|
||||
@@ -346,17 +344,12 @@ void USGWristTrackerComponent::FImpl::OverridePluginSettingsPropertyChanged()
|
||||
|
||||
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
|
||||
{
|
||||
if (!GEngine)
|
||||
if (GEngine)
|
||||
{
|
||||
return;
|
||||
Owner->SetTrackingSource(Owner->IsRight()
|
||||
? Owner->GetWristTrackingSettings().RightHandMotionSource
|
||||
: Owner->GetWristTrackingSettings().LeftHandMotionSource);
|
||||
}
|
||||
|
||||
const FName& TrackingMotionSource{
|
||||
Owner->IsRight()
|
||||
? Owner->GetWristTrackingSettings().RightHandMotionSource
|
||||
: Owner->GetWristTrackingSettings().LeftHandMotionSource
|
||||
};
|
||||
Owner->SetTrackingMotionSource(TrackingMotionSource);
|
||||
}
|
||||
|
||||
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -33,6 +33,8 @@
|
||||
*/
|
||||
|
||||
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Delegates/IDelegateInstance.h"
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -146,11 +146,7 @@ public:
|
||||
}
|
||||
|
||||
public:
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
|
||||
virtual void SetAnimInstanceClass(class UClass* NewClass) override;
|
||||
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
virtual void SetAnimClass(class UClass* NewClass) override;
|
||||
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
|
||||
|
||||
virtual void PostInitProperties() override;
|
||||
|
||||
@@ -181,6 +177,7 @@ public:
|
||||
bool IsGloveConnected() const;
|
||||
USGHapticGlove* GetConnectedGlove() const;
|
||||
|
||||
UE_DEPRECATED(5.5, "Deprecated by UE 5.5 in favor of GetMotionControllerState and GetHandTrackingState")
|
||||
bool GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData);
|
||||
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -165,6 +165,7 @@ protected:
|
||||
FActorComponentTickFunction* ThisTickFunction);
|
||||
|
||||
public:
|
||||
UE_DEPRECATED(5.5, "Deprecated by UE 5.5 in favor of GetMotionControllerState and GetHandTrackingState")
|
||||
bool GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData);
|
||||
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -1,190 +0,0 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#include "SGAndroid/SGAndroidPermissions.h"
|
||||
|
||||
#include "AndroidPermissionCallbackProxy.h"
|
||||
#include "AndroidPermissionFunctionLibrary.h"
|
||||
#include "Engine/Engine.h"
|
||||
|
||||
#include "SGLog/SGLog.h"
|
||||
|
||||
struct USGAndroidPermissions::FImpl
|
||||
{
|
||||
/************************
|
||||
* Member variables
|
||||
************************/
|
||||
|
||||
TFunction<void(const TArray<FString>&, const TArray<bool>&)> PermissionsGrantedCallback;
|
||||
|
||||
/************************
|
||||
* Owner object
|
||||
************************/
|
||||
|
||||
USGAndroidPermissions* Owner;
|
||||
|
||||
/************************
|
||||
* Constructor / Destructor
|
||||
************************/
|
||||
|
||||
explicit FImpl(USGAndroidPermissions* InOwner);
|
||||
~FImpl();
|
||||
|
||||
/************************
|
||||
* Default copy constructor & copy assignment operator
|
||||
************************/
|
||||
|
||||
FImpl(const FImpl& Rhs) = default;
|
||||
FImpl& operator=(const FImpl& Rhs) = default;
|
||||
};
|
||||
|
||||
USGAndroidPermissions* USGAndroidPermissions::GetInstance()
|
||||
{
|
||||
if (!ensureAlwaysMsgf(GEngine, TEXT("The engine has not been initialized!")))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
USGAndroidPermissions* Instance{GEngine->GetEngineSubsystem<USGAndroidPermissions>()};
|
||||
return Instance;
|
||||
}
|
||||
|
||||
USGAndroidPermissions::USGAndroidPermissions()
|
||||
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
|
||||
{
|
||||
}
|
||||
|
||||
void USGAndroidPermissions::Request(
|
||||
const TFunction<void(const TArray<FString>&, const TArray<bool>&)>& PermissionsGrantedCallback)
|
||||
{
|
||||
TArray<FString> Permissions{
|
||||
"android.permission.ACCESS_BACKGROUND_LOCATION",
|
||||
"android.permission.ACCESS_FINE_LOCATION",
|
||||
"android.permission.BLUETOOTH",
|
||||
"android.permission.BLUETOOTH_ADMIN",
|
||||
"android.permission.BLUETOOTH_ADVERTISE",
|
||||
"android.permission.BLUETOOTH_CONNECT",
|
||||
"android.permission.BLUETOOTH_SCAN",
|
||||
};
|
||||
|
||||
bool bHasAllRequiredPermissions = false;
|
||||
for (const FString& Permission: Permissions)
|
||||
{
|
||||
const bool bHasPermission = UAndroidPermissionFunctionLibrary::CheckPermission(Permission);
|
||||
bHasAllRequiredPermissions = bHasPermission;
|
||||
if (!bHasAllRequiredPermissions)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!bHasAllRequiredPermissions)
|
||||
{
|
||||
Pimpl->PermissionsGrantedCallback = PermissionsGrantedCallback;
|
||||
|
||||
UAndroidPermissionFunctionLibrary::AcquirePermissions(
|
||||
MoveTemp(Permissions))->OnPermissionsGrantedDelegate.AddUObject(
|
||||
this, &USGAndroidPermissions::OnPermissionsGranted);
|
||||
}
|
||||
else
|
||||
{
|
||||
TArray<bool> GrantedResults;
|
||||
for (int32 i = 0; i < Permissions.Num(); ++i)
|
||||
{
|
||||
GrantedResults.Add(true);
|
||||
}
|
||||
PermissionsGrantedCallback(MoveTemp(Permissions), MoveTemp(GrantedResults));
|
||||
}
|
||||
}
|
||||
|
||||
void USGAndroidPermissions::OnPermissionsGranted(const TArray<FString>& Permissions, const TArray<bool>& GrantResults)
|
||||
{
|
||||
if (!ensureAlwaysMsgf(Permissions.Num() == GrantResults.Num(),
|
||||
TEXT("Mismatched number of Permissions and GrantedResults!")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < Permissions.Num(); i++)
|
||||
{
|
||||
if (GrantResults[i])
|
||||
{
|
||||
SGLOG("Permission Granted", Permissions[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
SGLOG("Permission Denied", Permissions[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Pimpl->PermissionsGrantedCallback(Permissions, GrantResults);
|
||||
}
|
||||
|
||||
bool USGAndroidPermissions::ShouldCreateSubsystem(UObject* Outer) const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void USGAndroidPermissions::Initialize(FSubsystemCollectionBase& Collection)
|
||||
{
|
||||
SGLOG("Initializing the SenseGlove Android permissions singleton with the engine lifetime...");
|
||||
|
||||
Super::Initialize(Collection);
|
||||
|
||||
SGLOG("The SenseGlove Android permissions singleton has been successfully initialized with the engine lifetime!");
|
||||
}
|
||||
|
||||
void USGAndroidPermissions::Deinitialize()
|
||||
{
|
||||
SGLOG("De-initializing the SenseGlove Android permissions singleton due to the engine lifetime expiration...");
|
||||
|
||||
Super::Deinitialize();
|
||||
|
||||
(void) Pimpl.Release();
|
||||
|
||||
SGLOG("The SenseGlove Android permissions singleton has been successfully de-initialized!");
|
||||
}
|
||||
|
||||
USGAndroidPermissions::FImpl::FImpl(USGAndroidPermissions* InOwner)
|
||||
: Owner(InOwner)
|
||||
{
|
||||
}
|
||||
|
||||
USGAndroidPermissions::FImpl::~FImpl() = default;
|
||||
|
||||
void USGAndroidPermissions::FImplDeleter::operator()(const FImpl* P) const
|
||||
{
|
||||
delete P;
|
||||
}
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -35,9 +35,6 @@
|
||||
|
||||
#include "SenseGloveAndroidModule.h"
|
||||
|
||||
#include "Misc/CoreDelegates.h"
|
||||
|
||||
#include "SGAndroid/SGAndroidPermissions.h"
|
||||
#include "SGAndroid/SGConnectJNI.h"
|
||||
#include "SGAndroid/SGCoreJNI.h"
|
||||
#include "SGLog/SGLog.h"
|
||||
@@ -48,8 +45,16 @@ void FSenseGloveAndroidModule::StartupModule()
|
||||
{
|
||||
SGLOG("Starting up the SenseGloveAndroid module...");
|
||||
|
||||
OnPostEngineInitHandle = FCoreDelegates::OnPostEngineInit.AddRaw(
|
||||
this, &FSenseGloveAndroidModule::OnPostEngineInit);
|
||||
#if PLATFORM_ANDROID
|
||||
const int32 R1 = FSGConnectJNI::Initialize();
|
||||
const int32 R2 = FSGCoreJNI::Initialize();
|
||||
|
||||
ensureAlwaysMsgf(R1 == 0,
|
||||
TEXT("Failed to initialize the SGConnect JNI bridge to SGConnect for Android! Status Code: %d"), R1);
|
||||
|
||||
ensureAlwaysMsgf(R2 == 0,
|
||||
TEXT("Failed to initialize the SGCore JNI bridge to SGConnect for Android! Status Code: %d"), R2);
|
||||
#endif /* PLATFORM_ANDROID */
|
||||
}
|
||||
|
||||
void FSenseGloveAndroidModule::PreUnloadCallback()
|
||||
@@ -67,29 +72,4 @@ void FSenseGloveAndroidModule::ShutdownModule()
|
||||
SGLOG("Shutting down the SenseGloveAndroid module...");
|
||||
}
|
||||
|
||||
void FSenseGloveAndroidModule::OnPostEngineInit() const
|
||||
{
|
||||
#if PLATFORM_ANDROID
|
||||
USGAndroidPermissions::GetInstance()->Request(
|
||||
[](const TArray<FString>& Permissions, const TArray<bool>& GrantResults)
|
||||
{
|
||||
const int32 R1 = FSGConnectJNI::Initialize();
|
||||
const int32 R2 = FSGCoreJNI::Initialize();
|
||||
|
||||
SGLOG("FSGConnectJNI::Initialize() return code", R1);
|
||||
SGLOG("FSGCoreJNI::Initialize() return code", R2);
|
||||
|
||||
ensureAlwaysMsgf(R1 == 0,
|
||||
TEXT(
|
||||
"Failed to initialize the SGConnect JNI bridge to SGConnect for Android! Status Code: %d"
|
||||
), R1);
|
||||
|
||||
ensureAlwaysMsgf(R2 == 0,
|
||||
TEXT("Failed to initialize the SGCore JNI bridge to SGConnect for Android! Status Code: %d"
|
||||
), R2);
|
||||
|
||||
});
|
||||
#endif /* PLATFORM_ANDROID */
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -35,24 +35,17 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Delegates/IDelegateInstance.h"
|
||||
#include "Modules/ModuleInterface.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "SenseGloveAndroid"
|
||||
|
||||
class FSenseGloveAndroidModule : public IModuleInterface
|
||||
{
|
||||
private:
|
||||
FDelegateHandle OnPostEngineInitHandle;
|
||||
|
||||
public:
|
||||
virtual void StartupModule() override;
|
||||
virtual void PreUnloadCallback() override;
|
||||
virtual void PostLoadCallback() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
private:
|
||||
void OnPostEngineInit() const;
|
||||
};
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
@@ -1,82 +0,0 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Containers/Array.h"
|
||||
#include "Containers/UnrealString.h"
|
||||
#include "Subsystems/EngineSubsystem.h"
|
||||
#include "Templates/Function.h"
|
||||
#include "Templates/SharedPointer.h"
|
||||
#include "UObject/ObjectMacros.h"
|
||||
|
||||
#include "SGAndroidPermissions.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class SENSEGLOVEANDROID_API USGAndroidPermissions : public UEngineSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
static USGAndroidPermissions* GetInstance();
|
||||
|
||||
private:
|
||||
struct FImpl;
|
||||
|
||||
struct FImplDeleter
|
||||
{
|
||||
void operator()(const FImpl* P) const;
|
||||
};
|
||||
|
||||
TUniquePtr<FImpl, FImplDeleter> Pimpl;
|
||||
FImplDeleter PimplDeleter;
|
||||
|
||||
private:
|
||||
USGAndroidPermissions();
|
||||
|
||||
public:
|
||||
void Request(
|
||||
const TFunction<void(const TArray<FString>&, const TArray<bool>&)>& PermissionsGrantedCallback);
|
||||
|
||||
private:
|
||||
void OnPermissionsGranted(
|
||||
const TArray<FString>& Permissions, const TArray<bool>& GrantResults);
|
||||
|
||||
public:
|
||||
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
|
||||
|
||||
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
||||
virtual void Deinitialize() override;
|
||||
};
|
||||
@@ -7,7 +7,7 @@
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2025 SenseGlove
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user