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@@ -5,6 +5,34 @@ 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).
## [2.0.2] - 2024-04-25
This is a patch release with no code changes.
### Added
- Introduce official Unreal Engine 5.4 support to the Unreal Engine Marketplace.
### Changed
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine 5.1 as we no longer are able to push updates for this release to the Unreal Engine Marketplace. The v2.0.1 release for Unreal Engine 5.1 can be obtained from the Unreal Engine Marketplace, and v2.0.2 through our Microsoft Azure DevOps repositories. Please note that there are no actual code changes between these two releases and in terms of functionality they are almost identical.
## [2.0.1] - 2024-04-15
This is a bugfix release.
### Fixed
- Fix a bug inside both SGVirtualHandComponent and SGWristTrackerComponent where the connected glove's UObject instance gets destroyed and re-instantiated every frame. With this fix now the glove instance will be created or destroyed only when a glove connects to or disconnects from the system.
- Update the outdated Platform Support Matrix and its remarks section to reflect the latest status information.
- Fix the wrong header file description sections for the header files inside <code>SenseGloveKismet/Public/SGKismet/</code>.
### Changed
- SenseGlove libraries have been updated to v2.102.0-35d4de3f.
- Together, SenseGlove libraries v2.102.0-35d4de3f and SenseCom v1.6.1 remove the need to call ResetCalibration every time and are able to store and load calibration profiles from disk.
- SesenGloveBackend module is no longer calling FSGHandLayer::ResetCalibration on every backend initialization.
## [2.0.0] - 2024-03-22
This is the second major release of the SenseGlove Unreal Engine Plugin adding support for Nova 2 with enormous breaking changes to the current C++ and Blueprint APIs.
+7 -9
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@@ -8,10 +8,10 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Android (NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
|----------|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:-----------------:|:--------------------------:|:------------------------:|
| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | | ✅ v2.0.0 |
| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.0 | ✅ v2.0.0 |
| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.0 | ✅ v2.0.0 |
| **5.1** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | v2.0.0 | ✅ v2.0.0 |
| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.2 | ✅ v2.0.2 |
| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.2 | ✅ v2.0.2 |
| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.2 | ✅ v2.0.2 |
| **5.1** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ⚠️ v2.0.1 | ✅ 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 |
@@ -27,11 +27,9 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
Remarks:
* Per [Epic's Marketplace Guidelines](https://www.unrealengine.com/en-US/marketplace-guidelines) in regards to Code Plugins (sections 2.6.3.d and 3.1.b), we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
* Microsoft Visual Studio 2022 is not supported by Unreal Engine 4.22 through 4.26.
* All third-party libraries on Windows built against Windows SDK 10.0.
* Oculus support is only provided through the recommended Android NDK versions by Epic Games.
* The Unreal Engine 4.27+ support is provided for Android/Oculus development.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level 28+ in order to be built successfully, thus some older NDKs such as r14b.
* 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.
## Changelog
@@ -56,7 +54,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status
### Implemented as of v2.0.0
### Implemented as of v2.0.2
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
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@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.0.0",
"VersionName": "2.0.2",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -598,13 +598,18 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
}
else
{
bGloveConnected = true;
}
const bool bIsEditor = IsEditor();
@@ -613,7 +618,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bFoundGlove)
if (bGloveConnected)
{
if (!bIsVisible)
{
@@ -637,7 +642,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
return bFoundGlove;
return bGloveConnected;
}
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
@@ -250,21 +250,22 @@ bool USGWristTrackerComponent::FImpl::CheckGlove() const
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
}
if (bFoundGlove)
else
{
bGloveConnected = true;
UpdateWristTrackingData();
}
return bFoundGlove;
return bGloveConnected;
}
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
@@ -118,10 +118,6 @@ bool USGBackend::InitializeBackend()
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Force reset the hands calibration.
FSGHandLayer::ResetCalibration(false);
FSGHandLayer::ResetCalibration(true);
bBackendInitialized = true;
return true;
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
@@ -29,9 +29,7 @@
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*
*/
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