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377 Commits
Author SHA1 Message Date
Mamadou Babaei 0b9ea54816 bump the plugin version to v2.3.2 2025-01-28 14:39:14 +01:00
Mamadou Babaei 685a4341c7 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 2025-01-28 14:34:20 +01:00
Mamadou Babaei c0ed6f0554 bump the plugin version to v2.3.1 2024-11-27 10:11:14 +01:00
Mamadou Babaei 15aaf4f73c do an ensure check instead of silently ignoring the non-existent joint 2024-11-27 10:11:14 +01:00
Mamadou Babaei e5c11adec3 calculate the bone ref transforms using the current mesh rather than the reference mesh 2024-11-27 10:11:14 +01:00
Mamadou Babaei 5075b0bc17 white space and code formatting fixes 2024-11-27 10:11:14 +01:00
Mamadou Babaei 0c2ab3aa7b bump the plugin version to v2.3.0 2024-11-14 00:30:27 +01:00
Mamadou Babaei 98dba77a02 fix ue 5.5 deprecation warnings inside USGVirtualHandComponent 2024-11-14 00:26:03 +01:00
Mamadou Babaei e152842ead fix rocket build issues by adding missing the headers 2024-11-14 00:26:03 +01:00
Mamadou Babaei 3a59442cda list AndroidPermission plugin as a dependency 2024-11-14 00:26:03 +01:00
Mamadou Babaei 4a3db0b35a remove comments that probably pasted by mistake 2024-11-14 00:26:03 +01:00
Mamadou Babaei afdaaf4950 revamp the way the plugin requests permisions on Android by showing a pop-up to the user rather than silently crashing if those permisions were not already given 2024-11-14 00:26:03 +01:00
Mamadou Babaei 3e1bae1e9a implement the android permissions singleton responsible for requesting android permissions and checking those 2024-11-14 00:26:03 +01:00
Mamadou Babaei 60f09035ba re-order the required permissions alphabetically inside the android upl file 2024-11-14 00:26:03 +01:00
Mamadou Babaei 080e83a344 make the USGBackend constructor private 2024-11-14 00:26:03 +01:00
Mamadou Babaei 9a35132911 remove USGBackend class config specifier 2024-11-14 00:26:03 +01:00
Mamadou Babaei 5a2ed01e59 apply a minor formatting fix to the changelog 2024-11-14 00:26:03 +01:00
Mamadou Babaei 1cbe24a4c9 bump the plugin version to v2.2.2 2024-11-08 12:24:07 +01:00
Mamadou Babaei 1e11ab6320 fix a chain of glove and hand-tracking bugs that render the hand-tracking state invalid at certain times 2024-11-08 12:24:07 +01:00
Mamadou Babaei 551e625c1f bump the plugin version to v2.2.1 2024-10-23 14:47:23 +02:00
Mamadou Babaei 287a81356d revise documentation to point to fab instead of ue marketplace 2024-10-23 14:47:23 +02:00
Mamadou Babaei 02690badc6 bump the plugin version to v2.2.0 2024-10-22 06:42:53 +02:00
Mamadou Babaei ba4441655f list ue 5.5 in the sgum-packager configuration file 2024-10-22 06:42:53 +02:00
Mamadou Babaei 9b361f5ef9 include Runtime/Launch/Resources/Version.h only where it matters 2024-10-22 06:42:52 +02:00
Mamadou Babaei 22210f05f0 add the documentation on consuming the FXRHandTrackingState struct in both Blueprint and C++ 2024-10-22 06:42:52 +02:00
Mamadou Babaei baa2998c8d minor formatting fix 2024-10-22 06:42:52 +02:00
Mamadou Babaei 4b2654a296 change SG_BROWSER_BINARY_PATH_LINUX binary path 2024-10-22 06:42:52 +02:00
Mamadou Babaei 3393a31e5f migrate away from the deprecated FXRMotionControllerData in favor of FXRMotionControllerState and FXRHandTrackingState on UE 5.5+ 2024-10-22 06:42:47 +02:00
Mamadou Babaei 3d274c1734 bump the plugin version to v2.1.4 2024-10-22 05:27:44 +02:00
Mamadou Babaei eb8a8b197b add the missing release title to the v2.1.3 changelog entry 2024-10-22 05:26:49 +02:00
Mamadou Babaei f3f5893fd8 update the documentation on consuming the FXRMotionControllerData struct 2024-10-22 05:26:47 +02:00
Mamadou Babaei c8801a48fa bump the plugin version to v2.1.3 2024-10-11 12:30:22 +02:00
Mamadou Babaei de11ff03c8 update the platform support matrix and also add a note in regards to fab and ue marketplace transition 2024-10-11 12:30:22 +02:00
Mamadou Babaei 42c560c43c add the planned features for the v2.2.x release series 2024-10-11 12:30:22 +02:00
Mamadou Babaei dfdb6017dc silence another ue 5.5 deprecation warning with a temporary workaround for the time being 2024-10-11 12:30:22 +02:00
Mamadou Babaei 2523b54a91 avoid mentioning the patch releases in the planned features completion status page 2024-10-11 12:30:22 +02:00
Mamadou Babaei 1d9ca12cf8 address a few ue 5.5 deprecation warnings 2024-10-11 12:30:22 +02:00
Mamadou Babaei 50599d2832 add a missing header 2024-10-11 12:30:22 +02:00
Mamadou Babaei 843c528fe1 add support for epic native toolchain v23 2024-10-11 12:30:22 +02:00
Mamadou Babaei 33a0bc10b8 bump the senseglove libraries to v2.105.2-f2de4b89 2024-10-11 12:30:21 +02:00
Mamadou Babaei 2dfb39842e fix code formatting 2024-10-11 12:30:21 +02:00
Mamadou Babaei bae22c36f5 remove a redundant header 2024-10-11 12:30:21 +02:00
Mamadou Babaei cfa01f1b97 fix a bug inside USGVirtualHandComponent::PostEditChangeProperty() where the get member name check happens against the wrong class and member names 2024-10-11 12:30:21 +02:00
Mamadou Babaei ab72a893e5 fix a grammatical typo in a comment 2024-10-11 12:30:21 +02:00
Mamadou Babaei 5c902276e9 bump the plugin version to v2.1.2 2024-09-02 19:38:01 +02:00
Mamadou Babaei 63ff7ba433 update the changelog 2024-09-02 19:38:01 +02:00
Mamadou Babaei 4ee17604dd update the changelog 2024-09-02 19:38:01 +02:00
Mamadou Babaei 937b298d83 fix a few virtual hand component visibility issues 2024-09-02 19:38:01 +02:00
Mamadou Babaei 5c33917333 fix the non-existent default hand-mesh warnings polluting the logs when packaging the game 2024-09-02 19:38:01 +02:00
Mamadou Babaei 6d2103bb9b update the changelog 2024-09-02 19:38:01 +02:00
Mamadou Babaei 0b30940ee7 fix the wrong script name for USXRTrackerKismetLibrary 2024-09-02 19:38:01 +02:00
Mamadou Babaei ba92e4313d fix the wrong script name for USGHMDTrackerKismetLibrary 2024-09-02 19:38:01 +02:00
Mamadou Babaei c9e8e24ee0 expand the clickable area on the handbook index page revision buttons 2024-09-02 19:38:01 +02:00
Mamadou Babaei f19f76d439 an overview title fix to match the summary file 2024-09-02 19:38:00 +02:00
Mamadou Babaei 3ddef7fe40 bump the SenseGlove Unreal Engine Plugin to v2.1.1 2024-08-18 01:46:19 +02:00
Mamadou Babaei 98c40746d2 fix documentation typos 2024-08-18 01:46:19 +02:00
Mamadou Babaei 59f8e1a71a fix a bug where SG_GIT_IS_SHALLOW_CLONE while building the handbook is always set to yes even if it's not a shadow clone 2024-08-18 01:32:14 +02:00
Mamadou Babaei 5a9768b42e removed android ndk r25 armv7 and x86 dependencies brought back by mistake while merging v2.1.0 from the dev branch to the master branch 2024-08-18 00:53:07 +02:00
Mamadou Babaei fc679a9f42 fix a bug that causes a handbook revision mismatch when deploying the handbook from the dev branch 2024-08-18 00:27:05 +02:00
Mamadou Babaei 978883d19b fix the messed up changelog file caused by cherry-picking merge conflicts between the dev branch and the master branch 2024-08-18 00:05:25 +02:00
Mamadou Babaei afc2c75b85 bump the plugin version to v2.1.0 2024-08-16 19:53:26 +02:00
Mamadou Babaei f37273bb48 fix build issues caused by cherry-pick order between v2.0.x and v2.1.x releases; the dev branch already contains these fixes 2024-08-16 19:52:00 +02:00
Mamadou Babaei ae58cfa20a extract the git version from the remote repo when it's a shallow clone to allow the sgum-packager work with release branches 2024-08-16 19:08:50 +02:00
Mamadou Babaei b49de07ca5 determine the value of mdbook site-url from the makefile instead of hardcoding it per branch 2024-08-16 16:44:35 +02:00
Mamadou Babaei d6f4090951 fix ue 5.4 runuat build issues inside the sggrabcomponent caused by missing headers 2024-08-16 16:44:35 +02:00
Mamadou Babaei c50fa7780f fix a broken url 2024-08-16 16:44:35 +02:00
Mamadou Babaei a77acc4bd7 add make pack to the output of make help 2024-08-16 16:44:35 +02:00
Mamadou Babaei db2208dd67 fix a broken url 2024-08-16 16:44:35 +02:00
Mamadou Babaei a5161f6a84 fix a url 2024-08-16 16:44:35 +02:00
Mamadou Babaei 2fbf161fdd add topic: Upgrade Guide 2024-08-16 16:44:35 +02:00
Mamadou Babaei 32d1f2f6e7 add the sub-topic: Optimizing Unreal Projects for Mobile 2024-08-16 16:44:35 +02:00
Mamadou Babaei d0792c1abe formatting fixes 2024-08-16 16:44:35 +02:00
Mamadou Babaei 9afbf885f3 add topic: Optimizing Your Project for Higher FPS 2024-08-16 16:44:34 +02:00
Mamadou Babaei b19161f964 lock cargo dependencies for the hadbook to pecific major/minor releases and not patch releases 2024-08-16 16:44:34 +02:00
Mamadou Babaei f6878e7ae1 clarify the note about how the separation of the real and virtual hand rendering is broken 2024-08-16 16:44:34 +02:00
Mamadou Babaei c557942d27 fix a typo 2024-08-16 16:44:34 +02:00
Mamadou Babaei d8636b630a remove troublesome inline keywords added by jetbrains rider 2024-08-16 16:44:34 +02:00
Mamadou Babaei 89af27ac7d mark the separation of the real and virtual hand rendering as broken and a note to the known issues section 2024-08-16 16:44:34 +02:00
Mamadou Babaei 909684d36e fix a few bugs that does affect the real hand collision events because of SetVisibility and redundant checking against grabbed actor 2024-08-16 16:44:34 +02:00
Mamadou Babaei 6b0d87cad5 replace SGPawn::FImpl::EnableActorPhysics() and SGPawn::FImpl::DisableActorPhysics() with USGGrabComponent::SimulatePhysics() 2024-08-16 16:44:34 +02:00
Mamadou Babaei 058bc5a87c enable bGravityEnabled, bSimulatePhysics, and call WakeRigidBody on grab component's owning actor at BeginPlay() if bAffectPhysicsState is enabled 2024-08-16 16:44:34 +02:00
Mamadou Babaei 787ab5aa96 document Configuring the SGPawn and Plugin Virtual Hand Mesh Settings as the final step in setting up the virtual hand meshes 2024-08-16 16:44:34 +02:00
Mamadou Babaei dceee38c40 fix a typo 2024-08-16 16:44:34 +02:00
Mamadou Babaei f6784a04ad use the value of GrabAttachPointSocketName from the plugin settings as default for USGGrabComponent's AttachmentSocketName uproperty 2024-08-16 16:44:34 +02:00
Mamadou Babaei dc0178b911 add the sgbasicdemo-openxr repository to the examples and demo projects section 2024-08-16 16:44:34 +02:00
Mamadou Babaei 64d29637cc minor fix 2024-08-16 16:44:34 +02:00
Mamadou Babaei ac6500becd add video tutorials 2024-08-16 16:44:34 +02:00
Mamadou Babaei dc5c0e220e add the contents for setting up the grab/release, and the touch systems 2024-08-16 16:44:33 +02:00
Mamadou Babaei 9b609e881a add another android note 2024-08-16 16:44:33 +02:00
Mamadou Babaei 0720dff14a fix the display name for various overloads of the Blueprint-exposed function Queue Command Vibro Level to expose sensible display names. 2024-08-16 16:44:33 +02:00
Mamadou Babaei 2e63b956d4 a changelog fix 2024-08-16 16:44:33 +02:00
Mamadou Babaei 1301ec957b fix a topic title 2024-08-16 16:44:33 +02:00
Mamadou Babaei 7fd999face minor fix 2024-08-16 16:44:33 +02:00
Mamadou Babaei c772eea773 add topic: Deploying to Android (Standalone) 2024-08-16 16:44:33 +02:00
Mamadou Babaei 931c626669 add a note in regards to meta xr and vive openxr plugins incompatibility 2024-08-16 16:44:33 +02:00
Mamadou Babaei b7a2e79503 add instructions: Setting up the SenseGlove Grab and Touch Sockets 2024-08-16 16:44:33 +02:00
Mamadou Babaei 5d9f763443 remove irrelevant section as it's already set up by the plugin automatically 2024-08-16 16:44:33 +02:00
Mamadou Babaei 08c1d21ce3 mention a relevant video tutorial 2024-08-16 16:44:33 +02:00
Mamadou Babaei 71f1153aee close the div tag properly 2024-08-16 16:44:33 +02:00
Mamadou Babaei 2a636323c4 add the instructions for: Setting up the Rigid Bodies 2024-08-16 16:44:32 +02:00
Mamadou Babaei eb69306ed1 fix license titles 2024-08-16 16:44:32 +02:00
Mamadou Babaei 1577889762 add instructions for importing / exporting compatible virtual hand meshes 2024-08-16 16:44:32 +02:00
Mamadou Babaei b88c124e4b minor fix 2024-08-16 16:44:32 +02:00
Mamadou Babaei 1c776eda27 update the overview section 2024-08-16 16:44:32 +02:00
Mamadou Babaei a77e73379a add the content for setting up the wrist tracking hardware section 2024-08-16 16:44:32 +02:00
Mamadou Babaei 767bd66f62 add important notes for setting up the wrist tracker and virtual hands 2024-08-16 16:44:32 +02:00
Mamadou Babaei dc7ccec543 add the complete documentation for setting up the senseglove default classes 2024-08-16 16:44:32 +02:00
Mamadou Babaei e04a66935e fix a build issue on ue 5.2 2024-08-16 16:44:32 +02:00
Mamadou Babaei fd0749314c apply summary.md changes to the overview page 2024-08-16 16:44:32 +02:00
Mamadou Babaei 4ccd4e63d1 fix borken links 2024-08-16 16:44:32 +02:00
Mamadou Babaei cd8f1ce367 add more topics to the menu 2024-08-16 16:44:32 +02:00
Mamadou Babaei 15e6e17116 minor fix 2024-08-16 16:44:32 +02:00
Mamadou Babaei 29b13be460 add the introduction to the senseglove default classes 2024-08-16 16:44:32 +02:00
Mamadou Babaei daef678e73 fix the wrong content path 2024-08-16 16:44:31 +02:00
Mamadou Babaei 9c5c1c6134 fix README.md broken links 2024-08-16 16:44:31 +02:00
Mamadou Babaei a5fc3ab518 add a caution for bvalidateifdefaultclassesaresgcompliant 2024-08-16 16:44:31 +02:00
Mamadou Babaei 36d4cdde1f fix a typo 2024-08-16 16:44:31 +02:00
Mamadou Babaei c82530cecf add the console commands SG_GetEngineScalabilitySettings and SG_SetEngineScalabilitySettings 2024-08-16 16:44:31 +02:00
Mamadou Babaei 826022ab40 add the license terms for the handbook 2024-08-16 16:44:31 +02:00
Mamadou Babaei 479609686d add the boilerplate for setting up the senseglove default classes 2024-08-16 16:44:31 +02:00
Mamadou Babaei 6526c0e3b3 fix broken links in the overview page by adding .. to the relative urls 2024-08-16 16:44:31 +02:00
Mamadou Babaei ac4fed8a82 fix broken index/readme.md links in the overview page 2024-08-16 16:44:31 +02:00
Mamadou Babaei e19621dea8 minor fix 2024-08-16 16:44:31 +02:00
Mamadou Babaei 5bc78b7dc6 add the content for the overview page 2024-08-16 16:44:31 +02:00
Mamadou Babaei 006165605f minor fix 2024-08-16 16:44:31 +02:00
Mamadou Babaei 76bcfae33a complete the plugin configuration, settings, and overrides, sections 2024-08-16 16:44:31 +02:00
Mamadou Babaei ef5cf020e7 improve the repo's main readme file 2024-08-16 16:44:30 +02:00
Mamadou Babaei 96d2f5fb60 reference the handbook's extra resources 2024-08-16 16:44:30 +02:00
Mamadou Babaei 3c606100f8 bring on par the SGSettings blueprint api with the cpp api 2024-08-16 16:44:30 +02:00
Mamadou Babaei ee8b209055 add some custom css styles for better html formatting 2024-08-16 16:44:30 +02:00
Mamadou Babaei d8a4c7bc81 add the plugin-settings section 2024-08-16 16:44:30 +02:00
Mamadou Babaei 79309f66d0 add a note about Hand and Body Tracking settings 2024-08-16 16:44:30 +02:00
Mamadou Babaei 57c34ea44b add the sensecom documentation 2024-08-16 16:44:30 +02:00
Mamadou Babaei 1a26d4a465 add a caution in regards to broken meta quest hmds on steamvr 2024-08-16 16:44:30 +02:00
Mamadou Babaei f3e21842b3 fix youtube video urls 2024-08-16 16:44:30 +02:00
Mamadou Babaei 81186177e6 whitespace fix 2024-08-16 16:44:30 +02:00
Mamadou Babaei 4211633ce5 add the low level api documentation 2024-08-16 16:44:30 +02:00
Mamadou Babaei 2c790d7b5f complete installation instructions 2024-08-16 16:44:30 +02:00
Mamadou Babaei e8317c31b2 Revert "move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings"
This reverts commit e16c1d216f.
2024-08-16 16:44:30 +02:00
Mamadou Babaei fac9e0e7ce move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings 2024-08-16 16:44:30 +02:00
Mamadou Babaei aff68a4673 add an important alert 2024-08-16 16:44:30 +02:00
Mamadou Babaei 6a4294467b minor fixes 2024-08-16 16:44:29 +02:00
Mamadou Babaei 008a3bbc0d fix a broken link 2024-08-16 16:44:29 +02:00
Mamadou Babaei f93bc57349 add instructions: Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets 2024-08-16 16:44:29 +02:00
Mamadou Babaei e3b9382649 add topic: Extra Resources 2024-08-16 16:44:29 +02:00
Mamadou Babaei aba3dfdf8f add instructions: Safe and Reliable Glove Access in Blueprint 2024-08-16 16:44:29 +02:00
Mamadou Babaei c7e91d0050 center all youtube videos 2024-08-16 16:44:29 +02:00
Mamadou Babaei 0ead89d3e5 add instructions: Enabling The SenseGlove Unreal Engine Plugin and Veirfying the Plugin Version 2024-08-16 16:44:29 +02:00
Mamadou Babaei e3659e23e6 whitespace fix 2024-08-16 16:44:29 +02:00
Mamadou Babaei 81b3a194cd add the epic games launcher installation instructions 2024-08-16 16:44:29 +02:00
Mamadou Babaei ac8056bc46 replace inline code blocks with back tilde inside the changelog 2024-08-16 16:44:29 +02:00
Mamadou Babaei 0d0e6f8c2e update the changelog 2024-08-16 16:44:29 +02:00
Mamadou Babaei 34b62b30d0 revamp the main readme file with the latest information and instructions 2024-08-16 16:44:29 +02:00
Mamadou Babaei 29905ef100 change the DocsURL from the old blueprint docs to the handbook 2024-08-16 16:44:29 +02:00
Mamadou Babaei 4b4c877325 improve the main index layout 2024-08-16 16:44:28 +02:00
Mamadou Babaei cd2af222a8 make the main index generation code more readable 2024-08-16 16:44:28 +02:00
Mamadou Babaei af60f75096 deploy the favicon to the main index as well 2024-08-16 16:44:28 +02:00
Mamadou Babaei 50b84f2d63 bump the SenseGlove Unreal Engine Marketplace Packager v0.4.0-a65bb20 2024-08-16 16:44:28 +02:00
Mamadou Babaei 0a950132b3 fix the windows cmd.exe issues with rename/copy and always use move when invoking the pack target 2024-08-16 16:44:28 +02:00
Mamadou Babaei d1ac264b98 remove the changelog.md file from filterplugin list and list the pdf and html documentation files 2024-08-16 16:44:28 +02:00
Mamadou Babaei 3ae36f4924 minor fixes 2024-08-16 16:44:28 +02:00
Mamadou Babaei 82214ee448 document for dependencies 2024-08-16 16:44:28 +02:00
Mamadou Babaei d910c17422 mention the purpose of make pack in the handbook readme file 2024-08-16 16:44:28 +02:00
Mamadou Babaei 69478003e3 add make pack target to the handbook makefile 2024-08-16 16:44:28 +02:00
Mamadou Babaei 5736076af7 try to fix rsync error on windows: error in rsync protocol data stream (code 12) 2024-08-16 16:44:28 +02:00
Mamadou Babaei afe3b59ced fix the windows rsync/git bash issue: the source and destination cannot both be remote 2024-08-16 16:44:28 +02:00
Mamadou Babaei 803cd87184 add a deployment note in regards to sourcing the deployment configurations on windows + git bash setups 2024-08-16 16:44:28 +02:00
Mamadou Babaei 46e09d45a2 introduce #sg-handbook-revision-url and #sg-handbook-revision-url + other preprocessor improvements 2024-08-16 16:44:27 +02:00
Mamadou Babaei ae162babf4 add the initial implementation for the deploy target 2024-08-16 16:44:27 +02:00
Mamadou Babaei e2314a1356 revamp the handbook make targets 2024-08-16 16:44:27 +02:00
Mamadou Babaei 28815f1a92 fix the broken pdf toc generation on linux 2024-08-16 16:44:27 +02:00
Mamadou Babaei 8ed1746a09 replace all bitfield uproperties with booleans 2024-08-16 16:44:27 +02:00
Mamadou Babaei 6ea5171c28 adjust the exclusion list to the latest repo structure overhaul 2024-08-16 16:44:27 +02:00
Mamadou Babaei ceb292a489 merge the pack branch into the plugin's source and add the sgum-packager v0.3.0 utility for automatic packaging and deployment to epic marketplace 2024-08-16 16:44:27 +02:00
Mamadou Babaei 0a726b7e8b winpython fixes and fix pdf-outline generation on gentoo using a temporary python env 2024-08-16 16:44:27 +02:00
Mamadou Babaei 13dd3c8e18 minor fixes and clean up 2024-08-16 16:44:26 +02:00
Mamadou Babaei 20bcd6396a replace inline code blocks with back tilde 2024-08-16 16:44:26 +02:00
Mamadou Babaei 52d6a613e4 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp tutorial 2024-08-16 16:44:26 +02:00
Mamadou Babaei 08903f0d17 set the default value of bValidateIfDefaultClassesAreSGCompliant to false 2024-08-16 16:44:26 +02:00
Mamadou Babaei 7f46c67eda crop the image edge 2024-08-16 16:44:26 +02:00
Mamadou Babaei 5a59065c02 add winpython and enable pdf-outline 2024-08-16 16:44:26 +02:00
Mamadou Babaei 31802a35f2 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint tutorial 2024-08-16 16:44:25 +02:00
Mamadou Babaei 7660388dae fix a bug where tracking status not being set when the hand data is valid 2024-08-16 16:44:25 +02:00
Mamadou Babaei 47b4221fd6 specify the browser binary path from the gnu-make file 2024-08-16 16:44:25 +02:00
Mamadou Babaei 05bc8a34d6 formatting fix 2024-08-16 16:44:25 +02:00
Mamadou Babaei 10f650bfff add partial content to Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md 2024-08-16 16:44:25 +02:00
Mamadou Babaei 00cbccf7ba minor fix 2024-08-16 16:44:25 +02:00
Mamadou Babaei 627bc6886e add links to the ue source code from github 2024-08-16 16:44:25 +02:00
Mamadou Babaei 29ccab3e52 add the blueprint title line 2024-08-16 16:44:25 +02:00
Mamadou Babaei 0294ff987b minor fix 2024-08-16 16:44:25 +02:00
Mamadou Babaei d27de2314d minor fix 2024-08-16 16:44:25 +02:00
Mamadou Babaei ea770c77bb mention the pdf format as well 2024-08-16 16:44:25 +02:00
Mamadou Babaei c39e25773d add mdbook-pdf support which is able to print pdfs using chromedevtools protocol retaining images 2024-08-16 16:44:25 +02:00
Mamadou Babaei e9a2b4f238 remove cargo installs for typst-cli, mdbook-typst, and mdbook-epub 2024-08-16 16:44:24 +02:00
Mamadou Babaei 115d91848d move the /assets/* content to their relative folders as it creates printing issues 2024-08-16 16:44:24 +02:00
Mamadou Babaei 1091183e94 add the content for the Consuming FXRMotionControllerData section 2024-08-16 16:44:24 +02:00
Mamadou Babaei 798927f0a8 replace c++ standard int type definitions with the ones from unreal 2024-08-16 16:44:24 +02:00
Mamadou Babaei 14f56c3a97 remove the pdf and epub backend due to build errors and inability to show markdown images 2024-08-16 16:44:24 +02:00
Mamadou Babaei a0d731e036 consider the value of site-url when verifying the handbook revision and simplify the makefile code to do so as well 2024-08-16 16:44:24 +02:00
Mamadou Babaei 8de4dd1557 make the default site-url next 2024-08-16 16:44:24 +02:00
Mamadou Babaei 78fbb95c10 mention the pdf and epub formats as well and rename the pdf output filename 2024-08-16 16:44:24 +02:00
Mamadou Babaei f14639dddc rename a page 2024-08-16 16:44:24 +02:00
Mamadou Babaei a538f840fa switch to typst-cli from crates.io instead of git 2024-08-16 16:44:24 +02:00
Mamadou Babaei 47fbe92dbe bump senseglove libraries to v2.104.1-55fddbd2 2024-08-16 16:44:22 +02:00
Mamadou Babaei 1fb2f26217 fix the inro notice 2024-08-16 16:43:25 +02:00
Mamadou Babaei 2e3c2c0af7 fix a table column header 2024-08-16 16:43:25 +02:00
Mamadou Babaei 6730398b0f remove edit-url-template from the book.toml file 2024-08-16 16:43:25 +02:00
Mamadou Babaei f413334d9b minor fix 2024-08-16 16:43:25 +02:00
Mamadou Babaei cae2267812 remove mdbook-lintcheck 2024-08-16 16:43:25 +02:00
Mamadou Babaei 31f138f982 add github flavored markdown alerts to the handbook 2024-08-16 16:43:25 +02:00
Mamadou Babaei 1b034df2bd add experimental mdbook plugins for epub and pdf generation 2024-08-16 16:43:25 +02:00
Mamadou Babaei 6220aa2b12 fix the mdbook errors 2024-08-16 16:43:25 +02:00
Mamadou Babaei 12263f0133 add more change logs 2024-08-16 16:43:25 +02:00
Mamadou Babaei c0e517ec35 add more change logs 2024-08-16 16:43:25 +02:00
Mamadou Babaei 73e947d8c3 update the changelog with many of the recent changes 2024-08-16 16:43:25 +02:00
Mamadou Babaei 95368c9640 minor changelog fix 2024-08-16 16:43:25 +02:00
Mamadou Babaei 1d59115d92 add FSGDebugCube 2024-08-16 16:43:25 +02:00
Mamadou Babaei f852ede634 reorganize the handbook structure and add new sections 2024-08-16 16:43:24 +02:00
Mamadou Babaei e82aed2625 rename SGGameUserSettingSettings to SGGameUserSettingsSettings 2024-08-16 16:43:24 +02:00
Mamadou Babaei 641ae2897c rename SGHardwareBenchmarkSettings to SGHardwareBenchmarkingSettings 2024-08-16 16:43:24 +02:00
Mamadou Babaei ef5cbb40ea apply the plugin settings when the user overrides the settings for the first time 2024-08-16 16:43:24 +02:00
Mamadou Babaei d57963db27 do not ensure as it's possible to get a nullpointer during component uninitialization 2024-08-16 16:42:45 +02:00
Mamadou Babaei dbc2a7ea08 re-implement the virtual hand settings overrides; and apply plenty of other improvements and bug fixes to the settings system; and introduce sgdebugcubesettings 2024-08-16 16:42:18 +02:00
Mamadou Babaei 8b1b1c6a96 rename verify-build-type target to verify-handbook-revision 2024-08-16 16:37:28 +02:00
Mamadou Babaei c805b310ba rename verify-build-type target to verify-build-revision 2024-08-16 16:37:28 +02:00
Mamadou Babaei 93e42cdba9 remove the motion source wrist tracking overrides from the wrist tracker component due to the fact that it's utilized only inside the underlying tracking module and overriding it has no effects 2024-08-16 16:37:28 +02:00
Mamadou Babaei 740660fac4 re-implement the wrist tracking settings overrides 2024-08-16 16:37:28 +02:00
Mamadou Babaei ac1af0512c rename bInIsVisibleWhenHandDataUnavailable to bInVisibleWhenHandDataUnavailable 2024-08-16 16:37:28 +02:00
Mamadou Babaei 580fc4200a apply some sgxrtracker enum parsing improvements 2024-08-16 16:37:28 +02:00
Mamadou Babaei 76d67927f8 rename bIsVirtualHandVisible to bVirtualHandVisible 2024-08-16 16:37:28 +02:00
Mamadou Babaei 15e3aa25b8 delete the engine utils default constructor and destructor 2024-08-16 16:37:28 +02:00
Mamadou Babaei 2e4fa23fa3 add the editor utils class 2024-08-16 16:37:27 +02:00
Mamadou Babaei 1fd9299fbd fix the debug virtual hand settings and logic 2024-08-16 16:37:27 +02:00
Mamadou Babaei 378b9d60de fix a comment 2024-08-16 16:37:27 +02:00
Mamadou Babaei f05c11b8a7 introduce the senseglove unreal engine handbook 2024-08-16 16:37:27 +02:00
Mamadou Babaei a3c7ab41b8 a const correctness fix 2024-08-16 16:37:27 +02:00
Mamadou Babaei 3e35a655b1 make FSGXRTracker::GetMotionControllerData() behave the same as 5.4 on both 5.2 and 5.3 2024-08-16 16:37:27 +02:00
Mamadou Babaei b886b5952b minor fix 2024-08-16 16:37:27 +02:00
Mamadou Babaei 150155516c update the changelog and clarify what happens when other openxr hand tracking provider's are enabled and the possible workarounds 2024-08-16 16:37:27 +02:00
Mamadou Babaei 2132e70648 workaround the runuat 5.2/5.3 build issue due to missing IOpenXRHMD.h from epic public headers 2024-08-16 16:37:27 +02:00
Mamadou Babaei a876c08ff6 fix various runuat buiild issues 2024-08-16 16:37:27 +02:00
Mamadou Babaei 131658c734 break a circular dependency 2024-08-16 16:37:27 +02:00
Mamadou Babaei 7131e182c3 do not reigger OnGrabStateUpdated and OnTouchStateUpdated at all when the hand mesh is not valid or visible and also some other extra measures to make sure even if they are triggered they won't affect anything 2024-08-16 16:37:27 +02:00
Mamadou Babaei d49c80e470 take into account the device visual type when updating the hand visibility 2024-08-16 16:37:27 +02:00
Mamadou Babaei c5212c287e clarify the meta xr and vive openxr plugins incompatibility 2024-08-16 16:37:27 +02:00
Mamadou Babaei 5e9dfef55e rename variable 2024-08-16 16:37:27 +02:00
Mamadou Babaei 8cfeb76a2f seprate the engine and senseglove module dependency lists 2024-08-16 16:37:27 +02:00
Mamadou Babaei 342fa15b9f implement our own GetMotionControllerData instead of using the one from the XRTrackingSystem as it only picks up the first hand tracking plugin in order to make sure at least internally we use the hand-tracking data from senseglove 2024-08-16 16:37:27 +02:00
Mamadou Babaei f41eb22a33 minor fixes 2024-08-16 16:37:27 +02:00
Mamadou Babaei 912a2f935a mark the SenseGlove settings as DefaultConfig 2024-08-16 16:37:27 +02:00
Mamadou Babaei a554e11d31 add more bluetooth permissions to be able to request access for nearby devices on android api level 32 in addition to 29 2024-08-16 16:37:26 +02:00
Mamadou Babaei 972aa70bf2 add the gradle deprecation warnings 2024-08-16 16:37:26 +02:00
Mamadou Babaei 35597ef3c8 never extend the content browser context menu if any skeletal mesh or skeltons selected at the same time 2024-08-16 16:37:26 +02:00
Mamadou Babaei 75aa84a674 clean up and remove the redundant asset type actions no longer required by the senseglove sockets editor 2024-08-16 16:37:26 +02:00
Mamadou Babaei 506999f690 implement 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 2024-08-16 16:37:26 +02:00
Mamadou Babaei b33d7a364d update the implemented features list 2024-08-16 16:37:26 +02:00
Mamadou Babaei ae2207e34c revamp the whole settings system in order to unify the settings across various systems, modules, and api layers 2024-08-16 16:37:26 +02:00
Mamadou Babaei 5bdffb5438 make the virtual hand anim instance proxy safer 2024-08-16 16:37:26 +02:00
Mamadou Babaei 8ae2bc686e minor fix: get object by reference 2024-08-16 16:37:26 +02:00
Mamadou Babaei ebb0c76f67 add the DebugVirtualHandSettings to the Debugging category 2024-08-16 16:37:26 +02:00
Mamadou Babaei f8bec10622 rename SGVirtualHandTrackingSettings to SGVirtualHandSettings 2024-08-16 16:37:26 +02:00
Mamadou Babaei 26daeae7d2 remove the deperecated jcenter repository from the android upl file 2024-08-16 16:37:26 +02:00
Mamadou Babaei 30bdee989d mark the x86 and armeabi-v7a platforms as unsupported inside the android upl file 2024-08-16 16:37:26 +02:00
Mamadou Babaei 8c1c282df5 fix a critical Android crash that happens where the default development hand meshes could not be found 2024-08-16 16:37:26 +02:00
Mamadou Babaei 1b39f7b3d5 remove the hardcoded SG_HAND_MESH_YAW_CORRECTION_OFFSET and rely on FVirtualHandTrackingSettings::RootBoneRotationCorrection 2024-08-16 16:37:26 +02:00
Mamadou Babaei df628d74ed update the changelog 2024-08-16 16:37:26 +02:00
Mamadou Babaei acd04c9593 mention the wrist tracking hardware visualization bug as a known issue with the new openxr system 2024-08-16 16:37:26 +02:00
Mamadou Babaei e6887145a7 fix runuat build issues for ue 5.4 caused by missing headers 2024-08-16 16:37:26 +02:00
Mamadou Babaei 1df2718312 remove redundant header files 2024-08-16 16:37:26 +02:00
Mamadou Babaei 4bd11ac05f fix more runuat issues due to missing headers 2024-08-16 16:37:26 +02:00
Mamadou Babaei d8308fa260 fix runuat build issues for ue 5.2 2024-08-16 16:37:25 +02:00
Mamadou Babaei db287f0137 fix a crash when the wrist-tracker hardware set to auto-detection 2024-08-16 16:37:25 +02:00
Mamadou Babaei 5f524068b9 fix a few build issues 2024-08-16 16:37:25 +02:00
Mamadou Babaei 404d730c18 fix the wrong kismet library class name 2024-08-16 16:37:25 +02:00
Mamadou Babaei 56bea631e2 formatting fix 2024-08-16 16:37:25 +02:00
Mamadou Babaei 49e643e86e update the changelog 2024-08-16 16:37:25 +02:00
Mamadou Babaei 1e4005e3ae whitespace fix 2024-08-16 16:37:25 +02:00
Mamadou Babaei 1468b3b93f add missing header that contains engine version definitions 2024-08-16 16:37:25 +02:00
Mamadou Babaei d6c05603c2 drop the minimal api specifier 2024-08-16 16:37:25 +02:00
Mamadou Babaei 3f124e4938 remove redundant headers 2024-08-16 16:37:25 +02:00
Mamadou Babaei 308d558bc1 remove unnecessary initialization 2024-08-16 16:37:25 +02:00
Mamadou Babaei c9e74743da whitespace fix 2024-08-16 16:37:25 +02:00
Mamadou Babaei 94b37dc4eb fix wrong kismet script names and class exports 2024-08-16 16:37:25 +02:00
Mamadou Babaei b69a95eb58 remove the experimental bHandTrackingVisualizationAllowed feature 2024-08-16 16:37:25 +02:00
Mamadou Babaei 0fae4bbb43 remove SetWristTrackingSettings from the FSGWristTrackerComponent's header file since it does not have any implementation 2024-08-16 16:37:25 +02:00
Mamadou Babaei 07ce39f439 perform a ensure before dereferencing 2024-08-16 16:37:25 +02:00
Mamadou Babaei 2fbf6355ec formatting fix 2024-08-16 16:37:25 +02:00
Mamadou Babaei bc7175bd4f revamp the GetControllerOrientationAndPosition and GetWristTransform to use the same caluclations and get rid of bMotionSourceHandTracking in senseglove joint calculations 2024-08-16 16:37:25 +02:00
Mamadou Babaei 922ba92ed1 check if motioncontrollerdata is valid 2024-08-16 16:37:25 +02:00
Mamadou Babaei ab867121e5 remove the ability to override wrist tracking settings from the wrist tracker component 2024-08-16 16:37:24 +02:00
Mamadou Babaei 003d3f9b26 fix the how we determine the motion source inside the GetControllerOrientationAndPosition and GetControllerTrackingStatus for ue versions earlier than 5.3 2024-08-16 16:37:24 +02:00
Mamadou Babaei f9fb5c61ca add htc vive stand-alone support status to the platform support matrix 2024-08-16 16:37:24 +02:00
Mamadou Babaei 39fa2c476a fix ue 5.2 and 5.3 build issues 2024-08-16 16:37:24 +02:00
Mamadou Babaei 6426f6bca5 update the changelog and the readme 2024-08-16 16:37:24 +02:00
Mamadou Babaei 0405a5b6ad update the changelog 2024-08-16 16:37:24 +02:00
Mamadou Babaei 87359728a8 add the editor user interface for adding the senseglove sockets 2024-08-16 16:37:24 +02:00
Mamadou Babaei e1a6f5c3eb temporarility change the way we calculate the wrist offset 2024-08-16 16:37:24 +02:00
Mamadou Babaei 3666dc4660 remove SGWristTrackerVisualizationComponent 2024-08-16 16:37:24 +02:00
Mamadou Babaei c9aa422dd1 fix a few wrist tracker issues and introduce SGWristTrackerVisualizationComponent 2024-08-16 16:37:24 +02:00
Mamadou Babaei e14440a911 pass outer as the worldcontextobject to glovetracker::getinstance 2024-08-16 16:37:24 +02:00
Mamadou Babaei 7df307d838 make USGGloveTracker::GetInstance as flexible as possible 2024-08-16 16:37:24 +02:00
Mamadou Babaei 3594410478 simplify getworld implementation 2024-08-16 16:37:24 +02:00
Mamadou Babaei 2691f32492 migrate the static getworld to sgengineutils 2024-08-16 16:37:24 +02:00
Mamadou Babaei 77f6d9be90 safer in-editor getworld without the polluting logs 2024-08-16 16:37:24 +02:00
Mamadou Babaei ac51aaefe5 fix the you are not the main thread and the editor is currently in a play mode errors 2024-08-16 16:37:24 +02:00
Mamadou Babaei 3f5dce9438 fix the MarkRenderStateDirty data race condition by gathering as much as data only on the game thread 2024-08-16 16:37:24 +02:00
Mamadou Babaei b660af8938 introduce bValidateIfDefaultClassesAreSGCompliant 2024-08-16 16:37:24 +02:00
Mamadou Babaei a30b4f1b02 fix the blueprint category naming to adhere to the rest of the settings system 2024-08-16 16:37:24 +02:00
Mamadou Babaei 2cc9d616dd move hardware benchmarking settings to its own class 2024-08-16 16:37:24 +02:00
Mamadou Babaei 8af6bc689a disable bFallbackToHandTrackingIfNoGloveDetected by default 2024-08-16 16:37:23 +02:00
Mamadou Babaei 4a864e0c99 fix a bug where sgpawn hand's finger collider interact with the world when the hand is not mesh visible 2024-08-16 16:37:23 +02:00
Mamadou Babaei a79dd67dbf add the USGVirtualHandComponent::OnHandVisibilityChanged() event 2024-08-16 16:37:23 +02:00
Mamadou Babaei 9c727ce60e try to disable collision alltogether when the hand mesh is not visible 2024-08-16 16:37:23 +02:00
Mamadou Babaei 3c25a57964 update the changelog 2024-08-16 16:37:23 +02:00
Mamadou Babaei 9db7fd3463 improve the sgusersettings implementation by introducing custom enum item and more accuracy 2024-08-16 16:37:23 +02:00
Mamadou Babaei 9e6e1f564c implement the game user settings system 2024-08-16 16:37:23 +02:00
Mamadou Babaei 38495f0759 minor formatting fix 2024-08-16 16:37:23 +02:00
Mamadou Babaei 25f72442c4 minor formatting fix 2024-08-16 16:37:23 +02:00
Mamadou Babaei 3d82a3a8c3 add a partial workaround for a bug when the virtual hand inside the game is not visible but still have collisions with other objects inside the scene 2024-08-16 16:37:23 +02:00
Mamadou Babaei eaad77edff add IsAMetaQuestDevice() and IsAHtcViveDevice() methods 2024-08-16 16:37:23 +02:00
Mamadou Babaei d437455c97 fix vive pro detection issues by introducing additional device identifier 2024-08-16 16:37:23 +02:00
Mamadou Babaei a619203446 removed the allbreaker virtual hand model as it's no longer compatible with the openxr integration 2024-08-16 16:37:12 +02:00
Mamadou Babaei 7d4c169a56 fix android build issues 2024-08-16 16:35:06 +02:00
Mamadou Babaei 7d5c106186 update the changelog 2024-08-16 16:34:11 +02:00
Mamadou Babaei 67cb9e5445 remove minor ue 5.1 comments and hints 2024-08-16 16:34:11 +02:00
Mamadou Babaei daa0181540 update the changelog 2024-08-16 16:34:10 +02:00
Mamadou Babaei 52c713ed51 implement bHandTrackingVisualizationAllowed 2024-08-16 16:34:10 +02:00
Mamadou Babaei f2de0ef9de improve the wrist tracking code when using motion controllers 2024-08-16 16:34:10 +02:00
Mamadou Babaei 33f2213f1f refactor the sgxrtracker internals to use transforms as pimpl methods args instead of a combination of fvectors/fquats 2024-08-16 16:34:10 +02:00
Mamadou Babaei 50c39778d2 minor fixes, mostrly formatting 2024-08-16 16:34:10 +02:00
Mamadou Babaei c7897cc734 remove unused pimpl method 2024-08-16 16:34:10 +02:00
Mamadou Babaei 5946803891 remove dead code 2024-08-16 16:34:10 +02:00
Mamadou Babaei 2ba37dc56d even more optimal fxrmotioncontroller data calculations that considers mesh when outputting senseglove data 2024-08-16 16:34:10 +02:00
Mamadou Babaei bd385651c3 document more unreleased changes 2024-08-16 16:34:10 +02:00
Mamadou Babaei 2be26417c9 fix the wrong palm bone names on the allbreaker virtual hand models 2024-08-16 16:33:38 +02:00
Mamadou Babaei 44c2574a62 somewhat unfinished refactored sg bone calculations 2024-08-16 16:33:38 +02:00
Mamadou Babaei 68c3817227 increase the default finger distal phalanges length 2024-08-16 16:33:38 +02:00
Mamadou Babaei ae588ef02d add the senseglove debug kismet module 2024-08-16 16:33:38 +02:00
Mamadou Babaei 8b2bf3786b unfinished improvements based on the last commit 2024-08-16 16:33:38 +02:00
Mamadou Babaei b41546494e attempt at calculating a hand model and feeding it to get hand pose 2024-08-16 16:33:37 +02:00
Mamadou Babaei 9f97e963dd refactor the way we calculate the mesh bone reference transforms to read from the settings system instead of the hardcoded values 2024-08-16 16:33:37 +02:00
Mamadou Babaei 2b07512ee4 add the hard-coded hand defaulet reference bone transfomrs to the virtual hand settings 2024-08-16 16:32:51 +02:00
Mamadou Babaei 4aa76a952b openxr bugfixes and improvements + 1st attempt at calculating the fxrmotioncontrollerdata based off of the hand mesh 2024-08-16 16:32:39 +02:00
Mamadou Babaei a8119fca41 fix more UE 5.4 RunUAT build issues 2024-08-16 16:30:36 +02:00
Mamadou Babaei 84315e146f refactor the animation, wrist tracking, and hand interaction manipulation systems for FXRMotionControllerData compatibility 2024-08-16 16:29:36 +02:00
Mamadou Babaei dccf6ad013 update the readme 2024-08-16 16:29:36 +02:00
Mamadou Babaei 366996a7df implement the OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support 2024-08-16 16:29:36 +02:00
Mamadou Babaei 2d3fa27cb0 rename sgheadmountdisplay to sgheadmounteddisplay 2024-08-16 16:29:36 +02:00
Mamadou Babaei 47bb12b6fe add extra null checks 2024-08-16 16:29:36 +02:00
Mamadou Babaei 26c2252d5b add vive xr elite hmd auto-detection checkes and other vive headset detection bug fixes and improvements 2024-08-16 16:29:36 +02:00
Mamadou Babaei 1d2857dcc1 remove ASGVirtualHandActor 2024-08-16 16:29:35 +02:00
Mamadou Babaei b0cb7b2528 make the sgsettings constructor private 2024-08-16 16:29:35 +02:00
Mamadou Babaei 6f08369551 bump senseglove libraries to v2.102.0-4a8bd81d and drop support for ue 5.1 and epic native toolchain v20 2024-08-16 16:28:33 +02:00
Mamadou Babaei 9b1bbb9657 remove debug logs from FSGHeadMountDisplay::GetDeviceType() 2024-08-16 16:26:30 +02:00
Mamadou Babaei 0cc5f0de09 check hmd auto-detection against various identifiers as the names returns from the engine is not reliable 2024-08-16 16:26:18 +02:00
Mamadou Babaei 07995f23e2 improve vive pro and vive focus 3 detection by utilizing optic resolution to distinguish them 2024-08-16 16:26:06 +02:00
Mamadou Babaei 27dddd1b03 implement hmd and wrist tracker hardware auto-detection fallback when it's not set explicitly 2024-08-16 16:22:42 +02:00
Mamadou Babaei 2dc4499984 bump the plugin version to v2.0.8 2024-07-15 22:22:21 +02:00
Mamadou Babaei e21d92a3ca fix a bug where the sgpawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at cdo initialization time 2024-07-15 22:15:23 +02:00
Mamadou Babaei 1db86d9778 bump the plugin version to v2.0.7 2024-05-29 12:47:33 +02:00
Mamadou Babaei 0de86b508a make the allbreaker assets compatible with ue 5.1+ again 2024-05-29 12:46:51 +02:00
Mamadou Babaei 65a96a462b bump the plugin version to v2.0.6 2024-05-29 11:40:07 +02:00
Mamadou Babaei 6b7c28c379 bump the plugin version to v2.0.5 2024-05-22 17:32:43 +02:00
Mamadou Babaei af0be8c1f7 fix the wrong palm bone names on the allbreaker virtual hand models 2024-05-22 17:31:58 +02:00
Mamadou Babaei 49a12f64a4 bump the plugin version to v2.0.4 2024-05-17 11:39:57 +02:00
Mamadou Babaei 76d03b1fe8 bump the plugin version to v2.0.3 2024-05-16 20:00:18 +02:00
Mamadou Babaei d8ae5923d5 fix v2.0.2 UE 5.4 RunUAT build issues that mostly caused by missing headers 2024-05-15 04:34:46 +02:00
Mamadou Babaei befb07470e improve target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguish x64 builds from arm64 on windows 2024-05-15 04:34:38 +02:00
Mamadou Babaei b467c679de fix: asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64) 2024-05-15 04:34:30 +02:00
Mamadou Babaei 9afbd8e54f bump the plugin version to v2.0.2 2024-04-25 12:56:05 +02:00
Mamadou Babaei 4e0d01c3de bump the plugin version to v2.0.1 2024-04-15 15:03:17 +02:00
Mamadou Babaei 8681f78c22 do not call FSGHandLayer::ResetCalibration on every backend initialization 2024-04-15 14:52:20 +02:00
Mamadou Babaei 84e8f46d35 only instantiate the connected glove once instead of recreating and destroying it every frame 2024-04-15 14:52:14 +02:00
Mamadou Babaei 3f0dd4a5b9 bump senseglove libraries to v2.102.0-35d4de3f 2024-04-15 14:52:05 +02:00
Mamadou Babaei d0970504ce fix the wrong header file description sections for the header files 2024-04-15 14:51:58 +02:00
Mamadou Babaei 0c73eccc16 update the changelog with the unreleased changes 2024-04-15 14:51:52 +02:00
Mamadou Babaei f3b9155955 update the outdated platform support matrix remarks 2024-03-23 17:23:03 +01:00
4768 changed files with 13363 additions and 8156 deletions
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View File
@@ -38,8 +38,6 @@ Resources/**/* filter=lfs diff=lfs merge=lfs -text
# LFS: everything under Source/ThirdParty/
Source/ThirdParty/**/* filter=lfs diff=lfs merge=lfs -text
# Except
Source/ThirdParty/**/*.Build.cs filter= diff= merge= text
# LFS: everything under Handbook/dist/
Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
@@ -49,4 +47,4 @@ Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
# LFS: sgum-packager Linux and Windows binaries
Packager/sgum-packager filter=lfs diff=lfs merge=lfs -text
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
-1
View File
@@ -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
+1 -1
View File
@@ -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
+93 -112
View File
@@ -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 : $(SG_GIT_COMMIT)"
@@ -365,16 +360,16 @@ clean:
.PHONY: install-build-deps
install-build-deps:
@echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --version "0.5.2" --locked
@cargo install mdbook --vers "^0.4" --locked
@cargo install xq --vers "^0.4" --locked
@cargo install mdbook-pdf --vers "0.1.13" --locked
@cargo install mdbook-alerts --vers "^0.6" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..."
@python -m venv $(VIRTUAL_ENV) \
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
&& pip install mdbook-pdf-outline 2>/dev/null
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev 21a1c8134134201a2d555313447c96e56e2a8996 --locked
################################################################################
# Make Targets - mdBook
@@ -461,7 +456,6 @@ _mdbook_serve:
SG_HANDBOOK_REVISION='$(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)' \
@@ -494,14 +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='$(SG_GIT_VERSION_MINOR)' \
@@ -526,30 +519,24 @@ _pack:
@mkdir -p "$(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),$(SG_BUILD_PLATFORM_LINUX))
.PHONY: _deploy
_deploy:
@@ -565,7 +552,7 @@ ifeq ($(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 $(SG_HANDBOOK_SSH_PORT)" \
--perms \
@@ -574,19 +561,13 @@ else # ($(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) \
@@ -599,96 +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)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
+6 -8
View File
@@ -5,7 +5,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2025 SenseGlove
# Copyright (c) 2020 - 2024 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@@ -33,8 +33,8 @@ fi
readonly JSON_INPUT=$(cat)
readonly CONTEXT=$(printf '%s' "${JSON_INPUT}" | xq '.[0]')
readonly BOOK=$(printf '%s' "${JSON_INPUT}" | xq '.[1]')
readonly CONTEXT=$(echo "${JSON_INPUT}" | xq '.[0]')
readonly BOOK=$(echo "${JSON_INPUT}" | xq '.[1]')
escape_string() {
printf '%s' "$1" | sed -e 's/\\/\\\\/g' -e 's/"/\\"/g'
@@ -43,7 +43,6 @@ escape_string() {
SG_PROJECT_NAME_ESCAPED=$(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 "${SG_GIT_TAG}")
@@ -63,15 +62,14 @@ SG_PLUGIN_VERSION_PATCH_ESCAPED=$(escape_string "${SG_PLUGIN_VERSION_PATCH}")
SG_BUILD_HOST_ESCAPED=$(escape_string "${SG_BUILD_HOST}")
SG_BUILD_TIME_ESCAPED=$(escape_string "${SG_BUILD_TIME}")
PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
.items[] |= (
PARSED_BOOK=$(echo "${BOOK}" | xq "
.sections[] |= (
if has(\"Chapter\") then
.Chapter.content |=
walk(if type == \"string\" then
. | gsub(\"{{ #sg-project-name }}\"; \"${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}\") |
@@ -103,4 +101,4 @@ PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
printf '%s' "${PARSED_BOOK}"
echo "${PARSED_BOOK}" | xq '.'
+6 -8
View File
@@ -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
@@ -28,6 +28,7 @@
authors = ["Mamadou Babaei"]
description = "Welcome to the SenseGlove Unreal Engine documentation!"
language = "en"
multilingual = false
src = "src"
text-direction = "ltr"
title = "The SenseGlove Unreal Engine Handbook"
@@ -42,23 +43,20 @@ use-default-preprocessors = true
[preprocessor.links]
[preprocessor.alerts]
[preprocessor.senseglove]
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 = []
cname = "unreal.docs.senseglove.com"
copy-fonts = true
default-theme = "navy"
git-repository-url = "https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal"
git-repository-icon = "fab-git"
git-repository-icon = "fa-git"
input-404 = "404.md"
mathjax-support = false
no-section-label = false
+1 -1
View File
@@ -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.
+5 -21
View File
@@ -15,20 +15,11 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Via Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md)
- [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
- [SenseCom](getting-started/sensecom/README.md)
- [Bluetooth Low Energy](getting-started/sensecom/bluetooth-low-energy/README.md)
- [SenseCom on Android](getting-started/sensecom/bluetooth-low-energy/android.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-low-energy/gnu-linux.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md)
- [Bluetooth Serial](getting-started/sensecom/bluetooth-serial/README.md)
- [SenseCom on Android](getting-started/sensecom/bluetooth-serial/android.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-serial/gnu-linux/README.md)
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/bluetooth-serial/gnu-linux/blueman-bluetooth-manager.md)
- [Connect to Nova gloves using Command-line](getting-started/sensecom/bluetooth-serial/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-serial/microsoft-windows.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md)
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md)
- [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)
@@ -65,10 +56,8 @@ 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)
- [Third-Party Tutorials](misc/optimize-higher-fps/third-party-tutorials/README.md)
# 🛠️ Advanced Topics
@@ -80,8 +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 Integrations](advanced-topics/openxr/third-party-integrations/README.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API
@@ -102,10 +89,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md)
- [Third-Party Licenses](license/third-party.md)
- [SenseGlove SDK License](license/senseglove-sdk.md)
- [SGBLE and SGBLExx Rust Dependencies Licenses](license/sgble-sgblexx-rust-dependencies.md)
- [Boost C++ Libraries License](license/boost-cpp-libraries.md)
- [{fmt} Formatting Library License](license/fmt-formatting-library.md)
- [Loguru Logging Library License](license/loguru-loggin-library.md)
- [Boost C++ Libraries](license/boost-cpp-libraries.md)
- [Serial Communication Library License](license/serial-communication-library.md)
-----------
@@ -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
/**
@@ -1,265 +0,0 @@
# Third-Party OpenXR Integrations
The **SenseGlove Unreal Engine Plugin** registers itself as an `OpenXRHandTracking` provider, making it a fully compatible, drop-in replacement for Epics own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
> [!IMPORTANT]
> As explained in the
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
> section, its entirely possible to build your own custom hand interaction
> system without relying on
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
> or any third-party OpenXR-compatible interaction plugin altogether.
>
> If your project requires finer-grained control than what these solutions
> offer, the tutorials in that section will guide you through understanding the
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
> fully tailored interaction system from the ground up in a few hours.
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
> [!NOTE]
> Since most hand-tracking systems are not capable of haptics feedback,
> integrating SenseGlove's haptic feedback requires a small amount of additional
> effort.
>
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
> so triggering haptic feedback is as simple as calling a function.
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
> section below.
> [!IMPORTANT]
> If you're using a third-party OpenXR hand interaction system, configuring the
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
> will likely have no effect, and your hand offsets may appear at the incorrect
> location in the scene.
>
> This is because those settings are only recognized by SenseGloves native
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
> Most third-party plugins are unaware of these settings. As a result, you'll
> need to figure out how to manually apply the appropriate offsets within your
> chosen OpenXR hand interaction system.
>
> For example, the VRE plugin provide similar configurations in their plugin's
> settings section. For more information refer to the
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
> below.
## Comparison of Supported OpenXR Hand-Interaction Systems
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
## VR Expansion Plugin
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
Designed to extend Unreals capabilities for virtual reality, VRE offers a modular set of tools covering:
- Multiplayer and networking
- Locomotion systems
- Object gripping and interaction
- Custom movement and physics handling
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
> [!NOTE]
> For support and assistance with the VRE plugin, you can join
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
> known for being responsive and supportive.
### SGVRETemplate Demo Scene
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
This repository includes UE `5.4`compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
> [!NOTE]
> SenseGlove provides this demo to demonstrate the potential for integrating
> with third-party OpenXR-based hand interaction systems.
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
> such, **we do not offer official support for it**.
>
> For help with the VRE plugin, refer to its documentation at
> [**vreue4.com**](https://vreue4.com/) and consider joining the
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
> which is active, supportive, and very responsive.
### SGVRETemplate Modifications
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
#### Blueprint Changes
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
> [!NOTE]
> If you'd like to implement your own haptic functions, the most convenient
> approach is to
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
> Once you have the glove instance, applying haptic feedback is as simple as
> calling the appropriate function.
>
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
> Wrist-squeeze.
>
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
> the glove.
>
> Each of these functions can be called directly on the glove instance to
> trigger the desired haptic feedback.
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
#### C++ Changes
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
float HandAnimationProgress = 0.0f;
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = 0.0f;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
To:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
```cpp
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (HandType == EControllerHand::Right)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
To:
```cpp
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
The following function was also updated; from:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
To:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
#### Changing Wrist-Tracker Offsets
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
#### Changing Motion Source
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
#### Adding More Gestures
In the `GraspingHandManny` Blueprint, weve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
Its helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, weve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
#### Video Summary
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
</div>
### SGVRETemplate Demo Calibration Scene
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, youll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
@@ -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>
+178 -476
View File
@@ -5,304 +5,6 @@ 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).
## [2.7.3] - 2026-02-17
This patch release resolves documentation build pipeline failures by updating broken mdBook tooling.
### Documentation
- Bumped [mdBook](https://rust-lang.github.io/mdBook/) to `v0.5.2`
- Bumped the [Michael-F-Bryan/mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) crate to [`21a1c8134134201a2d555313447c96e56e2a8996`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/21a1c8134134201a2d555313447c96e56e2a8996), which addresses issue [#133](https://github.com/Michael-F-Bryan/mdbook-epub/issues/133). This allowed upgrading mdBook from `0.4.49` to `v0.5.2` without breaking images inside the generated ePub version of the handbook.
- Bumped [HollowMan6/mdbook-pdf](https://github.com/HollowMan6/mdbook-pdf) to `v0.1.13`.
- Removed [lambdalisue/rs-mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) as it's incompatible with mdBook `v0.5.x`. The good news is that mdBook itself is now able to support this feature natively.
## [2.7.2] - 2026-02-17
This patch release resolves build issues affecting Unreal Engine `5.7` on Linux `Arm64` architecture.
### Fixed
- Fixed an issue in UE `5.7` projects where Linux `Arm64` builds were incorrectly linking against third-party libraries compiled with Epic Native/Cross Toolchain `v25` (shipped with UE `5.6`), instead of the required Toolchain `v26` binaries (shipped with UE `5.7`).
## [2.7.1] - 2025-12-09
This patch release addresses a severe regression affecting UE `5.5` projects with specific settings.
### Fixed
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.5` that when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()` in certain conditions; specifically while SenseCom is running and gloves are present and connected. This issue is [related to critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, which had already been addressed for the plugin versions running on UE `5.6+`](#260---2025-06-04). Because it only gets triggered under specific project settings, we were previously unaware that it also affected IHeadMountedDisplay::GetHMDMonitorInfo() in UE 5.5.
### Documentation
- Locked the [mdbook-pdf](https://github.com/HollowMan6/mdbook-pdf) crate to [`v0.1.11`](https://github.com/HollowMan6/mdbook-pdf/releases/tag/v0.1.11) due to the following `v0.1.12` panick during PDF generation: called `Result::unwrap()` on an `Err` value: Unable to deserialize the `RenderContext`.
## [2.7.0] - 2025-11-18
This minor release focuses on delivering performance improvements, made possible by major optimizations in the underlying proprietary SenseGlove libraries, while also introducing some breaking changes.
### Added
- Added support for UE `5.7`.
- Added support for Android NDK `r27c`, which is the recommend Android SDK since UE `5.6.1` and the default for UE `5.7+` for Android Standalone builds.
- Added support for Epic Cross and Native Toolchains `v26`, which is shipped with the UE `5.7` and GNU/Linux support.
- Added prebuilt binaries for third-party library [{fmt} Formatting Library](https://github.com/fmtlib/fmt) on all supported platforms. This third-party library is a required dependency of SenseGlove libraries >= `v2.300.0`.
- Added prebuilt binaries for third-party library: [Loguru Logging Library](https://github.com/emilk/loguru) on all supported platforms. This third-party library is a required dependency of SenseGlove libraries >= `v2.300.0`.
- Added third-party module `SGCommonThirdPartyLibs`.
- Added third-party module `SGConnectShmThirdPartyLibs`.
- Added third-party module `SGCoreShmThirdPartyLibs`.
- Added third-party module `SGCoreThirdPartyHeaders`.
- Added third-party module `SGFmtThirdPartyLibs`.
- Added third-party module `SGLogThirdPartyLibs`.
- Added third-party module `SGLoguruThirdPartyLibs`.
- Added third-party module `SGWjwwoodSerialThirdPartyLibs` to replace `SGSerialThirdPartyLibs` while retaining `SGSerialThirdPartyLibs` for a different purpose. See the relevant comment in the Changed section below.
- Added UPROPERTY `USGTouchComponent::VibrotactileAmplitude`.
- Added UPROPERTY `USGTouchComponent::VibrotactileFrequency`.
- Added method `USGTouchComponent::GetVibrotactileAmplitude()`.
- Added method `USGTouchComponent::SetVibrotactileAmplitude()`.
- Added method `USGTouchComponent::GetVibrotactileFrequency()`.
- Added method `USGTouchComponent::SetVibrotactileFrequency()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::GetVibrotactileAmplitude()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::SetVibrotactileAmplitude()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::GetVibrotactileFrequency()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::SetVibrotactileFrequency()`.
### Fixed
- Fix a typo in the function name `SGDeviceList::SenseCommRunning()`. This fix breaks ABI and API compatibility with previous versions of the plugin and affects both C++ and Blueprint code.
### Changed
- `SGDeviceList::SenseCommRunning()` has been renamed to `SGDeviceList::SenseComRunning()` due to a typo. This change breaks ABI and API compatibility with previous versions of the plugin and affects both C++ and Blueprint code.
- Bumped the SenseGlove libraries to `v2.305.3-17a820b6e`. This release of the SenseGlove libraries disables RTTI/Exceptions for the most parts and isolates it to a minor portion of the code base, which yields noticable performance gains. Futhermore, some optiomizations are done in the multi-threaded code, such as replacing Spinlocks with Adaptive Mutexes (a hybrid Mutex/Spinlock).
- As a result of SenseGlove libraries >= `v2.300.0` changing it's directory structure, the `ThirdParty` folder's directory structure has been revamped.
- Renamed third-party module `SGSerialThirdPartyLibs` to `SGWjwwoodSerialThirdPartyLibs` since SenseGlove libraries >= `v2.300.0` ships a new static library named `sgserial`. Thus, to avoid confusion and naming conflicts the third-party `serial` static library is now provided by the `SGWjwwoodSerialThirdPartyLibs` module and `sgserial` is provided by the `SGSerialThirdPartyLibs` module.
- `FSGGloveTrackingSettings::GloveConnectivityCheckInterval` settings have been renamed to `FSGGloveTrackingSettings::DataRetrievalRefreshRate` for adoption other than glove connectivity use cases.
- `USGVirtualHandComponent::GetMotionControllerData()` signature has changed.
- `USGVirtualHandComponent::GetHandTrackingState()` signature has changed.
- `USGWristTrackerComponent::GetMotionControllerData()` signature has changed.
- `USGWristTrackerComponent::GetHandTrackingState()` signature has changed.
- `USGVirtualHandComponentKismetLibrary::GetMotionControllerData()` signature has changed.
- `USGVirtualHandComponentKismetLibrary::GetHandTrackingState()` signature has changed.
- `SGPawn` and `SGTouchComponent` no longer use the legacy `QueueVibroLevels` method for applying vibrotactile feedback. Instead it's been replaced with `SendCustomWaveform`.
- Changed `USGTouchComponent::VibrotactileDuration` UPROPERTY's maximum value to `1.0f`. Previously it was uncapped, and now any value beyond `1.0f` seconds is clamped.
### Removed
- Dropped support for Unreal Engine `5.3`, which was already deprecated in the `v2.6.x` release series.
- Dropped support for MSVC `v142` (Visual Studio 2019), since UE `5.3` was the last supported version relying on it.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from third-party module `*.Build.cs` files.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from `SenseGlove.Build.cs`, `SenseGloveKismet.Build.cs`, `SenseGloveTracking.Build.cs`, files.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from `SenseGloveTracking` module.
- `USGVirtualHandComponent::GetMotionControllerState()` has been removed.
- `USGWristTrackerComponent::GetMotionControllerState()` has been removed.
- `USGVirtualHandComponentKismetLibrary::GetMotionControllerState()` has been removed.
- `USGWristTrackerComponentKismetLibrary::GetMotionControllerState()` has been removed.
- `USGTouchComponent::VibrotactileLevel` UPROPERTY has been removed.
- `USGTouchComponent::GetVibrotactileLevel()` method has been removed.
- `USGTouchComponent::SetVibrotactileLevel()` method has been removed.
- `USGTouchComponentKismetLibrary::GetVibrotactileLevel()` method has been removed and is no longer available to Blueprint.
- `USGTouchComponentKismetLibrary::SetVibrotactileLevel()` method has been removed and is no longer available to Blueprint.
### Deprecated
- **This is the last major/minor release to support Unreal Engine `5.4`**, and its support will be removed in future minor or major releases. This is **important to keep in mind if your target development and deployment platform is [HTC VIVE in Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive)**. Unfortunately, HTC has not released any updates to their HTC ViveOpenXR plugin since December 6, 2024. Their [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/) [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/) [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only Unreal Engine `5.3` and `5.4`. [HTC VIVE PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will remain fully functional because, on Microsoft Windows, it is supported via the [OpenXRViveTracker Plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#openxrvivetracker-plugin), which is bundled with Unreal Engine and officially maintained by Epic Games. If you still intend to target HTC in Standalone Mode, you are welcome to continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will retain HTC Standalone Mode support. However, please keep in mind that once newer versions of the SenseGlove Unreal Engine Plugin are released and UE `5.4` is no longer supported, the latest release of the plugin supporting UE `5.4` will not receive new features, hardware support, or bug fixes. If at any point in the future HTC releases a new version of their ViveOpenXR plugin that supports any Unreal Engine version we actively support, [in accordance with our support policy and Platform Support Matrix](../appendix/platform-support-matrix.html), we will make every reasonable effort to reintroduce HTC Standalone Mode support.
### Documentation
- Added [{fmt} Formatting Library License](../license/fmt-formatting-library.html) section.
- Added [Loguru Logging Library License](../license/loguru-loggin-library.html) section.
- Updated [Setting up the Touch System](../getting-started/setup-touch-system/index.html) section to reflect the recent touch system changes.
- Added [a third-party tutorial to the Android Standalone Mode Deployment](../misc/android-standalone-deployment/third-party-tutorials/) section for UE `5.7` which provides a one-click Android development and build environment setup, instructions on how to setup and use the new UE `5.7` project launcher, and how to enabled OpenXR hand-tracking support on Meta Quest and HTC VIVE devices.
## [2.6.3] - 2025-06-27
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added a new section to the handbook titled [Third-Party OpenXR Integrations](../advanced-topics/openxr/third-party-integrations/) section.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.2] - 2025-06-10
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added [a third-party tutorial to the Optimizing Your Project for Higher FPS](../misc/optimize-higher-fps/third-party-tutorials/) section.
## [2.6.1] - 2025-06-05
This patch release addresses several critical build and linking issues.
### Fixed
- Fix a linking issue on GNU/Linux with UE `5.6` where SenseGlove libraries were built against dynamic versions of `libc++` and `libc++abi` libraries rather than the static versions.
- Fix an issue where SenseGlove libraries for some targets were not actually built with `C++20` and still were built against `C++17`.
- Fix an issue where SenseGlove libraries for some targets were built or linked with incorrect settings.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Bumped the SenseGlove libraries to `v2.204.0-3a37b1977`.
### Removed
- SenseGlove plugin no longer ships Boost or wjwwood's Serial Communication Library header files as SenseGlove public headers shipped with `v2.204.0-3a37b1977` render them redundant. This significantly removes clutter, free up disk space, and speed up builds to some extent.
### Documentation
- Fix some changelog typos.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.0] - 2025-06-04
This minor release delivers broad compatibility, stability, and maintainability enhancements, focusing on bringing full Unreal Engine `5.6` support, C++20 migration, and resolving various GNU/Linux build issues.
### Added
- Added support for Epic Native Toolchain `v25`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Resolved GNU/Linux build issues for Unreal Engine `5.5` and `5.6` caused by incorrect linkage to GNU/GCC's `libstdc++` instead of LLVM/Clang's `libc++`.
- Fix `SGLog` build issues on GNU/Linux with UE `5.6`.
- Fix type conversion safety and consistency issues across all `SGLog` formatters.
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Replaced Epic Native Toolchain `v24` support with Epic Native Toolchain `v25` due to the fact that now `v25` is the default Linux toolchain for UE `5.6`.
- Revamped `FSGHMDTracker` to resolve a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Revamped the UBT logic for importing third-party headers and libraries by introducing third-party dependency modules, `SGBleThirdPartyLibs`, `SGConnectThirdPartyHeaders`, `SGConnectThirdPartyLibs`, `SGCoreThirdPartyLibs`, and `SGSerialThirdPartyLibs`, which significantly reduces UBT boilerplate code and increases maintainability.
- Bumped the SenseGlove libraries to `v2.203.0-f3d3e676`.
- SenseGlove libraries have migrated to `C++20` from `C++17`.
- Revamped the `SGLog` logging utility class to use `TUniquePtr` instead of `std::unique_ptr`.
- `SGLog` now relies on `TAtomic<bool>` for thread-safe initialization.
- `SGBackend` now relies on `TAtomic<bool>` for thread-safe initialization.
- `USGBackend::IsBackendInitialized()` is no longer inlined and the initialization flag has been moved to the private implementation of `USGBackend`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.6.0-4108c6f`.
### Removed
- Dropped support for Epic Native Toolchain `v24`, which was last shipped with the preview release of UE `5.6`, but has been removed from the `5.6` branch on GitHub.
### Deprecated
- This is the last minor release to support Unreal Engine `5.3` and its support will be removed from the next minor or major releases.
### Documentation
- Revised the outdated [Plugin Directory Structure](./directory-structure.html) section to accurately reflect the latest changes to the `Source/ThirdParty` directory layout changes.
- Lock the [mdbook](https://github.com/rust-lang/mdBook) crate version to `v0.49.0` to avoid layout issues introduced with `v0.50.0`.
- Additional minor fixes and improvements that may not be listed here.
## [2.5.0] - 2025-05-09
This minor release primarily focuses on bringing Bluetooth Low Energy support to the SenseGlove Unreal Engine integration.
### Added
- Added support for Epic Native Toolchain `v24`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Backend initialization error handling on Android.
- Fix [a critical issue introduced by UE `5.5`](https://github.com/EpicGames/UnrealEngine/blob/ef1397773d160d39423feb90cb2196ddfaa1e2ae/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1740) that [also affects the upcoming UE `5.6`](https://github.com/EpicGames/UnrealEngine/blob/bedc5631b81cd39aaac8d61f303eacc86d4220f0/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1772). This is known as issue `UE-212224`, which leads to a deadlock during `PipelinedFrameState` acquisition between the game and rendering threads.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The error codes returned from `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` have been changed. This is a breaking change for any code that relies on handling the return codes from those functions.
- Bumped the SenseGlove libraries to the `v2.200.0-0cb715d0` release with BLE (Bluetooth Low Energy) support.
### Removed
- Dropped support for Unreal Engine `5.2` and Epic Native Toolchain `v21` (previously used for building UE `5.2` Linux dependencies), as they were already deprecated in the `v2.4.x` release series.
### Documentation
- Revamped [SenseCom documentation](../getting-started/sensecom) in order to divide the SenseCom instructions section into [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy) and [Bluetooth Serial instructions for SenseCom](../getting-started/sensecom/bluetooth-serial) sections.
- Added [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy).
- Added [Bluetooth Serial instructions for Android](../getting-started/sensecom/bluetooth-serial/android.html).
- Added [SGBLE and SGBLExx Rust Dependency Licenses](../license/sgble-sgblexx-rust-dependencies.html).
- Bumped the [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) crate to [`cac03b7f4b151f106f7f05b13da4c33fc098dd2c`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/cac03b7f4b151f106f7f05b13da4c33fc098dd2c).
- List the third-party tutorials inside the [Extra Resources](../appendix/extra-resources.html#third-party-tutorials) section in a categorized manner.
- Improved changelog formatting.
- Additional minor fixes and improvements that may not be listed here.
## [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`.
@@ -449,7 +151,7 @@ This is a bugfix release with no actual plugin code changes, mostly addressing i
### Removed
- Removed Android NDK `r25` `armv7` and `x86` dependencies brought back by mistake while merging `v2.1.0` from the dev branch to the master branch.
- Removed Android NDK r25 armv7 and x86 dependencies brought back by mistake while merging v2.1.0 from the dev branch to the master branch.
## [2.1.0] - 2024-08-16
@@ -458,92 +160,92 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Added
- Added SenseGloveTracking and module which provides OpenXR-compatible hand tracking by implementing `XR_EXT_hand_tracking` support, HMD auto-detection, and SenseGlove device tracking.
- Added `USenseGloveTrackingKismet` module in order to expose part of the SenseGloveTracking functionality to Blueprint.
- Added `FSGXRTracker`, the underlying main class that implements the OpenXR compatibility.
- Added `USGXRTrackerKismetLibrary` in order to allow Blueprint to retrieve the `FXRMotionControllerData` directly from our tracking module.
- Added the `SGTrackingTypes` header to the `SenseGloveTypes` module in order to define and share `SenseGloveTracking` module types through this header across the plugin modules.
- Added USenseGloveTrackingKismet module in order to expose part of the SenseGloveTracking functionality to Blueprint.
- Added FSGXRTracker, the underlying main class that implements the OpenXR compatibility.
- Added USGXRTrackerKismetLibrary in order to allow Blueprint to retrieve the FXRMotionControllerData directly from our tracking module.
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added `ESGHeadMountedDisplayDevice` enum with supported HMDs list.
- Added `ESGViveHMDDetectionPriority` enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet.
- Added the `FSGHMDTracker` utility class, in order to easily gather information about the HMD device at runtime.
- Added `USGHMDTrackerKismetLibrary` which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
- Added `FSGHMDTrackingSettings` config struct.
- Added the `FSGGloveTracer` utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances.
- Added `USGGloveTrackerKismetLibrary` which exposes the equivalent C++ functionality to Blueprint.
- Added `FSGGloveTrackingSettings` config struct.
- Added `FSGTrackingSettings` config struct.
- Added `FSGHandTrackingSettings` config struct.
- Added `FSGWristTrackingDebuggingSettings` config struct.
- Added `FSGVirtualHandSettings` config struct.
- Added `FSGVirtualHandAnimationSettings` config struct.
- Added `FSGVirtualHandDebuggingSettings` config struct.
- Added `FSGVirtualHandGrabSettings` config struct.
- Added `FSGVirtualHandHapticsSettings` config struct.
- Added `FSGVirtualHandMeshSettings` config struct.
- Added `FSGVirtualHandPhalangesLengthSettings` config struct.
- Added `FSGVirtualHandTouchSettings` config struct.
- Added `USGVirtualHandComponent::OnHandVisibilityChanged()` event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected).
- `GetMotionControllerData()` has been introduced to the `USGVitualHandComponent` in order to retrieve the OpenXR-compatible glove data in Unreal's `FXRMotionControllerData` format.
- Added `FSGVirtualHandAnimInstanceProxy::GetMotionControllerData()` and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
- `GetMotionControllerData()` has been introduced to the `USGWristTrackerComponent` in order to retrieve the OpenXR-compatible glove data in Unreal's `FXRMotionControllerData` format.
- Added `USGGrabComponent::SimulatePhysics()` method.
- Added `FSGDebugCube`.
- Added `FSGDebugCubeSettings`.
- Added the `SenseGloveDebugKismet` module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
- Added `USGDebugCubeKismetLibrary` in order to expose the `FSGDebugCube` functionalities to Blueprint.
- Added `USGDebugGizmoKismetLibrary` in order to expose the `FSGDebugGizmo` functionalities to Blueprint.
- Added`USGDebugVirtualHandKismetLibrary` in order to expose the `FSGDebugVirtualHand` functionalities to Blueprint.
- Added a new static `Draw()` method overload to `DebugGizmo` which allows passing an `FQuat` instead of a `FRotator`.
- Introduced a new `FXRMotionControllerData` compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation.
- Introduced a new `FXRMotionControllerData` compatible wrist tracking system.
- Introduced a new `FXRMotionControllerData` compatible hand interaction manipulation system.
- Added ESGHeadMountedDisplayDevice enum with supported HMDs list.
- Added ESGViveHMDDetectionPriority enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet.
- Added the FSGHMDTracker utility class, in order to easily gather information about the HMD device at runtime.
- Added USGHMDTrackerKismetLibrary which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
- Added FSGHMDTrackingSettings config struct.
- Added the FSGGloveTracer utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances.
- Added USGGloveTrackerKismetLibrary which exposes the equivalent C++ functionality to Blueprint.
- Added FSGGloveTrackingSettings config struct.
- Added FSGTrackingSettings config struct.
- Added FSGHandTrackingSettings config struct.
- Added FSGWristTrackingDebuggingSettings config struct.
- Added FSGVirtualHandSettings config struct.
- Added FSGVirtualHandAnimationSettings config struct.
- Added FSGVirtualHandDebuggingSettings config struct.
- Added FSGVirtualHandGrabSettings config struct.
- Added FSGVirtualHandHapticsSettings config struct.
- Added FSGVirtualHandMeshSettings config struct.
- Added FSGVirtualHandPhalangesLengthSettings config struct.
- Added FSGVirtualHandTouchSettings config struct.
- Added USGVirtualHandComponent::OnHandVisibilityChanged() event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected).
- GetMotionControllerData() has been introduced to the USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
- GetMotionControllerData() has been introduced to the USGWristTrackerComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added USGGrabComponent::SimulatePhysics() method.
- Added FSGDebugCube.
- Added FSGDebugCubeSettings.
- Added the SenseGloveDebugKismet module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
- Added USGDebugCubeKismetLibrary in order to expose the FSGDebugCube functionalities to Blueprint.
- Added USGDebugGizmoKismetLibrary in order to expose the FSGDebugGizmo functionalities to Blueprint.
- Added USGDebugVirtualHandKismetLibrary in order to expose the FSGDebugVirtualHand functionalities to Blueprint.
- Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator.
- Introduced a new FXRMotionControllerData compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation.
- Introduced a new FXRMotionControllerData compatible wrist tracking system.
- Introduced a new FXRMotionControllerData compatible hand interaction manipulation system.
- Added the ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- Added 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 by extending the Unreal Editor.
- Added `FSGAssetUtils` editor-only class.
- Added `FSGContentBrowserExtension` editor-only class.
- Added `FSGPluginStyle` editor-only class.
- Added `FSGSocketsEdito`r editor-only class.
- Added `FSGSocketsEditorCommands` editor-only class.
- Added the `FSGInitializationSettings` config struct in order to control how the plugin is initialized.
- Introduced the `FSGGameUserSettings` for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- Added `USGGameUserSettingsKismetLibrary` in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
- Added `FSGGameUserSettingsSettings` config struct.
- Added the SenseGlove console commands: `SG_GetEngineScalabilitySettings()` and `SG_SetEngineScalabilitySettings(Scalability)`.
- Added `SGHardwareBenchmarkingSettings` config struct.
- Introduced `ESGEngineScalabilitySettings` enum.
- Added `FSGVirtualHandSettingsOverrides` config struct used by the new settings override system.
- Added `SGWristTrackingSettingsOverrides` config structured by the new settings override system.
- Added support for Android API level `32` in addition to the API level `29`.
- Added FSGAssetUtils editor-only class.
- Added FSGContentBrowserExtension editor-only class.
- Added FSGPluginStyle editor-only class.
- Added FSGSocketsEditor editor-only class.
- Added FSGSocketsEditorCommands editor-only class.
- Added the FSGInitializationSettings config struct in order to control how the plugin is initialized.
- Introduced the FSGGameUserSettings for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- Added USGGameUserSettingsKismetLibrary in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
- Added FSGGameUserSettingsSettings config struct.
- Added the SenseGlove console commands: SG_GetEngineScalabilitySettings() and SG_SetEngineScalabilitySettings(Scalability).
- Added SGHardwareBenchmarkingSettings config struct.
- Introduced ESGEngineScalabilitySettings enum.
- Added FSGVirtualHandSettingsOverrides config struct used by the new settings override system.
- Added SGWristTrackingSettingsOverrides config structured by the new settings override system.
- Added support for Android API level 32 in addition to the API level 29.
- Introduced the SenseGlove Unreal Engine Handbook as an attempt at documenting the SenseGlove Unreal Engine Plugin.
- Merged the `pack` utility branch to the plugin's source code at `/Packager` which adds the SenseGlove Unreal Engine Marketplace Packager `v0.4.0-a65bb20` binaries and configurations.
- Merged the `pack` utility branch to the plugin's source code at `/Packager` which adds the SenseGlove Unreal Engine Marketplace Packager v0.4.0-a65bb20 binaries and configurations.
### Fixed
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like `OnGrabStateUpdated` and `OnTouchStateUpdated`.
- Fixed a bug where `USGGrabComponent`'s `bAffectPhysicsState` does not enables physics on its owning actor at `BeginPlay()`.
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like OnGrabStateUpdated and OnTouchStateUpdated.
- Fixed a bug where USGGrabComponent's `bAffectPhysicsState` does not enables physics on its owning actor at `BeginPlay()`.
- Fixed various wrong Kismet script names and their class exports.
- Fixed the display name for various overloads of the Blueprint-exposed function `Queue Command Vibro Level` to expose sensible display names.
- Some Android UPL tweaks, permission, and build fixes.
- Many other large and small fixes and improvements that might not be listed here.
- A few small bugfixes that have already been backported to the `v2.0.x` series.
- A few small bugfixes that have already been backported to the v2.0.x series.
### Changed
- Now, if `bValidateIfDefaultClassesAreSGCompliant` option from `FSGInitializationSettings` is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliant `GameMode`, `GameInstance`, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
- The`USGSettings` has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components.
- The `USGSettings` constructor visibility has been changed from public to private.
- The Settings override system has been overhauled as well affecting how we override settings from the `USGVirtualHandComponent` and `USGWristTrackerComponent`.
- The SenseGlove libraries have been updated to `v2.104.1-55fddbd2`.
- `GetHandPose()` has been replaced by `GetMotionControllerData()` inside `USGVirtualHandComponent` (see the relevant entry in the Added and Removed sections).
- Many functions inside `USGVirtualHandComponent` for retrieving bone names or reference transforms has been renamed to return different data types; e.g. `GetLeftHandFingerBoneNames()`, `GetRightHandFingerBoneNames()`, `GetLeftHandFingerBoneName()`, and `GetRightHandFingerBoneName()` renamed to `GetLeftHandBoneNames()`, `GetRightHandBoneNames()`, `GetLeftHandBoneName()`, and `GetRightHandBoneName()` respectively.
- `bHiddenInGameIfNoGloveDetected` uproperty from `USGVirtualHandComponent` has been renamed to `bVisibleWhenHandDataUnavailable` and accordingly all of its getters and setters; `bVisibleWhenHandDataUnavailable = false` now acts as `bHiddenInGameIfNoGloveDetected = true`, and vice-versa.
- `USGWristTrackerComponent` now uses `FXRMotionControllerData` for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.
- `FSGVirtualHandAnimInstanceProxy` now relies on `FXRMotionControllerData` to animate the hands instead of a `TMap` of bone names and rotations which allows it to also apply the bone locations.
- Now, if bValidateIfDefaultClassesAreSGCompliant option from FSGInitializationSettings is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliant GameMode, GameInstance, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
- The USGSettings has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components.
- The USGSettings constructor visibility has been changed from public to private.
- The Settings override system has been overhauled as well affecting how we override settings from the USGVirtualHandComponent and USGWristTrackerComponent.
- The SenseGlove libraries have been updated to v2.104.1-55fddbd2.
- GetHandPose() has been replaced by GetMotionControllerData inside USGVirtualHandComponent (see the relevant entry in the Added and Removed sections).
- Many functions inside USGVirtualHandComponent for retrieving bone names or reference transforms has been renamed to return different data types; e.g. GetLeftHandFingerBoneNames(), GetRightHandFingerBoneNames(), GetLeftHandFingerBoneName(), and GetRightHandFingerBoneName() renamed to GetLeftHandBoneNames(), GetRightHandBoneNames(), GetLeftHandBoneName(), and GetRightHandBoneName() respectively.
- bHiddenInGameIfNoGloveDetected UPROPERTY from USGVirtualHandComponent has been renamed to bVisibleWhenHandDataUnavailable and accordingly all of its getters and setters; bVisibleWhenHandDataUnavailable = false now acts as bHiddenInGameIfNoGloveDetected = true, and vice-versa.
- USGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.
- FSGVirtualHandAnimInstanceProxy now relies on FXRMotionControllerData to animate the hands instead of a TMap of bone names and rotations which allows it to also apply the bone locations.
- The new OpenXR animation system now takes into account the mesh bone's transforms for a more reliable hand animation.
- `FSGDebugVirtualHand::Draw()` now accepts a `FXRMotionControllerData` parameter instead of all `WristLocation`, `WristRotation`, `JointPositions`, and `JointRotations` parameters.
- `FSGDebugVirtualHandSettings` has been renamed to `FSGVirtualHandDebuggingSettings`.
- The value for `USGGrabComponent`'s `AttachmentSocketName` uproperty now defaults to the value of the plugin's `GrabAttachPointSocketName` instead of `Name_NONE`.
- The `SGGrabComponent` now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
- FSGDebugVirtualHandSettings has been renamed to FSGVirtualHandDebuggingSettings.
- The value for USGGrabComponent's AttachmentSocketName uproperty now defaults to the value of the plugin's GrabAttachPointSocketName instead of Name_NONE.
- The USGGrabComponent now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
- The `/CHANGELOG.md` file has been migrated to `/Handbook/src/overview/changelog.md`
- The `/LICENSE.md` file has been migrated to `/Handbook/src/license/senseglove-unreal-engine-plugin.md`
@@ -558,19 +260,19 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Removed
- Dropped support for Unreal Engine `5.1` and Epic Native Toolchain `v20` (used to build UE `5.0` and `5.1` Linux dependencies).
- Dropped support for Unreal Engine 5.1 and Epic Native Toolchain v20 (used to build UE 5.0 and 5.1 Linux dependencies).
- Removed the Allbreaker virtual hand model as it's no longer compatible with the SenseGlove plugin.
- Removed `ASGVirtualHandActor` as it was experimental and we no longer maintain it and haven't been doing so for a long time.
- Removed `FSGVirtualHandAnimInstanceProxy::GetBonesRotations()`.
- Removed `USGVirtualHandComponent::GetHandPose()` and it's no longer possible to get the hand pose data from `USGVirtualHandComponent` as `GetHandPose()` has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
- Removed also `GetFingerBoneName()`, `GetFingerBoneRefTransform()`, `GetFingerBoneRefRotation()` and `GetFingerBoneRefRotation()` from `USGVirtualHandComponent`.
- Removed some remnants of UE `5.1` and older releases from the C++ code.
- Removed ASGVirtualHandActor as it was experimental and we no longer maintain it and haven't been doing so for a long time.
- Removed FSGVirtualHandAnimInstanceProxy::GetBonesRotations().
- Removed USGVirtualHandComponent::GetHandPose() and it's no longer possible to get the hand pose data from USGVirtualHandComponent as GetHandPose() has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
- Removed also GetFingerBoneName(), GetFingerBoneRefTransform(), GetFingerBoneRefRotation() and GetFingerBoneRefRotation() from USGVirtualHandComponent.
- Removed some remnants of UE 5.1 and older releases from the C++ code.
- Removed the `pack` utility branch and merge it to the plugin's source code at `/Packager`.
### Known Issues
- With the new OpenXR release, the separation of the real and virtual hand rendering is broken. The reason is the animation system now uses the OpenXR data in the world transforms which yields better animations, but comes at the cost of overriding the the hand position set by the wrist tracker component's position and rotation. If `FXRMotionControllerData` is invalid and `bVisibleWhenHandDataUnavailable` is enabled for example, the system works as expected, since the animation system won't proceed to animate the hand meshes without valid `FXRMotionControllerData`. Since the animation system is only aware of the hand mesh it's animating versus the real hand and virtual hand meshes it means either it should become aware of the physics events like begin and end overlap events and also the real vs virtual hands, or it should resort back to animating the virtual hand meshes in local or component space. This release marks this feature as broken for now until we come up with a reasonable solution in the future.
- The `UXRDeviceVisualizationComponent` provided by Unreal Engine is used in the `SGPawn` class as `ControllerVisualizerLeft` and `ControllerVisualizerRight` for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an `OpenXRHandTracking` system, it causes the `UXRDeviceVisualizationComponent` to visualize the wrist tracking hardware at coordinates (`0.0f`, `0.0f`, `0.0f`) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the `UXRDeviceVisualizationComponent` work with the new system. Alternatively, we may develop our own version of the `UXRDeviceVisualizationComponent`.
- The `UXRDeviceVisualizationComponent` provided by Unreal Engine is used in the SGPawn class as ControllerVisualizerLeft and ControllerVisualizerRight for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an `OpenXRHandTracking` system, it causes the UXRDeviceVisualizationComponent to visualize the wrist tracking hardware at coordinates (0.0f, 0.0f, 0.0f) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the `UXRDeviceVisualizationComponent` work with the new system. Alternatively, we may develop our own version of the `UXRDeviceVisualizationComponent`.
- 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.
## [2.0.8] - 2024-07-15
@@ -579,23 +281,23 @@ This is a bugfix release that contains a somewhat important bugfix backported fr
### Fixed
- Fix a bug where the `SGPawn` right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
- Fix a bug where the SGPawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
## [2.0.7] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than `5.4`.
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than 5.4.
### Fixed
- Make the Allbreaker assets compatible with UE5.1+ again as the `v2.0.5` update breaks compatibility with UE versions earlier than `5.4`, thus leaving the engine unable to load those assets.
- Make the Allbreaker assets compatible with UE5.1+ again as the v2.0.5 update breaks compatibility with UE versions earlier than 5.4, thus leaving the engine unable to load those assets.
## [2.0.6] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE `5.3` that were never meant to be shipped.
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE 5.3 that were never meant to be shipped.
### Removed
- Removed the dev/test virtual hand models that leaked into the `5.3` branch.
- Removed the dev/test virtual hand models that leaked into the 5.3 branch.
### Fixed
@@ -614,21 +316,21 @@ This is a bugfix release with no actual plugin's code change.
### Fixed
- Fix our in-house Unreal Engine Marketplace submission tool's configurations where the Content folder (containing the Allbreaker hand model) is mistakenly ignored during the submission. This release reintroduces the Virtual Hand Model and its material missing from the previous release.
- Fix the `SenseGlove.uproject`'s wrong versioning submitted to the Unreal Engine Marketplace.
- Fix the SenseGlove.uproject's wrong versioning submitted to the Unreal Engine Marketplace.
## [2.0.3] - 2024-05-15
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine `5.4`.
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine 5.4.
### Fixed
- Fix UE `5.4` RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting `SenseGloveConnectImpl` and `SenseGloveCoreImpl` modues.
- Improved target platform detection when building `SenseGloveConnectImpl` and `SenseGloveCoreImpl` modules and also distinguishing the `x64` builds from `arm64` on Microsoft Windows.
- Fix other UE `5.4` RunUAT build issues, mostly caused by missing headers.
- Fix UE 5.4 RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting SenseGloveConnectImpl and SenseGloveCoreImpl modues.
- Improved target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguishing the x64 builds from arm64 on Microsoft Windows.
- Fix other UE 5.4 RunUAT build issues, mostly caused by missing headers.
### Removed
- Removed support for Android `armeabi-v7a` and `x86` architectures as they are no longer supported by the supported engine versions.
- Removed support for Android armeabi-v7a and x86 architectures as they are no longer supported by the supported engine versions.
## [2.0.2] - 2024-04-25
@@ -636,11 +338,11 @@ This is a patch release with no code changes.
### Added
- Introduce official Unreal Engine `5.4` support to the Unreal Engine Marketplace.
- 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.
- 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
@@ -648,15 +350,15 @@ 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.
- 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 `SenseGloveKismet/Public/SGKismet/`.
### 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.
- 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
@@ -667,37 +369,37 @@ This is the second major release of the SenseGlove Unreal Engine Plugin adding s
- Added support for the SenseGlove Nova 2 devices.
- Added support for Quest 3 controllers.
- Various classes have been added to the API in order to implement the new functionalities and features from the latest upstream SenseGlove libraries.
- Added initial support for the upcoming Unreal Engine `5.4` release.
- Added initial support for the upcoming Unreal Engine 5.4 release.
- Added a pair of default production-ready virtual hand meshes for the left and right hands, courtesy of [Allbreaker LLC Columbia](https://www.allbreaker.co/). For usage and redistribution, please consult the [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md) file.
### Fixed
- A few critical bug fixes that have already been backported to the `v1.x.x` series through `v1.9.3` to `v1.9.8` releases.
- Revamped the way we do `FVector` <-> `SGVect3D`, `FQuat` <-> `SGQuat`, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems.
- A few critical bug fixes that have already been backported to the v1.x.x series through v1.9.3 to v1.9.8 releases.
- Revamped the way we do FVector <-> SGVect3D, FQuat <-> SGQuat, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems.
- Allow the C++ compiler the opportunity to perform RVO/NRVO if applicable.
- Fix the modules' order inside the `.uplugin` file.
- Fix a build issue inside `FSGArrayUtils::FromStdVector()` introduced by newer MVSC updates due to stricter implicit `uint64` to `int32` conversions.
- Fix a build issues inside `FSGArrayUtils` when performing non-Unity builds due to the missing `<string>` header.
- Fix other build issues in `USGDevice`, `USGNovaGloveSensorData`, `FSGDeviceImpl`, and `FSGSenseGloveVarsImpl` when performing non-Unity builds due to the missing relevant headers.
- Fix the modules' order inside the .uplugin file.
- Fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer MVSC updates due to stricter implicit uint64 to int32 conversions.
- Fix a build issues inside FSGArrayUtils when performing non-Unity builds due to the missing <string> header.
- Fix other build issues in USGDevice, USGNovaGloveSensorData, FSGDeviceImpl, and FSGSenseGloveVarsImpl when performing non-Unity builds due to the missing relevant headers.
- Fix changelog formatting.
- Some other improverment and fixes.
### Changed
- SenseGlove libraries have been updated to `v2.101.12-62b1be11`.
- SenseGlove libraries have been updated to v2.101.12-62b1be11.
- The SenseGlove Unreal Engine Plugin now declares the OpenXR plugin as a dependency, so that the OpenXR plugin will be enabled automatically as soon as the SenseGlove Unreal Engine Plugin gets enabled.
- Various classes and parts of the API have been changed in order to reflect and adhere to upstream SenseGlove libraries.
- Reverse the Platform Support Matrix order from newer Unreal Engine versions to the older ones.
- Clarify the engine support policy in the main readme file by adding the corresponding references from the Epic Marketplace Guidelines and a URL to their guidelines page.
- The `SGTouchComponent` uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to `VibrotactileDuration` and `VibrotactileLevel`.
- The `SGTouchComponent` uproperties ForceFeedbackLevel and BuzzLevel (now `VibrotactileLevel`) parameters type have changed from `int32` to `float` with the value range varying between `0.0f` to `1.0f` instead of `1` to `100` in order to correspond to the underlying API changes.
- The `SGVirtualHandComponent` now assumes the default grab point's name as `GenericGrabPoint` instead of `GrabPoint` as default if not specified in the Unreal Blueprint Editor.
- The `SGPawn` on UE `5.2+` now utilizes `UXRDeviceVisualizationComponent` in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE `5.1` this could still be set on the `WristTrackerLeft` and `WristTrackerRight` components. Please note that despite the fact that on UE `5.2+` it's still possible to utilize the `WristTrackerLeft` and `WristTrackerRight` for setting the controller meshes, this has been deprecated in UE `5.2+` and is no longer supported.
- The SGTouchComponent uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to VibrotactileDuration and VibrotacktileLevel.
- The SGTouchComponent uproperties ForceFeedbackLevel and BuzzLevel (now VibrotacktileLevel) parameters type have changed from int32 to float with the value range varying between 0.0f to 1.0f instead of 1 to 100 in order to correspond to the underlying API changes.
- The SGVirtualHandComponent now assumes the default grab point's name as GenericGrabPoint instead of GrabPoint as default if not specified in the Unreal Blueprint Editor.
- The SGPawn on UE 5.2+ now utilizes UXRDeviceVisualizationComponent in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE 5.1 this could still be set on the WristTrackerLeft and WristTrackerRight components. Please note that despite the fact that on UE 5.2+ it's still possible to utilize the WristTrackerLeft and WristTrackerRight for setting the controller meshes, this has been deprecated in UE 5.2+ and is no longer supported.
### Removed
- Various classes and parts of the API have been removed in order to reflect and adhere to upstream SenseGlove libraries.
- Removed the redundant `SGIC_int32_Ref` interop type.
- Removed the redundant SGIC_int32_Ref interop type.
## [1.9.8] - 2024-03-12
@@ -706,14 +408,14 @@ This is a bugfix release that contains bugfixes backported from the next major r
### Fixed
- Fix a bug where the right-hand mesh is always hidden inside the game no matter whether the right glove is connected or not.
- Fix a crash inside the `USGHandPose::FromHandAngles()` method.
- Some performance optimizations by utilizing `MoveTemp` in return statements.
- Fix a crash inside the USGHandPose::FromHandAngles method.
- Some performance optimizations by utilizing MoveTemp in return statements.
- Some improvements applied to the source code.
- Some other minor fixes.
### Changed
- The BonesRotations TMap is no longer a public field of `FSGVirtualHandAnimInstanceProxy` and instead could be retrieved by calling the `GetBonesRotations()` method.
- The BonesRotations TMap is no longer a public field of FSGVirtualHandAnimInstanceProxy and instead could be retrieved by calling the GetBonesRotations() method.
## [1.9.7] - 2024-02-18
@@ -721,8 +423,8 @@ This is a bugfix release that contains bugfixes backported from the next major r
### Fixed
- Fix various bugs inside the `SGPlayerController` which occur when the thumb and pinky fingers are simultaneously touching different `SGTouchComponents`, or only one of them is in touch with such a component. In this case pinky's buzz and force-feedback levels are determined from the `SGTouchComponent` that is in collision with the thumb instead of the one that is touched by the pinky. Or, the pinky could ignore the buzz and force-feedback level if the thumb is not in collision with an `SGTouchComponent`. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with an `SGTouchComponent`.
- Fix the `BuzzDuration` uproperty range in order not to get clamped at `100.0f` and also use `float` values for `ClampMin` and `UIMin` specifiers instead of integer values.
- Fix various bugs inside the SGPlayerController which occur when the thumb and pinky fingers are simultaneously touching different SGTouchComponents, or only one of them is in touch with such a component. In this case pinky's buzz and force-feedback levels are determined from the SGTouchComponent that is in collision with the thumb instead of the one that is touched by the pinky. Or, the pinky could ignore the buzz and force-feedback level if the thumb is not in collision with an SGTouchComponent. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with an SGTouchComponent.
- Fix the BuzzDuration UPROPERTY range in order not to get clamped at 100.0f and also use float values for ClampMin and UIMin specifiers instead of integer values.
## [1.9.6] - 2024-02-14
@@ -730,7 +432,7 @@ This is a bugfix release.
### Fixed
- Fix a few critical bugs inside the `NovaGlove` class where the higher levels of the API including constructors, Parse, and `NewNovaGlove` methods mistakenly instantiate a `SenseGloveImpl` class instead of a `NovaGloveImpl` class.
- Fix a few critical bugs inside the NovaGlove class where the higher levels of the API including constructors, Parse, and NewNovaGlove methods mistakenly instantiate a SenseGloveImpl class instead of a NovaGloveImpl class.
## [1.9.5] - 2024-02-09
@@ -738,7 +440,7 @@ This is a bugfix release.
### Fixed
- Fix a wrong type-casting inside `SGDeviceModel::ParseFirmware()` where `OutMainVersion` and `OutSubVersion` arguments are getting passed to the lower levels of the API. This could potentially result in a segfault at the FFI boundary between lower and higher levels of the API.
- Fix a wrong type-casting inside SGDeviceModel::ParseFirmware where OutMainVersion and OutSubVersion arguments are getting passed to the lower levels of the API. This could potentially result in a segfault at the FFI boundary between lower and higher levels of the API.
## [1.9.4] - 2024-02-08
@@ -746,7 +448,7 @@ This is a bugfix release addressing mostly Blueprint API issues with ABI breakin
### Fixed
- Fix the Blueprint Parse function signature for the `NovaGloveInfoKismetLibrary` where the `OutGloveInfo` passed by the caller was never actually assigned as it was not getting passed by reference.
- Fix the Blueprint Parse function signature for the NovaGloveInfoKismetLibrary where the OutGloveInfo passed by the caller was never actually assigned as it was not getting passed by reference.
- Changelog formatting.
## [1.9.3] - 2024-02-03
@@ -755,15 +457,15 @@ This is a hotfix release addressing a few critical issues that might result in c
### Fixed
- Fix a potential memory corruption inside one of the `SGBasicHandModel` constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API.
- Fix a potential memory corruption inside one of the `SGSenseGloveInfo` constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API.
- Fix a potential memory corruption where inside the `SGHapticGloveCalibrationSequence::GetCurrentInstruction()` method, the return statement of the function is getting assigned to the const parameter `NextStepKey`, thus the return statement of the function will always be empty as well.
- Fix a potential memory corruption where inside one of the overloads of the `SGSenseGloveImpl::GetGlovePose()` method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API.
- Fix multiple Equals methods for a few classes such as `SGInterpolationSet`, `SGNovaGloveHandProfile`, `SGNovaGloveInfo`, `SGSenseGloveHandProfile`, `SenseGloveInfo`, `SenseGlovePose`, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method.
- Removed a redundant code statement inside the `SGNovaGloveImpl::GetSubFirmwareVersion()` method.
- Fix a potential memory corruption inside one of the SGBasicHandModel constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API.
- Fix a potential memory corruption inside one of the SGSenseGloveInfo constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API.
- Fix a potential memory corruption where inside the SGHapticGloveCalibrationSequence::GetCurrentInstruction method, the return statement of the function is getting assigned to the const parameter NextStepKey, thus the return statement of the function will always be empty as well.
- Fix a potential memory corruption where inside one of the overloads of the SGSenseGloveImpl::GetGlovePose method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API.
- Fix multiple Equals methods for a few classes such as SGInterpolationSet, SGNovaGloveHandProfile, SGNovaGloveInfo, SGSenseGloveHandProfile, SenseGloveInfo, SenseGlovePose, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method.
- Removed a redundant code statement inside the SGNovaGloveImpl::GetSubFirmwareVersion method.
- Some minor const correctness fixes.
- Some other minor code fixes and improvements.
- Fix the wrong version numbers inside the paltform support matrix and the main `.uplugin` file.
- Fix the wrong version numbers inside the paltform support matrix and the main .uplugin file.
- Minor changelog fixes.
- Bumped the copyright years.
@@ -775,69 +477,69 @@ This is a hotfix release addressing a few critical issues that might result in c
### Fixed
- A bug where the released actor is going to be `NULL` whenever the `OnActorReleased` event fires.
- A bug where the released actor is going to be NULL whenever the OnActorReleased event fires.
## [1.9.1] - 2023-10-11
### Fixed
- Add the missing Unreal Engine C++ header to files that rely on the `ENGINE_*_VERSION` macros in order to fix the Epic Store build failures on UE `5.3`.
- Add the missing Unreal Engine C++ header to files that rely on the ENGINE\_\*\_VERSION macros in order to fix the Epic Store build failures on UE 5.3.
## [1.9.0] - 2023-10-10
### Changed
- The `BlueprintImplementableEvent` ufunction specifier for the `OnGrabStateUpdated`, `OnTouchStateUpdated`, `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch` events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
- The BlueprintImplementableEvent UFUNCTION specifier for the OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
### Fixed
- Add a missing release note entry for the `v1.8.0` release to the changelog file.
- Add a missing release note entry for the v1.8.0 release to the changelog file.
## [1.8.0] - 2023-10-10
### Added
- Introduced new `SGPawn` events: `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch`.
- Exposed `OnGrabStateUpdated`, `OnTouchStateUpdated`, `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch` events to Blueprint as `BlueprintImplementableEvent`.
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.
### Fixed
- Fix a bug where the `OnTouchStateUpdated` event is mistakenly triggered instead of the `OnGrabStateUpdated` when the right thumb fingertip grab collider overlaps with a grabbable actor.
- Fix the `DECLARE_EVENT` macro signature for `OnGrabStateUpdated` and `OnTouchStateUpdated` events.
- Fix a bug where the OnTouchStateUpdated event is mistakenly triggered instead of the OnGrabStateUpdated when the right thumb fingertip grab collider overlaps with a grabbable actor.
- Fix the DECLARE_EVENT macro signature for OnGrabStateUpdated and OnTouchStateUpdated events.
## [1.7.0] - 2023-09-14
### Added
- Introduce `SGGameInstance`, a customized SenseGlove game instance for future use.
- Added the new `SenseGloveBackend` and `SenseGloveBackendKismet` modules.
- Added `SG_CPP20` C++ macro for C++20 detection, which is now default from UE `5.3` onwards.
- Added `SG_CAPTURE_THIS` C++ macro as a workaround for `error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20` in order to build the same lambda captures without extra `#ifdef`s on all supported engine versions.
- Introduce SGGameInstance, a customized SenseGlove game instance for future use.
- Added the new SenseGloveBackend and SenseGloveBackendKismet modules.
- Added SG_CPP20 C++ macro for C++20 detection, which is now default from UE 5.3 onwards.
- Added SG_CAPTURE_THIS C++ macro as a workaround for error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20 in order to build the same lambda captures without extra #ifdefs on all supported engine versions.
### Changed
- SenseGlove libraries have been updated to `v2.12.0-19c9854`.
- `SGCoreImpl`/`SGPlatform` has been moved to `SGBuildHacks`/`SGPlatform`.
- SenseGlove libraries have been updated to v2.12.0-19c9854.
- SGCoreImpl/SGPlatform has been moved to SGBuildHacks/SGPlatform.
### Fixed
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where `SGConnect::Init()` gets called every frame.
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where SGConnect::Init() gets called every frame.
- Some other minor fixes and improvements.
## [1.6.1] - 2023-08-14
### Fixed
- Fix Unreal Engine `5.0` build issues.
- Fix Unreal Engine 5.0 build issues.
- Minor documentation fixes.
## [1.6.0] - 2023-08-14
### Added
- Added support for the upcoming Unreal Engine `5.3`.
- Added support for the upcoming Unreal Engine 5.3.
- Now, the hand's velocity is applied to grabbed actors after being released from the hand.
- Introduce the real hands to the `SenseGlove` module (`SGPawn`) API.
- Introduce the real hands to the SenseGlove module (SGPawn) API.
- Added separation of the virtual and real hand rendering.
### Fixed
@@ -847,7 +549,7 @@ This is a hotfix release addressing a few critical issues that might result in c
### Changed
- SenseGlove libraries have been updated to `v2.11.0-b775a05`.
- SenseGlove libraries have been updated to v2.11.0-b775a05.
## [1.5.3] - 2023-07-19
@@ -859,7 +561,7 @@ This is a hotfix release mostly addressing Android Bluetooth performance issues.
### Changed
- SenseGlove libraries have been updated to `v2.10.1-3b0e7c9`.
- SenseGlove libraries have been updated to v2.10.1-3b0e7c9.
## [1.5.2] - 2023-07-19
@@ -867,7 +569,7 @@ This is a hotfix release mostly addressing Android-related issues.
### Fixed
- Fix a build issue with Android shipping builds due to `sgconnect.jar` not getting copied automatically in the AFSProject which is compiled for shipping builds when `AndroidFileServer (AFS)` is enabled.
- Fix a build issue with Android shipping builds due to sgconnect.jar not getting copied automatically in the AFSProject which is compiled for shipping builds when AndroidFileServer (AFS) is enabled.
- Minor changelog fixes and some source code formatting fixes.
## [1.5.1] - 2023-07-13
@@ -887,7 +589,7 @@ This release breaks ABI/API compatibility with the previous versions in some are
- Added HTC VIVE Focus 3 positional tracking hardware enum.
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the `SGPawn`.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the SGPawn.
### Fixed
@@ -895,12 +597,12 @@ This release breaks ABI/API compatibility with the previous versions in some are
### Changed
- Fully refactored the top-level configurations in the settings system into ustructs.
- SenseGlove libraries have been updated to `v2.10.0-12133ac`.
- Fully refactored the top-level configurations in the settings system into USTRUCTs.
- SenseGlove libraries have been updated to v2.10.0-12133ac.
### Removed
- Dropped support for the Epic Native Toolchain `v19`, MSVC `v141` (Visual Studio 2017), and thus Unreal Engine `4.27` as it has been marked as deprecated since `v1.4.x`.
- Dropped support for the Epic Native Toolchain v19, MSVC v141 (Visual Studio 2017), and thus Unreal Engine 4.27 as it has been marked as deprecated since v1.4.x.
- Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
@@ -920,7 +622,7 @@ This is a hotfix release addressing a few critical issues.
### Fixed
- Fix build issues with certain compilers when the Unreal Engine version is older than `5.2`.
- Fix build issues with certain compilers when the Unreal Engine version is older than 5.2.
- Reintroduced the Virtual Hand and the Wrist Tracker debug gizmos which have temporarily been disabled due to a bug in the settings system.
- Some minor changelog fixes.
@@ -943,19 +645,19 @@ This release breaks ABI/API compatibility with the previous versions.
### Added
- Added support for the stable release of Unreal Engine `5.2` (the preview release has been supported since `v1.2.0`).
- Added Linux `AArch64` platform support.
- Added support for the stable release of Unreal Engine 5.2 (the preview release has been supported since v1.2.0).
- Added Linux AArch64 platform support.
- Added a new Grab component that can turn any actor into a grabbable object.
- Added a new Touch component that enables haptic feedback such as Buzz and Force-Feedback commands.
- Added an optional feature in order to automatically stop all haptics on the EndPlay event, wherever the virtual hand component is used. By default, it's enabled.
### Fixed
- Fix Blueprint signatures for `USGVirtualHandComponentKismetLibrary` and make all the Blueprint exposed functions static.
- Fix Blueprint signatures for USGVirtualHandComponentKismetLibrary and make all the Blueprint exposed functions static.
### Changed
- SenseGlove libraries have been updated to `v2.7.1-965f90c` with support for Linux `AArch64`.
- SenseGlove libraries have been updated to v2.7.1-965f90c with support for Linux AArch64.
- The Virtual Hand and the Wrist Tracker debug gizmos (the intended use is only for SenseGlove developers for really low-level stuff; thus won't affect the users of the plugin at all) have been disabled and will be ignored due to an esoteric bug in the settings systems which has been scheduled to be fixed in the future releases.
### Removed
@@ -964,7 +666,7 @@ This release breaks ABI/API compatibility with the previous versions.
### Deprecated
- This is the last release to support Unreal Engine `4.27` and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for `4.27` is `v1.3.1`. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last three 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.
- This is the last release to support Unreal Engine 4.27 and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for 4.27 is v1.3.1. Per Epic's Marketplace policy regarding Code Plugins, 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.
## [1.3.1] - 2023-04-28
@@ -990,9 +692,9 @@ This release breaks ABI/API compatibility with the previous versions in addition
### Changed
- Breaking API/ABI changes in the Settings and the main `SenseGlove` module due to some settings refactoring.
- Breaking API/ABI changes in the Settings and the main SenseGlove module due to some settings refactoring.
- Breaking changes in the SenseGlove/Unreal coordinates systems conversions due to underlying changes in the SenseGlove Core Libraries.
- SenseGlove libraries have been updated to `v2.6.0-aac3d56`.
- SenseGlove libraries have been updated to v2.6.0-aac3d56.
## [1.2.1] - 2023-03-30
@@ -1006,29 +708,29 @@ This release breaks ABI/API compatibility with the previous versions.
### Added
- Android/Oculus on-device glove calibration.
- Android / Oculus on-device glove calibration.
- Introduced the animated Virtual Hand Model (as a set of virtual hand and wrist tracker components and an actor) with in-editor animation availability.
- Introduced `SGPawn`, `SGPlayerController`, `SGGameModeBase`, etc classes.
- Added an internal `SenseGloveCoreTypes` module in order to share common SenseGloveCore types between various modules.
- Segregated Android binaries for NDK `r21e` (UE `4.27` and `5.0`) and `r25b` (UE `5.1`, `5.2`).
- Introduced SGPawn, SGPlayerController, SGGameModeBase, etc classes.
- Added an internal SenseGloveCoreTypes module in order to share common SenseGloveCore types between various modules.
- Segregated Android binaries for NDK r21e (UE 4.27 and 5.0) and r25b (UE 5.1, 5.2).
- Fully functional and stable Linux development support.
- Fully functional and stable Unreal Engine `5.2` preview support has been added.
- Fully functional and stable Unreal Engine 5.2 preview support has been added.
- Added a Plugin's settings manager and two new modules SenseGloveSettings and SenseGloveSettingsKismet.
### Changed
- SenseGlove libraries have been updated to the Linux-aware version: `v2.5.0-8069342`.
- SenseGlove libraries have been updated to the Linux-aware version: v2.5.0-8069342.
- API has changed to use degrees instead of radians.
- SGCoordinates utility class name has been changed to `SGAngles` and now the plugin API uses degrees in contrast of SenseGlove libraries by default.
- SGCoordinates utility class name has been changed to SGAngles and now the plugin API uses degrees in contrast of SenseGlove libraries by default.
- Migrate common nested array types into the SenseGloveTypes module from the SenseGloveCore module.
### Removed
- Removed a few thousand lines of archaic pre-public-release dead code.
- Dropped Android NDK `r21b` binaries used by the older engine versions.
- Purged the dead code for dropped engine versions by `v1.1.1` (`4.22`, `4.23`, `4.24`, `4.25`, and `4.26`) that carried over to the current version.
- Removed redundant `SGConnectImpl`/`SGPlatform`.
- Removed redundant `SGTypes`/`SGConnectTypes`.
- Dropped Android NDK r21b binaries used by the older engine versions.
- Purged the dead code for dropped engine versions by v1.1.1 (4.22, 4.23, 4.24, 4.25, and 4.26) that carried over to the current version.
- Removed redundant SGConnectImpl/SGPlatform.
- Removed redundant SGTypes/SGConnectTypes.
### Known Issues
@@ -1038,8 +740,8 @@ This release breaks ABI/API compatibility with the previous versions.
### Added
- Initial support for the upcoming Unreal Engine `5.2`.
- Add support for Android `armeabi-v7a` with `neon`, `x86-64`, and `x86` builds in addition to `arm64-v8a`.
- Initial support for the upcoming Unreal Engine 5.2.
- Add support for Android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a.
### Fixed
@@ -1048,7 +750,7 @@ This release breaks ABI/API compatibility with the previous versions.
### Changed
- Bump SenseGlove libraries to `v2.1.2-95ec6e7`.
- Bump SenseGlove libraries to v2.1.2-95ec6e7.
## [1.1.0] - 2023-02-03
@@ -1056,7 +758,7 @@ This release breaks ABI/API compatibility with the previous versions.
- Whitelist Android as a target platform.
- Introduce Android support.
- Add third-party library SGConnect for Android `v1.1.0`.
- Add third-party library SGConnect for Android v1.1.0.
### Fixed
@@ -1064,12 +766,12 @@ This release breaks ABI/API compatibility with the previous versions.
### Changed
- SGConnect and SGCore libraries have been updated to `v2.1.1-0569c74`.
- SGConnect and SGCore libraries have been updated to v2.1.1-0569c74.
### Removed
- Removed the enum utils class due to `ANY_PACKAGE` deprecation warnings in Unreal Engine `5.1`.
- Support for older versions of the Engine (namely, `4.22`, `4.23`, `4.24`, `4.25`, and `4.26`) has been dropped.
- Removed the enum utils class due to ANY_PACKAGE deprecation warnings in Unreal Engine 5.1.
- Support for older versions of the Engine (namely, 4.22, 4.23, 4.24, 4.25, and 4.26) has been dropped.
## [1.0.4] - 2022-12-02
@@ -1077,11 +779,11 @@ This is a minor release focusing mostly on adherence to the Unreal Engine Market
### Added
- Added support for MSVC 2017.
- Added support for MSVC 2017
### Changed
- Updated SenseGlove libraries (SGCore/SGConnect) to `v2.0.4`.
- Updated SenseGlove libraries (SGCore/SGConnect) to v2.0.4.
## [1.0.3] - 2022-11-29
@@ -1097,7 +799,7 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added
- Added the newly acquired Unreal Engine Market Place Offer ID to the `.uplugin` file.
- Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file.
- List the dotfiles inside the FilterPlugin.ini file as well.
- Add the copyright notice to the source files missing it.
- Add the SenseGlove SDK license to the third-party license file.
+67 -115
View File
@@ -62,126 +62,78 @@
└── ThirdParty (3rd-party dependencies)
├── android (.jar file Java libraries for Android)
│ │
│ ├── debug
│ │
│ └── release
├── include (header files)
│ │
── SenseGlove
│ │
│ ├── BLE (SGBLE headers)
│ │
│ ├── Common (SGCommon headers)
│ │
│ ├── Connect (SGConnect headers)
│ │
│ ├── Core (SGCore headers)
│ │
│ └── Log (SGLog headers)
├── lib (platform-specific pre-built binary dependencies)
── boost
│ │
│ ├── android
│ ├── SenseGlove
│ │ │
│ │ ── r25b (Android NDK r25b dependencies for UE 5.1+)
│ │
│ │ ├── aarch64 (64-bit ARM variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (64-bit x86-64 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ ── Connect (SGConnect headers)
│ │ │
│ │ └── Core (SGCoreCpp headers)
│ │
── linux
│ │ │
│ │ ├── rustc (GNU/Linux binary dependencies built with Rust)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── v22 (5.4 GNU/Linux dependencies)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── v23 (UE 5.5 GNU/Linux dependencies)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── v25 (UE 5.6 GNU/Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── windows
│ │
│ ├── v143 (Microsoft Visual Studio 2022 dependencies)
│ │ │
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
│ │
│ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │
│ ├── debug
│ │
│ └── release
── serial
── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries)
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers)
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries)
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries)
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries)
── lib (platform-specific pre-built binary dependencies)
├── android
│ └── r25b (Android NDK r25b dependencies for UE 5.1+)
│ ├── arm64 (64-bit ARM variant of Android)
│ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── x64 (64-bit x86-64 variant of Android)
│ │
│ ├── debug
│ │
│ └── release
├── linux
│ │
│ ├── v21 (UE 5.2 Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v22 (UE 5.3 and 5.4 Linux dependencies)
│ │
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │
│ ├── debug
│ │
│ └── release
└── win64
├── msvc142 (Microsoft Visual Studio 2019 dependencies)
│ │
│ ├── debug
│ │
│ └── release
└── msvc143 (Microsoft Visual Studio 2022 dependencies)
├── debug
└── release
```
-23
View File
@@ -9,11 +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)
### Third-Party OpenXR Integration Demos
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
## Tutorials
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
@@ -30,21 +25,3 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Setting up VIVE Focus 3 & VIVE Wrist Trackers in Unreal Engine](https://youtu.be/SGmQevkzsY4)
- [SGBasicDemo: setup throwing objects and physics settings for the real and virtual hands](https://youtu.be/K9Qr_LqgTcY)
- [SGBasicDemo v2: upgrading your projects to the SenseGlove Unreal Engine Plugin v2.0.0](https://youtu.be/VbWfoep-Hsg)
## Third-Party Tutorials
### OpenXR Tutorials
- [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine](https://youtu.be/67v-sEhidvM)
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 1](https://youtu.be/TPEA1GJr_kU)
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 2](https://youtu.be/xEnuephuNmw)
- [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](https://youtu.be/BWd3MwtfTJE)
### Android (Meta Quest / HTC VIVE) Tutorials
- [Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode](https://youtu.be/EClbEbNcl4k)
- [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](https://youtu.be/BWd3MwtfTJE)
### VR Optimization
- [Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)](https://youtu.be/67CZqMrAOns)
@@ -1,6 +1,6 @@
## Planned Features Completion Status
### Implemented as of v2.7.x
### Implemented as of v2.3.x
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
@@ -13,10 +13,9 @@
- [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, Oculus Quest 3, and Oculus Quest 3s.
- [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] Support for both Bluetooth Serial and Bluetooth Low Energy.
- [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
- [X] A customizable Grab component that could be added to any actor.
@@ -40,9 +39,8 @@
- [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 v2.8.x release
### Upcoming features planned for the v2.4.x release
### Planned features long-term
@@ -1,24 +1,22 @@
## 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** |
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.7** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.6** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.5** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.4** | ❌ | | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.3 | ⚠️ v2.7.3 |
| **5.3** | ❌ | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.3 | ⚠️ v2.6.3 |
| **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** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
| **5.4** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
| **5.3** | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
| **5.2** | ❌ | ✅ v2.3.x | v2.3.x | v2.3.x | v2.3.x | v2.3.x (r25b) | | v2.3.2 | v2.3.2 |
| **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> End-of-life (EOL) release that is not supported anymore and might be lacking features
* <code>⚠️</code> Not supported by the latest release and might be lacking features
* <code>❌</code> Not supported at all
* <code>❓</code> Unknown or untested
@@ -28,5 +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.
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
## 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
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking")
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.`
@@ -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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
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:
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
> [!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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin](enable-openxrvivetracker-plugin.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin")
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`:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating 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`:
![SteamVR - Manage Trackers - Setting the motion source for left and right hands](steamvr-manage-trackers.png "SteamVR - Manage Trackers - Setting the motion source for left and right hands")
## 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.
@@ -1,113 +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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
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.
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is HTC VIVE in Standalone Mode.
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
### 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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin](enable-openxr-viveopenxr-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin")
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:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt](viveopenxr-plugin-settings-enable-hand-interaction-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt")
- **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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt](viveopenxr-plugin-settings-enable-wrist-tracker-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt")
- **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:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
## 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.
@@ -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>
@@ -2,14 +2,6 @@
SenseCom (short for SenseGlove Communications) is a background program that runs alongside your Unreal Engine application. Its primary function is to discover, and connect to SenseGlove devices on your system, exchanging data with them, much like a "SteamVR for Haptic Gloves." The SenseGlove Unreal Engine Plugin relies on SenseCom to communicate with any SenseGlove hardware.
Communication between your application and the physical gloves are possible via either [Bluetooth Low Energy (a.k.a. Bluetooth LE, colloquially BLE, formerly marketed as Bluetooth Smart)](bluetooth-low-energy/), or [Bluetooth Serial (a.k.a. BT Serial)](bluetooth-serial/) depending on the type and model of your glove, or the firmware version.
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
> [!NOTE]
> SenseCom is required only for communication on Windows or Linux. For
> standalone Android devices, the communication functionality is embedded
@@ -18,4 +10,4 @@ Communication between your application and the physical gloves are possible via
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
> please.
@@ -1,18 +0,0 @@
# SenseCom (Bluetooth Low Energy)
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -1,10 +0,0 @@
# SenseCom on Android (Bluetooth Low Energy)
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
As a result, in Standalone-mode, unlike PCVR-mode where BLE gloves do not require pairing at the operating system level and connections are managed by SenseCom, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
@@ -1,115 +0,0 @@
# SenseCom on GNU/Linux (Bluetooth Low Energy)
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Make sure the glove is powered on.
8. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
![SenseCom on GNU/Linux - Running SenseCom](gnu-linux-run-sensecom.png "SenseCom on GNU/Linux - Running SenseCom")
9. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices](gnu-linux-sensecom-pair-devices-hamburger-menu.png "SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices")
10. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on GNU/Linux - Pair Devices - Nearby Devices](gnu-linux-sensecom-pair-devices-nearby.png "SenseCom on GNU/Linux - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](gnu-linux-sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
11. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on GNU/Linux - Pair Devices - Paring Confirmation](gnu-linux-sensecom-pair-devices-confirmation.png "SenseCom on GNU/Linux - Pair Devices - Paring Confirmation")
12. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality](gnu-linux-sensecom-pair-devices-list.png "SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality")
13. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves](gnu-linux-sensecom-connected-gloves.png "SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves")
@@ -1,46 +0,0 @@
# SenseCom on Microsoft Windows (Bluetooth Low Energy)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Now, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
6. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices](microsoft-windows-sensecom-pair-devices-hamburger-menu.png "SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices")
7. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on Microsoft Windows - Pair Devices - Nearby Devices](microsoft-windows-sensecom-pair-devices-nearby.png "SenseCom on Microsoft Windows - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
8. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation](microsoft-windows-sensecom-pair-devices-confirmation.png "SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation")
9. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality](microsoft-windows-sensecom-pair-devices-list.png "SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality")
10. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves](microsoft-windows-sensecom-connected-gloves.png "SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves")
@@ -1,17 +0,0 @@
# SenseCom (Bluetooth Serial)
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -1,10 +0,0 @@
# SenseCom on Android (Bluetooth Serial)
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
As a result, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
@@ -1,99 +0,0 @@
# SenseCom on GNU/Linux (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,67 +0,0 @@
# SenseCom on Microsoft Windows (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
@@ -0,0 +1,91 @@
# SenseCom on GNU/Linux
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Blueman Bluetooth Manager (Bluetooth Serial)
# Connect to Nova gloves using Blueman Bluetooth Manager
Follow these steps to pair a Nova glove with your PC on GNU/Linux usng the Blueman Bluetooth Manager:
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Command-line (Bluetooth Serial)
# Connect to Nova gloves using Command-line
Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez:
@@ -0,0 +1,59 @@
# SenseCom on Microsoft Windows
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
View File
@@ -3,74 +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:
![Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller](senseglove-wrist-tracking-settings-meta-quest-2-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller")
## Meta Quest Pro Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller](senseglove-wrist-tracking-settings-meta-quest-pro-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller")
## Meta Quest 3 Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller](senseglove-wrist-tracking-settings-meta-quest-3-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller")
## 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:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker](senseglove-wrist-tracking-settings-htc-vive-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker")
## 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:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)")
### Standalone Mode
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is
> [HTC VIVE in Standalone Mode](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive).
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)")
@@ -1,31 +0,0 @@
# {fmt} Formatting Library License
```
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
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.
--- Optional exception to the license ---
As an exception, if, as a result of your compiling your source code, portions
of this Software are embedded into a machine-executable object form of such
source code, you may redistribute such embedded portions in such object form
without including the above copyright and permission notices.
```
@@ -1,28 +0,0 @@
# Loguru Logging Library License
```
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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.
For more information, please refer to <https://unlicense.org>
```
+1 -3
View File
@@ -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
@@ -31,4 +29,4 @@ conditions as to quality, fitness for purpose, non-infringement, performance or
correspondence with description and we do not offer any warranties or guarantees
in relation to the Software installation, configuration or error/defect
correction.
```
```
@@ -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
@@ -400,4 +398,4 @@ the avoidance of doubt, this paragraph does not form part of the
public licenses.
Creative Commons may be contacted at creativecommons.org.
```
```
@@ -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
@@ -26,4 +26,4 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
```
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
@@ -1,34 +0,0 @@
# SGBLE and SGBLExx Rust Dependency Licenses
SGBLE and SGBLExx, components of the SenseGlove SDK, are built using the Rust programming language. These libraries rely on a variety of open-source Rust crates. To ensure commercial developers can use our SDK without licensing concerns, we strictly rely on crates with **permissive licenses at runtime**.
Some dependencies, like `r-efi`, are dual-licensed and allow permissive use. The **only copyleft tool** used is `cbindgen`, which is solely a **build-time dependency**. It is employed to automatically generate C FFI bindings for SGBLE, which is implemented in pure Rust. Since `cbindgen` is not required at runtime and acts more like a transpiler (source-to-source compiler), it does **not introduce any licensing risks** for commercial applications.
Below is a comprehensive list of all third-party crates and their corresponding licenses used in SGBLE and SGBLExx:
```
(MIT OR Apache-2.0) AND OFL-1.1 AND Ubuntu-font-1.0 (1): epaint_default_fonts
(MIT OR Apache-2.0) AND Unicode-3.0 (1): unicode-ident
0BSD OR Apache-2.0 OR MIT (1): adler2
Apache-2.0 (15): ab_glyph, ab_glyph_rasterizer, accesskit_winit, codespan-reporting, dpi, gethostname, gl_generator, glutin, glutin_egl_sys, glutin_glx_sys, glutin_wgl_sys, khronos_api, owned_ttf_parser, spirv, winit
Apache-2.0 OR Apache-2.0 WITH LLVM-exception OR MIT (7): linux-raw-sys, linux-raw-sys, rustix, rustix, wasi, wasi, wit-bindgen-rt
Apache-2.0 OR BSD-2-Clause OR MIT (4): zerocopy, zerocopy, zerocopy-derive, zerocopy-derive
Apache-2.0 OR BSD-3-Clause OR MIT (3): btleplug, num_enum, num_enum_derive
Apache-2.0 OR BSL-1.0 (1): ryu
Apache-2.0 OR LGPL-2.1-or-later OR MIT (1): r-efi
Apache-2.0 OR MIT (286): accesskit, accesskit_atspi_common, accesskit_consumer, accesskit_macos, accesskit_unix, accesskit_windows, addr2line, ahash, android-activity, android_log-sys, android_logger, android_system_properties, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, arboard, arrayvec, as-raw-xcb-connection, ash, async-broadcast, async-channel, async-executor, async-fs, async-io, async-lock, async-process, async-recursion, async-signal, async-task, async-trait, atomic-waker, atspi, atspi-common, atspi-connection, atspi-proxies, autocfg, backtrace, bit-set, bit-vec, bitflags, bitflags, block-buffer, blocking, bluez-async, bluez-generated, bumpalo, cc, cesu8, cfg-if, cgl, clap, clap_builder, clap_lex, colorchoice, concurrent-queue, core-foundation, core-foundation, core-foundation-sys, core-graphics, core-graphics-types, cpufeatures, crc32fast, crossbeam-utils, crypto-common, ctor, ctor-proc-macro, dbus, dbus-tokio, digest, displaydoc, document-features, downcast-rs, dtor, dtor-proc-macro, ecolor, eframe, egui, egui-wgpu, egui-winit, egui_glow, either, emath, enumflags2, enumflags2_derive, env_filter, env_logger, epaint, equivalent, errno, event-listener, event-listener-strategy, fastrand, fdeflate, flate2, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, getrandom, getrandom, gimli, gpu-alloc, gpu-alloc-types, gpu-descriptor, gpu-descriptor-types, hashbrown, heck, heck, hermit-abi, hermit-abi, hex, home, humantime, idna, idna_adapter, image, immutable-chunkmap, indexmap, is_terminal_polyfill, itertools, itoa, jni, jni, jni-sys, jobserver, jpeg-decoder, js-sys, khronos-egl, lazy_static, libc, libdbus-sys, litrs, lock_api, log, memmap2, metal, naga, ndk, ndk-context, ndk-sys, ndk-sys, nohash-hasher, num-traits, object, once_cell, ordered-stream, parking, parking_lot, parking_lot_core, paste, percent-encoding, pin-project, pin-project-internal, pin-project-lite, pin-utils, piper, pkg-config, png, polling, ppv-lite86, pretty_env_logger, proc-macro-crate, proc-macro2, profiling, quote, rand, rand, rand_chacha, rand_chacha, rand_core, rand_core, regex, regex-automata, regex-syntax, renderdoc-sys, rustc-demangle, rustc-hash, rustversion, scoped-tls, scopeguard, serde, serde_derive, serde_json, serde_repr, serde_spanned, sha1, shlex, signal-hook-registry, smallvec, smol_str, socket2, stable_deref_trait, static_assertions, syn, tempfile, thiserror, thiserror, thiserror-impl, thiserror-impl, thread_local, toml, toml_datetime, toml_edit, ttf-parser, type-map, typenum, unicode-segmentation, unicode-width, unicode-xid, url, utf16_iter, utf8_iter, utf8parse, uuid, version_check, wasm-bindgen, wasm-bindgen-backend, wasm-bindgen-futures, wasm-bindgen-macro, wasm-bindgen-macro-support, wasm-bindgen-shared, web-sys, web-time, webbrowser, weezl, wgpu, wgpu-core, wgpu-hal, wgpu-types, winapi, winapi-i686-pc-windows-gnu, winapi-x86_64-pc-windows-gnu, windows, windows, windows-core, windows-core, windows-implement, windows-implement, windows-interface, windows-interface, windows-result, windows-result, windows-strings, windows-sys, windows-sys, windows-sys, windows-targets, windows-targets, windows-targets, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_msvc, windows_aarch64_msvc, windows_aarch64_msvc, windows_i686_gnu, windows_i686_gnu, windows_i686_gnu, windows_i686_gnullvm, windows_i686_msvc, windows_i686_msvc, windows_i686_msvc, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_msvc, windows_x86_64_msvc, windows_x86_64_msvc, write16, x11rb, x11rb-protocol
Apache-2.0 OR MIT OR Zlib (12): bytemuck, bytemuck_derive, cursor-icon, glow, miniz_oxide, objc2-app-kit, objc2-core-bluetooth, objc2-core-foundation, objc2-core-graphics, objc2-io-surface, raw-window-handle, xkeysym
BSD-2-Clause (1): arrayref
BSD-3-Clause (3): jni-utils, tiny-skia, tiny-skia-path
BSL-1.0 (2): clipboard-win, error-code
CC0-1.0 (1): hexf-parse
ISC (1): libloading
MIT (91): android-properties, block, block2, block2, bytes, calloop, calloop-wayland-source, cfg_aliases, combine, dashmap, dispatch, dlib, endi, generic-array, glutin-winit, is-terminal, libredox, malloc_buf, memoffset, mio, nix, objc, objc-sys, objc2, objc2, objc2-app-kit, objc2-cloud-kit, objc2-contacts, objc2-core-data, objc2-core-image, objc2-core-location, objc2-encode, objc2-foundation, objc2-foundation, objc2-link-presentation, objc2-metal, objc2-quartz-core, objc2-symbols, objc2-ui-kit, objc2-uniform-type-identifiers, objc2-user-notifications, orbclient, ordered-float, quick-xml, quick-xml, redox_syscall, redox_syscall, sctk-adwaita, serde-xml-rs, simd-adler32, slab, smithay-client-toolkit, smithay-clipboard, strict-num, strsim, strum, strum_macros, synstructure, tiff, tokio, tokio-macros, tokio-stream, tokio-util, tracing, tracing-attributes, tracing-core, uds_windows, wayland-backend, wayland-client, wayland-csd-frame, wayland-cursor, wayland-protocols, wayland-protocols-plasma, wayland-protocols-wlr, wayland-scanner, wayland-sys, winnow, x11-dl, xcursor, xdg-home, xkbcommon-dl, xml-rs, zbus, zbus-lockstep, zbus-lockstep-macros, zbus_macros, zbus_names, zbus_xml, zvariant, zvariant_derive, zvariant_utils
MIT OR Unlicense (7): aho-corasick, byteorder-lite, memchr, same-file, termcolor, walkdir, winapi-util
MPL-2.0 (1): cbindgen
N/A (2): sgble, sgblueman
Unicode-3.0 (19): icu_collections, icu_locid, icu_locid_transform, icu_locid_transform_data, icu_normalizer, icu_normalizer_data, icu_properties, icu_properties_data, icu_provider, icu_provider_macros, litemap, tinystr, writeable, yoke, yoke-derive, zerofrom, zerofrom-derive, zerovec, zerovec-derive
Zlib (2): foldhash, slotmap
```
For detailed terms of use, please refer to the license files in each project's upstream repository.
-3
View File
@@ -5,10 +5,7 @@ Please note that while the SenseGlove Unreal Engine Plugin is made available und
The following third-party software are used and shipped with the SenseGlove Unreal Engine Plugin:
- [The SenseGlove SDK (a.k.a. SenseGlove Backend Libraries, or SenseGlove Core Libraries)](senseglove-sdk.md)
- [SGBLE and SGBLExx Rust Dependencies](sgble-sgblexx-rust-dependencies.md)
- [The Boost C++ Libraries](boost-cpp-libraries.md)
- [The {fmt} Formatting Library](fmt-formatting-library.md)
- [The Loguru Logging Library License](loguru-loggin-library.md)
- [The Serial Communication Library](serial-communication-library.md)
For more information consult their own respective open-source licenses, please.
@@ -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.
@@ -1,41 +0,0 @@
# Third-Party Tutorials: Android Standalone Mode Deployment
## On-Click Unreal Engine 5.7 Android Packaging & APK Build Tutorial | Meta Quest & HTC VIVE Standalone
This tutorial provides a complete, streamlined guide to packaging and deploying Unreal Engine 5.7 projects to Android devices in standalone mode, with full support for Meta Quest and HTC VIVE headsets. Viewers learn how to correctly install and configure every required component, including Android Studio, SDK, NDK, JDK, and Visual Studio, using either a manual setup, or an open-source one-click PowerShell installer featured in the video.
The tutorial walks through creating a fresh Unreal Engine VR Template project, configuring Android project settings, enabling ADB device debugging, and generating a working APK using the updated Project Launcher workflow in UE 5.7. It also covers how to integrate the Meta XR and HTC VIVE OpenXR plugins to ensure proper VR recognition and hand-tracking functionality on each platform.
By the end, developers understand how to go from a blank project to a fully packaged and deployable Android APK, with functioning VR, correct device targeting, and reliable deployment pipelines on both Meta Quest and HTC VIVE standalone headsets.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/SCtAfDeWXBM" frameborder="0" allowfullscreen></iframe>
</div>
## 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>
-1
View File
@@ -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 }}) |
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@@ -30,167 +30,6 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project")
## 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:
![HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density](htc-vive-specific-optimizations-standalone-mode-set-pixel-density.png "HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density")
### 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:
![HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions](htc-vive-specific-optimizations-standalone-mode-viveopenxr-refresh-rate-blueprint-functions.png "HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions")
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.
![HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt](htc-vive-specific-optimizations-standalone-mode-enable-display-refresh-rate-editor-restart-prompt.png "HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt")
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
![HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates](htc-vive-specific-optimizations-standalone-mode-enumerate-display-refresh-rates.png "HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available 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`:
![HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-request-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate")
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-get-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current 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.

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