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946 Commits
Author SHA1 Message Date
Mamadou Babaei 4324cb0408 bump the plugin version to v2.4.0 2025-02-14 12:21:02 +01:00
Mamadou Babaei 054b4e0499 update the list of supported hmds in the planned features completion status 2025-02-14 12:07:21 +01:00
Mamadou Babaei f1b88ce752 remove meta xr plugin compatibility from the planned features completion status 2025-02-14 12:07:21 +01:00
Mamadou Babaei 397391a8d3 fix documentation errors and confusions 2025-02-14 12:07:21 +01:00
Mamadou Babaei 80921188ad list the vrexpansion plugin demo in the extra resources section 2025-02-14 12:07:21 +01:00
Mamadou Babaei 7f38355efa Revert "experiment with a hacky approach to make metaxr work"
This reverts commit f3bc6502e4.
2025-02-14 12:07:21 +01:00
Mamadou Babaei adbc7ef437 Revert "add SetupMetaXRAvailability during the build time to define WITH_METAXR"
This reverts commit e2c50e9c77.
2025-02-14 12:07:21 +01:00
Mamadou Babaei c9838bd7e2 remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note 2025-02-14 12:07:21 +01:00
Mamadou Babaei 736f5adaee remove metaxr compatibility notes from the changelog for this release 2025-02-14 12:07:21 +01:00
Mamadou Babaei 26e063f852 minor changelog fixes 2025-02-14 12:07:21 +01:00
Mamadou Babaei bd667dca73 minor documentation fixes 2025-02-14 12:07:21 +01:00
Mamadou Babaei 84f50fe929 add notes in regards to pcvr and standlone modes support for vive and meta hmds 2025-02-14 12:07:21 +01:00
Mamadou Babaei f727212096 fix the platform support matrix formatting 2025-02-14 12:07:21 +01:00
Mamadou Babaei f45d234b59 add a deprecation note for ue 5.2 2025-02-14 12:07:21 +01:00
Mamadou Babaei 2617438c36 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:07:18 +01:00
Mamadou Babaei 275041536c mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:04:24 +01:00
Mamadou Babaei f159542318 add a few third-party tutorials 2025-02-14 12:03:15 +01:00
Mamadou Babaei 69498f44d9 minor url fix 2025-02-14 12:03:15 +01:00
Mamadou Babaei c1fa8feda8 experiment with a hacky approach to make metaxr work 2025-02-14 12:03:15 +01:00
Mamadou Babaei 3d49e96635 add SetupMetaXRAvailability during the build time to define WITH_METAXR 2025-02-14 12:03:14 +01:00
Mamadou Babaei c3ada5ffd9 fix the changelog's grammatical issues and typos 2025-02-14 12:03:14 +01:00
Mamadou Babaei bc2017ef31 add missing headers to solve runuat build issues 2025-02-14 12:03:14 +01:00
Mamadou Babaei e7876c1075 add htc vive optimal rendering settings 2025-02-14 12:03:14 +01:00
Mamadou Babaei da2f12b2ce add htc vive specific optimization tips for running in standalone mode 2025-02-14 12:03:14 +01:00
Mamadou Babaei 2fc8941888 update viveopenxr XR_EXT_hand_tracking and wrist-tracking documentation with more accurate details 2025-02-14 12:03:14 +01:00
Mamadou Babaei db688b6c64 add initial ultimate tracker and OpenXRXrTracker support which is not fully functional 2025-02-14 12:03:14 +01:00
Mamadou Babaei cd0321cc36 bring the wrist-tracking hardware setup and XR_EXT_hand_tracking documentation on par with the recent changes 2025-02-14 12:03:14 +01:00
Mamadou Babaei ffb8b194be clear up debug logs 2025-02-14 12:03:14 +01:00
Mamadou Babaei a828e5249d add support for htc vive wrist trackers on android 2025-02-14 12:03:14 +01:00
Mamadou Babaei 763f7d8969 fix a comment formatting 2025-02-14 12:03:14 +01:00
Mamadou Babaei a185009927 fix a typo 2025-02-14 12:03:14 +01:00
Mamadou Babaei 64ae994db5 add support for htc vive focus vision hmd auto-detection and various htc hmds auto-detection support on android 2025-02-14 12:03:14 +01:00
Mamadou Babaei 88b53886be optimize FSGArrayUtils by pre-allocating memory instead of growing by every emplace_back or add 2025-02-14 12:03:11 +01:00
Mamadou Babaei 011387de52 fix a comment 2025-02-14 12:02:28 +01:00
Mamadou Babaei 6f1b5231c9 use fixed-width integers 2025-02-14 12:02:28 +01:00
Mamadou Babaei 0caca84fd7 clarify how to setup the VIVE Wrist Trackers in various configurations 2025-02-14 12:02:28 +01:00
Mamadou Babaei af198a51b8 add ue 5.2 deprectation notes to the changelog 2025-02-14 12:02:28 +01:00
Mamadou Babaei 084e075cc0 minor comment fixes 2025-02-14 12:02:28 +01:00
Mamadou Babaei dd7434a900 remove redundant sgxrtracker code 2025-02-14 12:02:28 +01:00
Mamadou Babaei 64f9d1597c use engine api to set the tracking motion source 2025-02-14 12:02:28 +01:00
Mamadou Babaei c58473a7e7 fix the non-editor build issues caused by the recent motion sources refactor 2025-02-14 12:02:28 +01:00
Mamadou Babaei 67810c0e7f refactor the way we populate and utilize motion sources for viveopenxr compatibility 2025-02-14 12:02:28 +01:00
Mamadou Babaei d8c308e1ef remove redundant dependency module 2025-02-14 12:02:28 +01:00
Mamadou Babaei b0cf3eb6b5 add the FSGPluginUtils utility class for other plugins or modules availability detection such as Meta XR and ViveOpenXR 2025-02-14 12:02:28 +01:00
Mamadou Babaei bfaa5c39da mention meta xr and viveopenxr plugins compatibility in the planned features completion status 2025-02-14 12:01:34 +01:00
Mamadou Babaei b4b3db2bd8 revamp the Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets and Deploying to Android (Standalone) documentation and the Meta XR-compatibile and ViveOpenXR-compatibile instructions 2025-02-14 12:01:32 +01:00
Mamadou Babaei 3d5b406765 add FSGConnectJNI::Initialize() and FSGCoreJNI::Initialize() return codes to Android logs for detailed debugging purposes through adb logcat 2025-02-14 12:00:58 +01:00
Mamadou Babaei 480028c2e1 add a missing url 2025-02-14 12:00:58 +01:00
Mamadou Babaei a233a0e8d7 apply some minor changelog fixes 2025-02-14 12:00:58 +01:00
Mamadou Babaei 6c5149dc48 update the changelog with the unreleased changes 2025-02-14 12:00:58 +01:00
Mamadou Babaei f6155ec882 use ue 5.5 header github links in the fxrmotioncontrollerdata page since its removal is likey in ue 5.6 2025-02-14 12:00:58 +01:00
Mamadou Babaei 596f790c5f fixed a few broken URLs caused by bad markdown formatting 2025-02-14 12:00:58 +01:00
Mamadou Babaei d19687bdd6 update the changelog with the unreleased changes 2025-02-14 12:00:58 +01:00
Mamadou Babaei 935e436ecb bump the SenseGlove Unreal Engine Marketplace Packager v0.5.0-7df1183 2025-02-14 12:00:57 +01:00
Mamadou Babaei 6c4c51d85f make the handbook scp operations safer by utilizing quotes 2025-02-14 12:00:57 +01:00
Mamadou Babaei 4efb53c3d8 reintroduce Michael-F-Bryan/mdbook-epub backend for the handbook as its issue #115 have been solved 2025-02-14 12:00:57 +01:00
Mamadou Babaei 763c905c51 make the handbook makefile safer by wrapping files/folder navigations/operations in quotes 2025-02-14 12:00:57 +01:00
Mamadou Babaei 1df921eb75 remove a redundant copy from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 73ad2ae278 remove redundant steps from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 80b46c643b remove unused variable SG_DOCUMENTATION_EPUB_DIR from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 4b7eb8d5dd migrate the documentation changelogs for the next unreleased version to its own section 2025-02-14 12:00:53 +01:00
Mamadou Babaei 0cc7871b71 bump the mdbook-alerts crate to v0.7.x 2025-02-14 11:59:32 +01:00
Mamadou Babaei d47dd364ae bump the SenseGlove libraries to v2.105.3-97ea18cb 2025-02-14 11:59:31 +01:00
Mamadou Babaei 7d257f273c update the changelog with unreleased changes 2025-02-14 11:59:31 +01:00
Mamadou Babaei fa0be3be2a bump the SenseGlove Unreal Engine Marketplace Packager v0.4.1-e39a4f4 2025-02-14 11:59:31 +01:00
Mamadou Babaei bf2a643923 fix the changelog formatting 2025-02-14 11:59:31 +01:00
Mamadou Babaei e0bd96f528 bump the copyright years 2025-02-14 11:59:30 +01:00
Mamadou Babaei 1a47714b6f clarify htc vive stand-alone support status in the platform support matrix 2025-02-14 11:59:26 +01:00
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
Mamadou Babaei 45da7baa95 add ue 5.4 to the list of supported engines through azure devops 2024-03-23 16:57:47 +01:00
Mamadou Babaei 4550fda587 bump the plugin version to v2.0.0 2024-03-22 21:29:17 +01:00
Mamadou Babaei 560b9e65d3 update the changelog 2024-03-22 21:29:17 +01:00
Mamadou Babaei 8c8236c33c add missing modules to the directory structure 2024-03-22 21:29:17 +01:00
Mamadou Babaei 034d10355a update the planned features status 2024-03-22 20:57:53 +01:00
Mamadou Babaei 8127051da7 fix other build issues with non-unity builds 2024-03-22 20:57:53 +01:00
Mamadou Babaei 802a6b6d0b add the missing string header that causes build issues in non-unity builds 2024-03-22 20:57:53 +01:00
Mamadou Babaei 494f87f4cb remove the platform dependant build hacks inside FSGArrayUtils::FromStdVector as msvc is not able to deduce TArray<T>::SizeType 2024-03-22 20:57:52 +01:00
Mamadou Babaei def46777fa bump the senseglove libraries to v2.101.12-62b1be11 2024-03-22 20:57:52 +01:00
Mamadou Babaei d0c24aeda5 fix android build issue inside FSGArrayUtils::FromStdVector introduced by 0cdc7e03ac 2024-03-22 20:57:52 +01:00
Mamadou Babaei c0c5722f07 Revert "try to init/uninit the backend module at the module start/shutdown"
This reverts commit c45bcaf618.
2024-03-22 20:57:52 +01:00
Mamadou Babaei 8159c03526 fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer msvc updates due to stricter implicit uint64 to int32 conversions 2024-03-22 20:57:51 +01:00
Mamadou Babaei 49eb2f2788 bump the senseglove backend libraries to v2.101.11-2d6fe9ce 2024-03-22 20:57:51 +01:00
Mamadou Babaei e0ea29ca18 correct the module logs grammars 2024-03-22 20:57:49 +01:00
Mamadou Babaei 17f5db48c6 try to init/uninit the backend module at the module start/shutdown 2024-03-22 20:57:49 +01:00
Mamadou Babaei d9647fc1c6 allow the c++ compiler the opportunity to perform rvo/nrvo if applicable 2024-03-22 20:57:48 +01:00
Mamadou Babaei 3995d6e0d9 bump senseglove libraries to v2.101.10-7e515114 2024-03-22 20:57:48 +01:00
Mamadou Babaei fe3bd91807 update the changelog with added quest 3 controllers support 2024-03-22 20:57:47 +01:00
Mamadou Babaei 3150bb6a8a integrate the virtual hand mesh from allbreaker 2024-03-22 20:57:45 +01:00
Mamadou Babaei b2c62b34a5 remove redundant headers 2024-03-22 20:54:55 +01:00
Mamadou Babaei 69bf6161f8 expose as little as dependencies as possible 2024-03-22 20:54:54 +01:00
Mamadou Babaei 560cb73db7 correct the hand mesh yaw rotation inside the sgpawn after the squat/sgvect3d changes 2024-03-22 20:54:54 +01:00
Mamadou Babaei b1ed6fa325 replace SupportedTargetPlatforms with PlatformAllowList 2024-03-22 20:54:53 +01:00
Mamadou Babaei 4bc0b6e6d3 clean up unsed unreal version headers 2024-03-22 20:54:53 +01:00
Mamadou Babaei d7fc6dd211 declare the openxr plugin as a dependency 2024-03-22 20:54:53 +01:00
Mamadou Babaei 8580c4a235 utilize UXRDeviceVisualizationComponent to display meshes on UE 5.2 onwards 2024-03-22 20:54:53 +01:00
Mamadou Babaei b11c329974 fix the changelog errors 2024-03-22 20:54:53 +01:00
Mamadou Babaei c098cade8c remove a changelog that is not valid anymore 2024-03-22 20:54:53 +01:00
Mamadou Babaei cbc3bcd1bd bump the senseglove libraries to v2.101.9-8abfc26d 2024-03-22 20:54:53 +01:00
Mamadou Babaei cb1c473136 bump the plugin version to v1.9.8 2024-03-22 20:54:49 +01:00
Mamadou Babaei 8f7148dd61 apply a temporary workaround in order to ameliorate the hand animation after sgquat, sgvect3d fixes 2024-03-22 20:54:49 +01:00
Mamadou Babaei 242eb35d16 make bones rotations a private field 2024-03-22 20:54:49 +01:00
Mamadou Babaei 5b7e2d5d1e update the changelog 2024-03-22 20:54:49 +01:00
Mamadou Babaei 4fc721fa55 proper angle conversions for vectors 2024-03-22 20:54:49 +01:00
Mamadou Babaei f138ab2ceb proper sgvect3d and squat conversions to fvector and fquat 2024-03-22 20:54:49 +01:00
Mamadou Babaei 68cc271461 apply senseglove/unreal angle conversions in the gloves' api 2024-03-22 20:54:49 +01:00
Mamadou Babaei 0a5553987f fix a crash when calling one of the SGHandInterpolatorImpl constructors which happens due to unintialized pimpl object 2024-03-22 20:54:43 +01:00
Mamadou Babaei 4a8812943b update the changelog 2024-03-22 20:54:43 +01:00
Mamadou Babaei a10b1ff034 bump senseglove libraries to v2.101.8-a2a2075b which resolves the android writehaptics crash 2024-03-22 20:54:42 +01:00
Mamadou Babaei b34c06eb00 update the change log with unreleased changes 2024-03-22 20:54:42 +01:00
Mamadou Babaei 73a4c79741 bump senseglove libraries to v2.101.7-3580cd9f 2024-03-22 20:54:41 +01:00
Mamadou Babaei 0c8d4ef350 bump senseglove libraries to v2.101.5-f0aff76b 2024-03-22 20:54:41 +01:00
Mamadou Babaei 88b337f066 bump senseglove libraries to v2.101.4-6c860c42 with android fixes and fix a android crash 2024-03-22 20:54:35 +01:00
Mamadou Babaei 310a4b148e bump senseglove libraries to v2.101.3-e583f6de 2024-03-22 20:54:34 +01:00
Mamadou Babaei 0061ea9cb6 implement the api updates and bump the senseglove libraries to v2.101.2-2eb7439f 2024-03-22 20:54:34 +01:00
Mamadou Babaei e2da098132 force glove recalibration on backend initialize 2024-03-22 20:54:16 +01:00
Mamadou Babaei c243525c0c add as*glove/device casting methods that resolves the sgpawn vibrotactile issues 2024-03-22 20:54:16 +01:00
Mamadou Babaei 86e283e700 use device impl casts 2024-03-22 20:54:16 +01:00
Mamadou Babaei a26f1d9e42 list nova 2 gloves in the get devices from the device list 2024-03-22 20:54:16 +01:00
Mamadou Babaei beadba4544 another attempt at improving the glove casts 2024-03-22 20:54:16 +01:00
Mamadou Babaei 40f27c227f try an alternative approach for glove instances upcasting at the lower levels of the api 2024-03-22 20:54:16 +01:00
Mamadou Babaei 5bc20edc25 try to add a solution for glove type-casting in higher levels of the api 2024-03-22 20:54:16 +01:00
Mamadou Babaei 4af682b617 fix the send custom waveform signature on the hand layer 2024-03-22 20:54:16 +01:00
Mamadou Babaei 5dbeef8627 fix a bug inside the ESGHapticLocation enum conversions 2024-03-22 20:54:16 +01:00
Mamadou Babaei da7e51e208 bump senseglove libraries for v2.101.1-edc1163a 2024-03-22 20:54:15 +01:00
Mamadou Babaei d83251a57c implement the nova2 api updates and bump the senseglove libraries to v2.101.0-3e1693fb 2024-03-22 20:54:09 +01:00
Mamadou Babaei 695d4f01ba bump the plugin version to v1.9.8 2024-03-12 20:31:34 +01:00
Mamadou Babaei 54e4db3ef6 make bones rotations a private field 2024-03-12 20:31:33 +01:00
Mamadou Babaei 2e653c2a81 fix a crash inside the USGHandPose::FromHandAngles in higher levels of the api 2024-03-12 20:31:33 +01:00
Mamadou Babaei 189c0e50df drop the prefix for internal typedefs 2024-03-12 20:31:32 +01:00
Mamadou Babaei 6eaac124ce add some performance optimizations by utilizing MoveTemp in return statements 2024-03-12 20:31:32 +01:00
Mamadou Babaei 6a5f200ee8 fix a bug where the right hand mesh is always hidden inside the game no matter whether the right glove is connected or not 2024-03-12 20:31:31 +01:00
Mamadou Babaei 5254a94441 fix a wrong variable name 2024-03-12 20:31:31 +01:00
Mamadou Babaei b087debc41 only include the sgconnect header if the build platform is android 2024-03-12 20:31:30 +01:00
Mamadou Babaei 3bae035ed3 bump the plugin version to v1.9.7 2024-02-18 20:29:14 +01:00
Mamadou Babaei 5ea2f1c5be apply vibrotactile and force-feedback fixes backported from next major release 2024-02-18 20:29:14 +01:00
Mamadou Babaei 5742f7f315 bump the plugin version to v1.9.6 2024-02-14 14:55:49 +01:00
Mamadou Babaei e29c037198 fix the NovaGlove class instantiation methods to initialize a NovaGloveImpl instead of a SenseGloveImpl 2024-02-14 14:55:49 +01:00
Mamadou Babaei 4a96590460 bump the plugin version to v1.9.5 2024-02-09 10:53:09 +01:00
Mamadou Babaei 01f74dd141 fix a potential segfault inside SGDeviceModel::ParseFirmware 2024-02-09 10:53:09 +01:00
Mamadou Babaei e8ae0d9267 bump the plugin version to v1.9.4 2024-02-08 07:47:19 +01:00
Mamadou Babaei e6ae1da100 fix the bluprint parse fucntion signature to accept OutGloveInfo by reference 2024-02-08 07:47:19 +01:00
Mamadou Babaei 539855368f fix changelog formatting 2024-02-08 07:47:19 +01:00
Mamadou Babaei b6acf03c95 bump the plugin version to v1.9.3 2024-02-03 04:52:57 +01:00
Mamadou Babaei a0c4e96349 rephrase fixed changes 2024-02-03 04:52:57 +01:00
Mamadou Babaei 6251cb0d37 bump the copyright years 2024-02-03 04:52:57 +01:00
Mamadou Babaei dfda4f28fb minor changelog fixes 2024-02-03 04:52:56 +01:00
Mamadou Babaei 5054063a8a fix the wrong version numbers inside the paltform support matrix and the main .uplugin file 2024-02-03 04:52:56 +01:00
Mamadou Babaei c6294a1f16 apply a few critical fixes backported from the next major release 2024-02-03 04:52:56 +01:00
Mamadou Babaei 1cbe39fd5e a minor changelog fix 2024-02-03 04:52:56 +01:00
Mamadou Babaei f0db0b0846 bump the plugin version to v1.9.2 2023-11-03 18:35:09 +01:00
Mamadou Babaei 5e1cb6a637 fix a bug where released actor is going to be null whenever the OnActorReleased event fires 2023-11-03 18:35:08 +01:00
Mamadou Babaei eca69677b1 restructure the planned features completion status 2023-11-03 18:35:08 +01:00
Mamadou Babaei fbe415c7ae update the list of planned features and their completion status 2023-11-03 18:35:08 +01:00
Mamadou Babaei 0b052356ee update the list of planned features and their completion status 2023-11-03 18:35:07 +01:00
Mamadou Babaei 42316edb95 update the list of planned features and their completion status 2023-11-03 18:35:07 +01:00
Mamadou Babaei 932bdb26d4 add a list of planned features and their completion status to the main readme file 2023-11-03 18:35:07 +01:00
Mamadou Babaei 4fe5281cd8 bump the plugin version to v1.9.1 2023-10-11 17:02:50 +02:00
Mamadou Babaei dcbe1015f8 add the missing unreal header that defines ENGINE_*_VERSION macros in order to pass epic store builds for ue 5.3 2023-10-11 17:02:49 +02:00
Mamadou Babaei 6ebee2aa2f bump the plugin version to v1.9.0 2023-10-10 17:29:53 +02:00
Mamadou Babaei 7c8f26e978 change the ufunction specifier for sgpawn blueprint implementable events to blueprint native event in order to allow overrides from c++ as well 2023-10-10 17:29:53 +02:00
Mamadou Babaei bf234d720b add a missing release note fix for v1.8.0 to the changelog file 2023-10-10 17:29:52 +02:00
Mamadou Babaei 702fdf19fa bump the plugin version to v1.8.0 2023-10-10 16:12:51 +02:00
Mamadou Babaei 0364f67ae2 This single commit inroduces the following changes:
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.

- 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.
2023-10-10 16:12:50 +02:00
Mamadou Babaei 0efd382edb bump the plugin version to v1.7.0 2023-09-14 18:50:05 +02:00
Mamadou Babaei 28b88a5a72 bump senseglove headers and libraries for linux and android to v2.12.0-19c9854 2023-09-14 18:50:05 +02:00
Mamadou Babaei eab9892a5d bump senseglove libraries for windows to v2.12.0-19c9854 2023-09-14 18:50:04 +02:00
Mamadou Babaei da3449b7df move SGCoreImpl/SGPlatform to SGBuildHacks/SGPlatform and introduce SG_CPP20 and SG_CAPTURE_THIS 2023-09-14 18:50:04 +02:00
Mamadou Babaei 25e0d49eea update the changelog 2023-09-14 18:50:04 +02:00
Mamadou Babaei 01fe621704 update the changelog with unreleased changes 2023-09-14 18:50:04 +02:00
Mamadou Babaei ce325f1219 introduce senseglove backend and backend kismet modules in order to properly initialize the backend in order to avoid a bug where sgcoonect::init gets called every frame 2023-09-14 18:50:04 +02:00
Mamadou Babaei 8ce4caadc9 update the changelog with unreleased changes 2023-09-14 18:50:04 +02:00
Mamadou Babaei 2588eade1f remove a duplicate log 2023-09-14 18:50:04 +02:00
Mamadou Babaei 98921356cd add sggameinstance for future use 2023-09-14 18:50:04 +02:00
Mamadou Babaei 7a35364713 remove a duplicated slash in a header's path 2023-09-14 18:50:04 +02:00
Mamadou Babaei 1cac3a70e3 bump the plugin version to v1.6.1 2023-08-14 21:22:20 +02:00
Mamadou Babaei 083a1690e8 fix the platform support matrix 2023-08-14 21:22:19 +02:00
Mamadou Babaei c2244c8ff8 add a missing header that causes build issues on ue 5.0 2023-08-14 21:22:19 +02:00
Mamadou Babaei 8b7bcdd8b8 bump the plugin version to v1.6.0 2023-08-14 17:25:59 +02:00
Mamadou Babaei f0d67ce035 update the changelog 2023-08-14 17:25:59 +02:00
Mamadou Babaei 49bcfbc2d4 update the changelog 2023-08-14 17:25:58 +02:00
Mamadou Babaei 9ed0015db0 do not cache grabbed actors as overlapped actors 2023-08-14 17:25:58 +02:00
Mamadou Babaei 5951ac9c33 inline some pimpl methods in order to improve function call performance for regularly called methods 2023-08-14 17:25:57 +02:00
Mamadou Babaei be3647e310 cache all overlapped actors with the real/virtual hands 2023-08-14 17:25:57 +02:00
Mamadou Babaei 3e35246b39 initial working implementation of the separated virtual/real hand rendering 2023-08-14 17:25:56 +02:00
Mamadou Babaei 8087719bbb fix the wrong default gizmo colors when initialized using the default constructor. 2023-08-14 17:25:56 +02:00
Mamadou Babaei 5ca1da7730 fix ue 5.3 build issues 2023-08-14 17:25:55 +02:00
Mamadou Babaei 41196d69c1 add support for the upcoming unreal engine 5.3 and native toolchain v22 libs to the build system 2023-08-14 17:25:55 +02:00
Mamadou Babaei ead76bb4f5 bump senseglove libraries for windows to v2.11.0-b775a05 2023-08-14 17:25:54 +02:00
Mamadou Babaei 529e751e07 update the changelog 2023-08-14 17:25:53 +02:00
Mamadou Babaei 1b2300d18c remove any mention of msvc 2017 and ue 4.27 third-party libs from the readme file 2023-08-14 17:25:53 +02:00
Mamadou Babaei dbabec4583 bump senseglove headers and libraries for linux and android to v2.11.0-b775a05 2023-08-14 17:25:51 +02:00
Mamadou Babaei e1fea5d60b initial attempt at separating the hand rendering from the real hand 2023-08-14 17:25:50 +02:00
Mamadou Babaei 43bdec8601 alternative velocity calculation for released actors based on the hand's cached position history 2023-08-14 17:25:49 +02:00
Mamadou Babaei a5a8e7149f alternative velocity calculation for released actors based on a cached position history 2023-08-14 17:25:49 +02:00
Mamadou Babaei bb63748644 apply the hand's velocity to the grabbed actor after release 2023-08-14 17:25:48 +02:00
Mamadou Babaei d4e92546e3 bump the plugin version to v1.5.3 2023-07-19 18:22:49 +02:00
Mamadou Babaei daa4031e6b bump senseglove libraries for windows to v2.10.1-3b0e7c9 2023-07-19 18:22:48 +02:00
Mamadou Babaei bc39905bc6 a minor changelog fix 2023-07-19 18:22:47 +02:00
Mamadou Babaei 1fdb94d5c9 bump senseglove libraries for linux and android to v2.10.1-3b0e7c9 2023-07-19 18:22:47 +02:00
Mamadou Babaei 7c9e1b2462 bump the plugin version to v1.5.2 2023-07-19 01:19:59 +02:00
Mamadou Babaei ef6d5b6295 fix a build issue with android shipping builds 2023-07-19 01:13:21 +02:00
Mamadou Babaei 6794a36b0f whitespace fix 2023-07-19 01:13:20 +02:00
Mamadou Babaei 6c77fb0ca9 remove redundant whitespaces 2023-07-19 01:13:20 +02:00
Mamadou Babaei f5d9a02dab fix a grammatical error in the changelog 2023-07-19 01:13:19 +02:00
Mamadou Babaei 75eaea13a4 bump the plugin version to v1.5.1 2023-07-13 19:49:16 +02:00
Mamadou Babaei b2f89c4694 fix grab/release bug for the right hand 2023-07-13 17:27:28 +02:00
Mamadou Babaei b4e547f755 fix a wrist tracker bug where hands are getting tracked in reverse 2023-07-13 17:26:49 +02:00
Mamadou Babaei 8125ad2fc6 do checks against the right hand which is cleaner to read 2023-07-13 17:26:02 +02:00
Mamadou Babaei f7f997019d bump the plugin version to v1.5.0 2023-06-16 02:02:57 +02:00
Mamadou Babaei 914f0c34ac update the changelog 2023-06-16 02:02:56 +02:00
Mamadou Babaei 8e9b45ddc0 fix the motion source options crashes 2023-06-16 02:02:56 +02:00
Mamadou Babaei bf4e1f53f6 refactor the newly added motion source settings and off-load them from the wrist tracker to the settings system, though this causes crashes still 2023-06-16 02:02:55 +02:00
Mamadou Babaei 5c40592070 bump senseglove libraries for windows to v.2.10.0-12133ac 2023-06-16 02:02:55 +02:00
Mamadou Babaei 3fb66fa469 bump senseglove libraries for linux and android to v.2.10.0-12133ac 2023-06-16 02:02:53 +02:00
Mamadou Babaei c0c6d6b262 update the changelog with the latest changes 2023-06-16 02:02:53 +02:00
Mamadou Babaei 03e698de32 remove not yet implemented from ViveTracker and ViveFocus3WristTracker enums' names 2023-06-16 02:02:52 +02:00
Mamadou Babaei 4c0d886518 fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked. 2023-06-16 02:02:52 +02:00
Mamadou Babaei c63c182ab0 bump senseglove libraries and headers for linux and android to v2.9.0-21c54c5 2023-06-16 02:02:51 +02:00
Mamadou Babaei 51af76bf55 update the changelog to reflect the latest changes 2023-06-16 02:02:50 +02:00
Mamadou Babaei a95e067e85 bump senseglove libraries for windows to v2.9.0-21c54c5 2023-06-16 02:02:49 +02:00
Mamadou Babaei e05347f2a4 add (not implemented yet) to the blueprint display name for positional tracking hardware that is not implemented yet 2023-06-16 02:02:48 +02:00
Mamadou Babaei d85428a30f add support for vive focus 3 positional tracking hardwares 2023-06-16 02:02:48 +02:00
Mamadou Babaei 0f5e0e1c7f add support for oculus quest pro positional tracking hardwares 2023-06-16 02:02:47 +02:00
Mamadou Babaei a7efdb75c7 remove support for oculus touch, pico neo 2, and pico neo 3 positional tracking hardwares 2023-06-16 02:02:47 +02:00
Mamadou Babaei f849252dc8 fix ESGPositionalTrackingHardware enum display names and comments 2023-06-16 02:02:46 +02:00
Mamadou Babaei be76335a46 update the changelog 2023-06-16 02:02:46 +02:00
Mamadou Babaei d6f1e21804 fully refactor the top-level configurations in the settings system into ustructs 2023-06-16 02:02:45 +02:00
Mamadou Babaei 08657ceda2 update the platform support matrix to reflect the latest support status 2023-06-16 02:02:45 +02:00
Mamadou Babaei 1f57ae7a8f bump senseglove libraries for windows v2.8.0-ff14904 2023-06-16 02:02:45 +02:00
Mamadou Babaei fcf9bdb0a5 bump senseglove libraries for linux and android to v2.8.0-ff14904 2023-06-16 02:02:43 +02:00
Mamadou Babaei 5cec1ac563 drop support for native toolchain v19, msvc v141 (2017), and thus ue 4.27 in the build system 2023-06-16 02:02:42 +02:00
Mamadou Babaei b6bd971bc8 bump the plugin version to v1.4.3 2023-06-01 23:30:20 +02:00
Mamadou Babaei 3088a60d5a update the changelog 2023-06-01 23:30:20 +02:00
Mamadou Babaei e22625ae34 fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:30:19 +02:00
Mamadou Babaei 30720e5bd5 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:30:19 +02:00
Mamadou Babaei a2b8e186b5 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:30:18 +02:00
Mamadou Babaei 882665e386 bump the plugin version to v1.4.2 2023-06-01 21:44:38 +02:00
Mamadou Babaei 265759e080 update the changelog 2023-06-01 21:44:38 +02:00
Mamadou Babaei cac1c475dc fix the changelog typos and errors 2023-06-01 21:44:37 +02:00
Mamadou Babaei 8478b7caf8 minor grammatical fix 2023-06-01 21:44:37 +02:00
Mamadou Babaei 6b2e5dbcf7 update the changelog with unreleased changes 2023-06-01 21:44:37 +02:00
Mamadou Babaei ae81b15c91 fix an edit condition parsing failure that caused a bug in the settings
system where the virtual hand and the wrist tracker debug gizmos where
always drawn, regardless of chosen settings
2023-06-01 21:44:36 +02:00
Mamadou Babaei 5a8feb24ac fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:44:36 +02:00
Mamadou Babaei 418133432f fix typos in the changelog 2023-06-01 21:44:35 +02:00
Mamadou Babaei 0d5c2ee04e fix a typo in the changelog 2023-06-01 21:44:35 +02:00
Mamadou Babaei edad54bd36 fix the changelog 2023-06-01 21:44:34 +02:00
Mamadou Babaei bed8269eba fix a typo in the changelog 2023-06-01 21:44:34 +02:00
Mamadou Babaei 598b0942e4 minor fix in the changelog 2023-06-01 21:44:33 +02:00
Mamadou Babaei a1a36901ea bump the plugin version v1.4.1 2023-05-29 02:08:48 +02:00
Mamadou Babaei 1ee517f392 log unreleased changes 2023-05-29 02:08:48 +02:00
Mamadou Babaei 558e2ffcff remove dead gradle code from the android module 2023-05-29 02:08:47 +02:00
Mamadou Babaei b5452ff3a8 supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:08:47 +02:00
Mamadou Babaei 267e518f44 fix an android gradle build issue which happens when the games package name won't start with com.senseglove.* 2023-05-29 02:08:46 +02:00
Mamadou Babaei a6ae25e581 bump the plugin version to v1.4.0 2023-05-19 19:01:37 +02:00
Mamadou Babaei 946df25210 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:35:44 +02:00
Mamadou Babaei 88a57106ff remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:35:44 +02:00
Mamadou Babaei a98e88d27f implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:04:47 +02:00
Mamadou Babaei 25e095ab11 temporarily disable the debug gizmo for the virtual hand and the wrist tracker due to an esoteric bug in the settings system 2023-05-19 18:04:46 +02:00
Mamadou Babaei 360c669dfd remove commented code 2023-05-19 18:04:46 +02:00
Mamadou Babaei 6fab1830f1 increase the default finger tips collider sizes 2023-05-19 18:04:46 +02:00
Mamadou Babaei 69e13a1de2 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:04:45 +02:00
Mamadou Babaei b7416f1559 fix a potential crash 2023-05-19 18:04:45 +02:00
Mamadou Babaei 6c821bf80d stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:04:44 +02:00
Mamadou Babaei 318ba52835 set the default attachment rotation rule to keep relative 2023-05-19 18:04:44 +02:00
Mamadou Babaei 3a44a177fd set the default attachment scale rule to snap to target 2023-05-19 18:04:43 +02:00
Mamadou Babaei 7d4c839f9f do not affect collision when grab/release 2023-05-19 18:04:43 +02:00
Mamadou Babaei f17a7ecde8 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:04:42 +02:00
Mamadou Babaei 783f1b317c refactor the grab/touch logic and data structure and also cache the component ready to be grabbed in order to affect its physics state 2023-05-19 18:04:42 +02:00
Mamadou Babaei fcd038d2fc try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:04:42 +02:00
Mamadou Babaei c2f67fce2d add grab sucess/fail checks with error messages 2023-05-19 18:04:41 +02:00
Mamadou Babaei caf9340641 add ensure checks on the grab socket name 2023-05-19 18:04:41 +02:00
Mamadou Babaei 0906a60b66 move socket name to a temp var for easier debugging 2023-05-19 18:04:40 +02:00
Mamadou Babaei cb51f36d87 move attachment rules to a temp var for easier debugging 2023-05-19 18:04:40 +02:00
Mamadou Babaei 7a23dddbe0 fix a release-detection logic error 2023-05-19 18:04:39 +02:00
Mamadou Babaei db7433fe26 clean up and simplify the touch callback lambda 2023-05-19 18:04:39 +02:00
Mamadou Babaei 81a663ae91 update the changelog 2023-05-19 18:04:38 +02:00
Mamadou Babaei ce9590ae65 force off haptic commands when collision ends 2023-05-19 18:04:38 +02:00
Mamadou Babaei 072cf1ea86 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:04:38 +02:00
Mamadou Babaei e5a378a9fa update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:04:37 +02:00
Mamadou Babaei e25004b9e9 add a note about abi/api breaking changes 2023-05-19 18:04:37 +02:00
Mamadou Babaei b9ca46a906 bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:04:36 +02:00
Mamadou Babaei 7e9d7d9a6b removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:04:35 +02:00
Mamadou Babaei bc485b9baf try to fix various build issues with the senseglove core types module 2023-05-19 18:04:35 +02:00
Mamadou Babaei 6be4ab7a5b fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:04:34 +02:00
Mamadou Babaei 66031095dd whitelist all modules for linuxarm64 target platform 2023-05-19 18:04:34 +02:00
Mamadou Babaei b4968ebd05 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:04:33 +02:00
Mamadou Babaei 79d292e159 fix a build error where engine versions are < 5.2 2023-05-19 18:04:33 +02:00
Mamadou Babaei f09bd379d8 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:04:32 +02:00
Mamadou Babaei 5de114f9a4 fix a circular dependency build issue 2023-05-19 18:04:31 +02:00
Mamadou Babaei a78e8cade7 add a missing dependency that causes packaging issues 2023-05-19 18:04:30 +02:00
Mamadou Babaei 65e1670974 capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:04:30 +02:00
Mamadou Babaei b2ddd29d4c fix a crash due to uninitialized pimpl object 2023-05-19 18:04:29 +02:00
Mamadou Babaei 43070d8ce3 fix lambda crashes and ensure logic bugs 2023-05-19 18:04:29 +02:00
Mamadou Babaei b9fe67814d complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:02:26 +02:00
Mamadou Babaei 67042c7466 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:02:26 +02:00
Mamadou Babaei 684331075f expose the connected glove in the virtual hand's api 2023-05-19 18:02:25 +02:00
Mamadou Babaei 5f6641af12 add static get component methods for quickly accessing grab/touch components 2023-05-19 18:02:25 +02:00
Mamadou Babaei 77e62eba30 remove the variable names from the grab/touch signatures 2023-05-19 18:02:24 +02:00
Mamadou Babaei 48152dfcdd add the grab/touch state update events 2023-05-19 18:02:24 +02:00
Mamadou Babaei d7f55e1a78 update the changelog 2023-05-19 18:02:23 +02:00
Mamadou Babaei aa8e2f097e fix a crash by removing wrong delegate binds 2023-05-19 18:02:23 +02:00
Mamadou Babaei 4452b308f5 add a buzz timeout uproperty 2023-05-19 18:02:22 +02:00
Mamadou Babaei ffabc4159c merge all properties inside the grab component into one group 2023-05-19 18:02:22 +02:00
Mamadou Babaei 7941fca732 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:02:22 +02:00
Mamadou Babaei 2c0c3a2dbf Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:02:21 +02:00
Mamadou Babaei 9d92e2600b move force-feedback properties from the touch component to the grab component 2023-05-19 18:02:21 +02:00
Mamadou Babaei f3afbccb2b cache which finger can grab or touch objects 2023-05-19 18:02:20 +02:00
Mamadou Babaei b7ea384fd7 set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:02:20 +02:00
Mamadou Babaei 852f398755 add the api for getting/setting touch properties 2023-05-19 18:02:19 +02:00
Mamadou Babaei 933d75bd63 add the api for getting/setting grab properties 2023-05-19 18:02:19 +02:00
Mamadou Babaei 9721eaa275 add a grab socket uproperty, getters, and setters 2023-05-19 18:01:26 +02:00
Mamadou Babaei afb14d3b89 whitespace fix 2023-05-19 18:01:26 +02:00
Mamadou Babaei 2d77ee8b5d differentiate the default grab/touch socket names 2023-05-19 17:45:02 +02:00
Mamadou Babaei 4485d2b786 integrate the touch component and colliders and rename the grab ones 2023-05-19 17:45:02 +02:00
Mamadou Babaei 508ef0976e add a touch component intended to be used for force-feedback 2023-05-19 17:45:01 +02:00
Mamadou Babaei f45f2ea73d add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 17:45:01 +02:00
Mamadou Babaei 434bcf12c5 document the unreleased changes 2023-05-19 17:45:00 +02:00
Mamadou Babaei af18e5453d fix blueprint signatures and make all bp exposed functions static 2023-05-19 17:45:00 +02:00
Mamadou Babaei cb894ef7a8 formatting fix 2023-05-19 17:44:59 +02:00
Mamadou Babaei 75855bcca2 document a missing changelog item 2023-05-19 17:44:59 +02:00
Mamadou Babaei 380d83717c Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 17:44:59 +02:00
Mamadou Babaei 9a3d44dc81 bump the plugin version to v1.3.1 2023-04-28 02:09:50 +02:00
Mamadou Babaei 22e782e8e5 temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:09:50 +02:00
Mamadou Babaei 2ce7439fbf fix runuat rocket build issues by adding the missing headers 2023-04-28 02:09:49 +02:00
Mamadou Babaei ec1c5c9c8a document the senseglove debug module 2023-04-28 02:09:49 +02:00
Mamadou Babaei d32f59a8cb document unreleased changes 2023-04-28 02:09:49 +02:00
Mamadou Babaei dc0cf37e45 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:09:48 +02:00
Mamadou Babaei dbd252f487 bump the plugin version to v1.3.0 2023-04-28 01:19:56 +02:00
Mamadou Babaei 37efb4cf51 temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:19:56 +02:00
Mamadou Babaei eded9f5ad5 bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:19:55 +02:00
Mamadou Babaei 82c3993ea9 bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:19:55 +02:00
Mamadou Babaei 873a850498 document recent changes 2023-04-28 01:19:54 +02:00
Mamadou Babaei a1d78fa767 document the senseglove libraries bump in the changelog 2023-04-28 01:19:54 +02:00
Mamadou Babaei 7b4b06e3d0 adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:19:54 +02:00
Mamadou Babaei daa22b3940 fix a gramatical error 2023-04-28 01:19:54 +02:00
Mamadou Babaei cf8fc5fcda add a debug virtual hand and some other fixes 2023-04-28 01:19:54 +02:00
Mamadou Babaei 7b57334ed0 fix the hand right hand offset 2023-04-28 01:19:54 +02:00
Mamadou Babaei 22ca963bd6 remove redundant headers 2023-04-28 01:19:54 +02:00
Mamadou Babaei 66d0201d12 fix debug gizmo default colors 2023-04-28 01:19:54 +02:00
Mamadou Babaei 3b68860eeb refactor the debug gizmo draw method 2023-04-28 01:19:54 +02:00
Mamadou Babaei 649d88e85d update the changelog with unreleased changes 2023-04-28 01:19:54 +02:00
Mamadou Babaei 2ff9e6f984 refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:19:54 +02:00
Mamadou Babaei 51e1d5f252 fix gizmo drawing issue happens due to a null world object 2023-04-28 01:19:54 +02:00
Mamadou Babaei 66aec3cdea add a new generic senseglove debug module 2023-04-28 01:19:54 +02:00
Mamadou Babaei 1426e2b2c2 add the base implementation for the senseglove grab component 2023-04-28 01:19:54 +02:00
Mamadou Babaei cb9a319a6a increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:19:54 +02:00
Mamadou Babaei 1539b09925 increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:19:54 +02:00
Mamadou Babaei fd9b8d6a01 document unreleased changes 2023-04-28 01:19:54 +02:00
Mamadou Babaei e1353bb0ec fix the wrong hand offset calculations 2023-04-28 01:19:54 +02:00
Mamadou Babaei 7481d2cd8e fix the wrong tracker origin calculations 2023-04-28 01:19:54 +02:00
Mamadou Babaei 3d0e7fe8d2 fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:54:59 +02:00
Mamadou Babaei da7bc22ed7 minor code improvements and clean up 2023-04-20 15:54:59 +02:00
Mamadou Babaei a54d252971 fix the directory structure 2023-04-11 21:05:17 +02:00
Mamadou Babaei d711d42562 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:57:34 +02:00
Mamadou Babaei 3c56af0e1f bump the plugin version to v1.2.1 2023-03-30 06:42:46 +02:00
Mamadou Babaei 9cbdf5cea7 add the engine settings module into the private include paths for the senseglove settings module in order to solve run uat build issues 2023-03-30 06:22:27 +02:00
Mamadou Babaei 032422de1c remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:14:59 +02:00
Mamadou Babaei 0f89d1c4dd remove the launch and settings from the android module's private includes 2023-03-30 05:58:15 +02:00
Mamadou Babaei 8d289c0f2f bump the plugin version to v1.2.0 2023-03-28 21:38:59 +02:00
Mamadou Babaei 62a2dd44f0 add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:28:01 +02:00
Mamadou Babaei c3001c588c alternative approach to constructor helpers in order to set the default hand mesh as it won't causes annoying ue pop-up cdo messages 2023-03-28 18:28:01 +02:00
Mamadou Babaei f3b21fecfa remove the old virtual hand model mesh 2023-03-28 18:28:00 +02:00
Mamadou Babaei 94e1b9ffcb fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:28:00 +02:00
Mamadou Babaei 01078b6cd6 add missing paths headers that causes uat build issues 2023-03-28 11:45:17 +02:00
Mamadou Babaei a62f615036 add missing vershon headers and clean up unused headers 2023-03-28 11:45:16 +02:00
Mamadou Babaei 5213282f25 fix uat errors C4458 when building the virtual hand component 2023-03-28 11:22:22 +02:00
Mamadou Babaei 58712b48ad remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:34:53 +02:00
Mamadou Babaei 1684a40c20 remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:34:53 +02:00
Mamadou Babaei cbcb6abaee add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:34:53 +02:00
Mamadou Babaei 1ff21f70c7 add log template specialization for ftransform 2023-03-28 10:34:53 +02:00
Mamadou Babaei 3020fcdd7a add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:34:53 +02:00
Mamadou Babaei d3467ac7f2 add custom asset type actions for skeletons 2023-03-28 10:34:53 +02:00
Mamadou Babaei 4a212edbca add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:34:53 +02:00
Mamadou Babaei 5ebcb583f6 fix a deprecation warning on ue5 2023-03-28 10:34:53 +02:00
Mamadou Babaei 9b99399641 minor changelog fix 2023-03-28 10:34:52 +02:00
Mamadou Babaei 691fd43cd1 document the android calibration in the changelog 2023-03-28 10:34:52 +02:00
Mamadou Babaei 716ce49ca7 add virtual destructors 2023-03-28 10:34:52 +02:00
Mamadou Babaei f4a368a61c fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:34:52 +02:00
Mamadou Babaei 22c97d2d77 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:34:52 +02:00
Mamadou Babaei e89643f8d0 add missing header that causes build issues on ue 4.27 2023-03-28 10:34:52 +02:00
Mamadou Babaei 24eb573007 update the changelog 2023-03-28 10:34:52 +02:00
Mamadou Babaei 3b29f54622 clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:34:52 +02:00
Mamadou Babaei 61e4aa2e6a force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:34:52 +02:00
Mamadou Babaei 0dccac6432 add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:34:52 +02:00
Mamadou Babaei 12bfcfe80d functional wrist tracker component 2023-03-28 10:34:52 +02:00
Mamadou Babaei 407d4ea14c add an almost complete wrist tracker component implementation 2023-03-28 10:34:52 +02:00
Mamadou Babaei 1dff735623 fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:34:52 +02:00
Mamadou Babaei 1834ea5d5c explicitly assign motion controllers to the proper hands 2023-03-28 10:34:52 +02:00
Mamadou Babaei 29d2aad490 bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:34:52 +02:00
Mamadou Babaei 82f354e340 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:34:51 +02:00
Mamadou Babaei d4b06e062e add new settings accessors for c++ and blueprints 2023-03-28 10:34:50 +02:00
Mamadou Babaei 4a005a85b0 add wrist tracking debug settings 2023-03-28 10:34:50 +02:00
Mamadou Babaei 919e7f17dd allow setting custom hardware offset through the plugin settings 2023-03-28 10:34:50 +02:00
Mamadou Babaei 31cb7ee20b add missing engine module that causes build issues on android 2023-03-28 10:34:50 +02:00
Mamadou Babaei ae268ebde7 move the pimpl initialization to the constructor 2023-03-28 10:34:50 +02:00
Mamadou Babaei 220ddf28a6 move the defaults to the constructor 2023-03-28 10:34:50 +02:00
Mamadou Babaei 091b0ade32 make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:34:50 +02:00
Mamadou Babaei b0c32ccad4 add the senseglove settings kismet module 2023-03-28 10:34:50 +02:00
Mamadou Babaei 838b5fe557 some improvements for the settings module 2023-03-28 10:34:49 +02:00
Mamadou Babaei 78735026c2 minor fixes in the settings module 2023-03-28 10:34:49 +02:00
Mamadou Babaei e1ced44a69 add a senseglove settings manager module 2023-03-28 10:34:49 +02:00
Mamadou Babaei f92e870c56 fix the changelog typos and errors 2023-03-28 10:34:49 +02:00
Mamadou Babaei a4941d4d7d whitespace fix 2023-03-28 10:34:49 +02:00
Mamadou Babaei 4a72839ece add special android directory methods and initialization args 2023-03-28 10:34:49 +02:00
Mamadou Babaei 1a89f202c5 initial attempt at implementing android calibration 2023-03-28 10:34:49 +02:00
Mamadou Babaei f1b14c7673 bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:34:48 +02:00
Mamadou Babaei a35e706283 virtual hand fixes especially for android 2023-03-28 10:34:48 +02:00
Mamadou Babaei 708fce2f0c fix virtual hand crashes and editor visibility issues 2023-03-28 10:34:47 +02:00
Mamadou Babaei 9116e4a234 fix comments 2023-03-28 10:34:47 +02:00
Mamadou Babaei 9ee7e3f0df fix android architecture detection issues on ue 5.2 2023-03-28 10:34:47 +02:00
Mamadou Babaei 4a03aedb3c add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:34:47 +02:00
Mamadou Babaei 1eadfd249b fix native-toolchain v19 build issues 2023-03-28 10:34:47 +02:00
Mamadou Babaei d2a1583217 integrate the virtual hand into the sgpawn 2023-03-28 10:34:47 +02:00
Mamadou Babaei 786c7d8380 clarify android on 5.2 is not supported, yet 2023-03-28 10:34:47 +02:00
Mamadou Babaei 53a70569bd minor fixes 2023-03-28 10:34:47 +02:00
Mamadou Babaei 4f01d61640 update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:34:47 +02:00
Mamadou Babaei a0bd230c73 dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:34:47 +02:00
Mamadou Babaei 81eb3bb90c working in-editor hand animation 2023-03-28 10:34:47 +02:00
Mamadou Babaei 8253ec277d distinguish between virtual hand actor and component and animate the component 2023-03-28 10:34:47 +02:00
Mamadou Babaei 9598c772fc add a new component-based class for the virtual hand 2023-03-28 10:34:47 +02:00
Mamadou Babaei 01eed66701 add an empty sgpawn kismet library class 2023-03-28 10:34:47 +02:00
Mamadou Babaei 9ae0b1ea2f document the new senseglove core types module 2023-03-28 10:34:46 +02:00
Mamadou Babaei a6baab575c add the virtual hand kismet library 2023-03-28 10:34:46 +02:00
Mamadou Babaei 79c31ecf50 minor commit fix 2023-03-28 10:34:46 +02:00
Mamadou Babaei d80697ee72 drop the redundant sgconnecttypes 2023-03-28 10:34:46 +02:00
Mamadou Babaei 50f76c7a0d move all sg array types into their corresponding *core modules 2023-03-28 10:34:46 +02:00
Mamadou Babaei 846dac5a88 minor api validation fixes 2023-03-28 10:34:46 +02:00
Mamadou Babaei c314920d89 minor fix 2023-03-28 10:34:46 +02:00
Mamadou Babaei 55405672f8 bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:34:46 +02:00
Mamadou Babaei f2656f1bea bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:34:44 +02:00
Mamadou Babaei eead79b8f5 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:34:43 +02:00
Mamadou Babaei 5ae86cbf66 purge the core impl module's dead code for the dropped engine versions: 4.22 to 4.26 and define SG_NOEXCEPT 2023-03-28 10:34:43 +02:00
Mamadou Babaei 5902aafff0 document 4.22 to 4.26 purge in the changelog 2023-03-28 10:34:43 +02:00
Mamadou Babaei 4e591d6290 initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:34:43 +02:00
Mamadou Babaei 46f885fa5a update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:34:43 +02:00
Mamadou Babaei 51190d6ead update the changelog for unreleased changes 2023-03-28 10:34:43 +02:00
Mamadou Babaei 96fb9c3c8e update the platform support matrix 2023-03-28 10:34:43 +02:00
Mamadou Babaei 9bde1878ed whitespace fix 2023-03-28 10:34:43 +02:00
Mamadou Babaei 7c271d30ce update the changelog for unreleased changes 2023-03-28 10:34:43 +02:00
Mamadou Babaei d61183a960 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:34:43 +02:00
Mamadou Babaei caa0bf259a add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:34:43 +02:00
Mamadou Babaei e9a6fc3df0 almost working hand mondel animation adjusted to the api changes 2023-03-28 10:34:43 +02:00
Mamadou Babaei bdfb75920b rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:34:43 +02:00
Mamadou Babaei 2e5ba17d89 minor initialization fixes 2023-03-28 10:34:42 +02:00
Mamadou Babaei 25dca3f8f3 minor fix: move temp a variable 2023-03-28 10:34:42 +02:00
Mamadou Babaei b4cdbec91a mark a method as const 2023-03-28 10:34:42 +02:00
Mamadou Babaei 58ca6a5bca clean up redundant hand animation code 2023-03-28 10:34:42 +02:00
Mamadou Babaei f29c428b16 remove redundant reset to ref pose call 2023-03-28 10:34:42 +02:00
Mamadou Babaei 759c94bcbf use rotators instead of quats 2023-03-28 10:34:42 +02:00
Mamadou Babaei 4393af7317 improve the virtual hand model animation 2023-03-28 10:34:42 +02:00
Mamadou Babaei a31b14d48c rely on the reference pose instead of caching poses 2023-03-28 10:34:42 +02:00
Mamadou Babaei 854ce6a198 improved virtual hand model animation 2023-03-28 10:34:42 +02:00
Mamadou Babaei e0e743b63d bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:34:41 +02:00
Mamadou Babaei e32453dfef mention functional linux development support in the changelog 2023-03-28 10:34:41 +02:00
Mamadou Babaei d57d3ffa4a bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:34:39 +02:00
Mamadou Babaei 8194072025 bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:34:39 +02:00
Mamadou Babaei cf7fba949d bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:34:37 +02:00
Mamadou Babaei 0dd745bbe6 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:34:37 +02:00
Mamadou Babaei 0ca24adee3 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:34:36 +02:00
Mamadou Babaei b947685598 apply the transform to the output pose 2023-03-28 10:34:35 +02:00
Mamadou Babaei 11534229f4 try a component transform 2023-03-28 10:34:35 +02:00
Mamadou Babaei 77d7b4eb23 add quat template specialization to the sglog module 2023-03-28 10:34:35 +02:00
Mamadou Babaei 25e8fd2d07 fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:34:35 +02:00
Mamadou Babaei dafc7c0ad6 revert back the last commit and ignore the last joint 2023-03-28 10:34:35 +02:00
Mamadou Babaei 2b818dd11b try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:34:35 +02:00
Mamadou Babaei cf115e2782 bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:34:35 +02:00
Mamadou Babaei f709be4935 bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:34:33 +02:00
Mamadou Babaei a0f3b84aab bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:34:32 +02:00
Mamadou Babaei de83672ef1 bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:34:31 +02:00
Mamadou Babaei a465321f9d bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:34:31 +02:00
Mamadou Babaei 392fcd4932 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:34:30 +02:00
Mamadou Babaei 8a1e9ff300 add the msvc141 third-party directory to the directory tree 2023-03-28 10:34:30 +02:00
Mamadou Babaei fd257711c2 add the android module to the directory tree 2023-03-28 10:34:30 +02:00
Mamadou Babaei ff59e7f712 document the directory structure changes 2023-03-28 10:34:30 +02:00
Mamadou Babaei 06b27847cb bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:34:30 +02:00
Mamadou Babaei 94301a321c update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:34:23 +02:00
Mamadou Babaei 0ea98272a9 updated documentation for the directory structure 2023-03-28 10:34:23 +02:00
Mamadou Babaei 14a43e0630 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:34:23 +02:00
Mamadou Babaei a7f4a83850 updated documentation for the directory structure 2023-03-28 10:34:22 +02:00
Mamadou Babaei 9101d2061a update the platform support matrix 2023-03-28 10:34:22 +02:00
Mamadou Babaei 3e025f3e47 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:34:22 +02:00
Mamadou Babaei 2ba5c0f2fc log the unreleased changes 2023-03-28 10:34:21 +02:00
Mamadou Babaei 66e60ff18a bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:34:21 +02:00
Mamadou Babaei 25f8ef6393 remove archaic pre-public-release dead code 2023-03-28 10:34:21 +02:00
Mamadou Babaei e30ca2c9ed virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:34:21 +02:00
Mamadou Babaei adcfa63415 fix impl owners 2023-03-28 10:34:20 +02:00
Mamadou Babaei 02cb09d504 add partion implementation of the virtual hand 2023-03-28 10:34:20 +02:00
Mamadou Babaei 89a9200413 fix vr hand asset issues 2023-03-28 10:34:20 +02:00
Mamadou Babaei e50a65ca92 add senseglove module base classes 2023-03-28 10:34:20 +02:00
Mamadou Babaei 955bb69cf9 add the virtual hand assets 2023-03-28 10:34:20 +02:00
Mamadou Babaei 3335ee2ec3 punctuation fix 2023-03-28 10:34:18 +02:00
Mamadou Babaei b0113a908e bump the plugin version to v1.1.1 2023-02-07 12:12:19 +01:00
Mamadou Babaei 50971e6051 move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 12:12:18 +01:00
Mamadou Babaei 78bb5adff6 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 12:12:18 +01:00
Mamadou Babaei 95fb454576 fix formatting 2023-02-07 12:12:18 +01:00
Mamadou Babaei c0d4a50f76 add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 12:12:17 +01:00
Mamadou Babaei 092f4a1327 bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 12:12:17 +01:00
Mamadou Babaei 5bbb51b0fe update the changelog with initiali support for ue5.2 2023-02-07 12:12:17 +01:00
Mamadou Babaei 6006a22c06 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 12:12:17 +01:00
Mamadou Babaei ffdb3657d6 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 12:12:17 +01:00
Mamadou Babaei f5b93b45ed bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 12:12:16 +01:00
Mamadou Babaei 08e8eec206 bump the plugin version to v1.1.0 2023-02-03 13:43:41 +01:00
Mamadou Babaei b47de02afe switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:43:41 +01:00
Mamadou Babaei e58522bfd1 bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:43:41 +01:00
Mamadou Babaei a3827277b1 use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:43:41 +01:00
Mamadou Babaei 5c6f9ad18b mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:43:41 +01:00
Mamadou Babaei f3845ef65f update the platform support matrix and the directory structure 2023-02-03 13:43:41 +01:00
Mamadou Babaei 1c7b1891f7 log the unreleased changes 2023-02-03 13:43:41 +01:00
Mamadou Babaei 54bda06bdc bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:43:40 +01:00
Mamadou Babaei f9dbc1f11e try to offload android to sgcore/sgconnect third-party libraries and drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:43:40 +01:00
Mamadou Babaei 16df85607d minor documentation fixes 2023-02-03 13:43:40 +01:00
Mamadou Babaei 7ec9e80c3a drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:43:40 +01:00
Mamadou Babaei 0f514a2f95 fix a bug in the jni call write haptics 2023-02-03 13:43:40 +01:00
Mamadou Babaei 14ebc3327b replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:43:40 +01:00
Mamadou Babaei 3b6a2341fa bump copyright years 2023-02-03 13:43:40 +01:00
Mamadou Babaei fb5babc0f1 add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:43:39 +01:00
Mamadou Babaei 4db4bf397a log the unreleased changes 2023-02-03 13:43:39 +01:00
Mamadou Babaei 6ef49c204c remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:43:39 +01:00
Mamadou Babaei 2785c1ae38 conform to the class naming standards 2023-02-03 13:43:39 +01:00
Mamadou Babaei 756abf819d apply const correctness 2023-02-03 13:43:39 +01:00
Mamadou Babaei 7bfb6c1517 whitelist android as a target platform 2023-02-03 13:43:39 +01:00
Mamadou Babaei f916999716 fix android build issues caused by the log module 2023-02-03 13:43:39 +01:00
Mamadou Babaei 672209ab03 bump the plugin version to v1.0.4 2022-12-02 12:35:07 +01:00
Mamadou Babaei e215d7192f simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:35:07 +01:00
Mamadou Babaei 9ea20a2bc8 fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:35:07 +01:00
Mamadou Babaei fae227db6c move sgplatform headers to the public folder 2022-12-02 12:35:07 +01:00
Mamadou Babaei 4d18afb9d6 update the platform support matrix 2022-12-02 12:35:07 +01:00
Mamadou Babaei f9bc33f2fd fix ue >= 5.0 ubt errors 2022-12-02 12:35:07 +01:00
Mamadou Babaei ae46cb6240 upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:35:06 +01:00
Mamadou Babaei 225f2d3d30 add macros for C++17 detection 2022-12-02 12:35:04 +01:00
Mamadou Babaei acd955f815 apply const correctness to method parameters 2022-12-02 12:35:04 +01:00
Mamadou Babaei a07f54dea8 upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:35:03 +01:00
Mamadou Babaei 729e10681b upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:35:03 +01:00
Mamadou Babaei 3289fadcde add support for msvc 2017 to the build.cs files 2022-12-02 12:35:01 +01:00
Mamadou Babaei d958ae6382 bump the plugin version to v1.0.3 2022-11-30 14:32:51 +01:00
Mamadou Babaei c8ca169f3b adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:00 +01:00
Mamadou Babaei c391c0a794 bump the plugin version to v1.0.2 2022-11-27 14:42:36 +01:00
Mamadou Babaei 4a3ca10802 fix the third-party license mark down file formatting 2022-11-27 14:42:36 +01:00
Mamadou Babaei 5bf4e8264f add the SenseGlove SDK license 2022-11-27 14:42:36 +01:00
Mamadou Babaei cb388efd30 fix readme typos and errors 2022-11-27 14:13:56 +01:00
Mamadou Babaei 2d2b43d4ad add missing the copyright notice and include directive 2022-11-27 14:13:56 +01:00
Mamadou Babaei bb3452ce7c list the dot files inside the FilterPlugin.ini file 2022-11-27 13:55:25 +01:00
Mamadou Babaei fbcf503351 add the marketplace url to the .uplugin file 2022-11-27 13:55:25 +01:00
Mamadou Babaei 88832fd6bd bump the plugin version to v1.0.1 2022-11-25 15:20:15 +01:00
Mamadou Babaei f25259c556 * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:04:02 +01:00
Mamadou Babaei ce1a342b28 update documentation, add changelog, and prepare for v1.0.0 release 2022-11-24 17:09:41 +01:00
Mamadou Babaei 18b0ea9eea huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-24 01:18:08 +01:00
Mamadou Babaei 49bd844c1c fix a mangled method name in layer 4 2022-11-23 21:18:55 +01:00
Mamadou Babaei 8c15c54077 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:06:33 +01:00
Mamadou Babaei 2312b75c85 fix module types and loading order 2022-11-19 13:06:33 +01:00
Mamadou Babaei 696d77f629 add the docs url 2022-11-18 15:06:29 +01:00
Mamadou Babaei 3ffbd72def import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:01:54 +01:00
Mamadou Babaei 29e3458cd1 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:01:54 +01:00
Mamadou Babaei 344027b781 add more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 8e86d9f656 add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 37b30cd099 add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 45b1c36cf7 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 340503b61d add more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 6b076bb5fb add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei f5050ac081 add more documentation 2022-11-18 15:01:53 +01:00
Mamadou Babaei 1ab4410c21 document some parts of the layer 3 and 4 api 2022-11-18 15:01:53 +01:00
Mamadou Babaei b683aa22af translate senseglove/unreal angles/directions 2022-11-18 15:01:53 +01:00
Mamadou Babaei aac0bb8a05 implement proper mm/cm conversions 2022-11-17 02:23:04 +01:00
Mamadou Babaei 4903e11dee introduce more utility templates for metric unit conversions 2022-11-17 02:23:04 +01:00
Mamadou Babaei b3b0639e72 remove unit conversions from the internal vect3d wrappers 2022-11-17 02:23:04 +01:00
Mamadou Babaei ae43aead8c bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:23:03 +01:00
Mamadou Babaei 4f08fe0286 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:23:03 +01:00
Mamadou Babaei 4b28a863f0 fix wrong readme header 2022-11-17 02:23:03 +01:00
Mamadou Babaei ed0cfe18c3 shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:14:28 +01:00
Mamadou Babaei 85e4ddaac5 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-11 14:53:21 +01:00
4916 changed files with 14433 additions and 11744 deletions
+1 -9
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
@@ -49,10 +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
# LFS: sgfakeshm-connect-client abd sgfakeshm-core-client Linux and Windows binaries
Tuning/sgfakeshm-connect-client filter=lfs diff=lfs merge=lfs -text
Tuning/sgfakeshm-connect-client.exe filter=lfs diff=lfs merge=lfs -text
Tuning/sgfakeshm-core-client filter=lfs diff=lfs merge=lfs -text
Tuning/sgfakeshm-core-client.exe filter=lfs diff=lfs merge=lfs -text
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
+1 -1
View File
@@ -3,7 +3,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2026 SenseGlove
# Copyright (c) 2020 - 2025 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
+7 -18
View File
@@ -3,7 +3,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2026 SenseGlove
# Copyright (c) 2020 - 2025 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@@ -119,12 +119,6 @@ SG_PLUGIN_LICENSE_THIRD_PARTY_FILE := $(SG_PLUGIN_DIR)/LICENSE_THIRD_PARTY.m
SG_PLUGIN_PLANNED_FEATURES_COMPLETION_STATUS_FILE := $(SG_PLUGIN_DIR)/PLANNED_FEATURES_COMPLETION_STATUS.md
SG_PLUGIN_PLATFORM_SUPPORT_MATRIX_FILE := $(SG_PLUGIN_DIR)/PLATFORM_SUPPORT_MATRIX.md
################################################################################
# Rust/Cargo Settings
################################################################################
RUST_TOOLCHAIN_VERSION := 1.96.1
################################################################################
# Version and Build Information
################################################################################
@@ -239,10 +233,6 @@ endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
# mdbook-pdf Configuration
################################################################################
ifneq ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
SG_MDBOOK_HTML_SITE_URL := /$(SG_HANDBOOK_REVISION)/
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX)
else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS))
@@ -371,18 +361,17 @@ clean:
.PHONY: install-build-deps
install-build-deps:
@echo "Installing build dependencies if they have not already been installed..."
@rustup install $(RUST_TOOLCHAIN_VERSION)
@rustup override set $(RUST_TOOLCHAIN_VERSION)
@cargo install mdbook --version "0.5.4" --locked
@cargo install xq --vers "^0.5" --locked
@cargo install mdbook-pdf --vers "0.1.13" --locked
@cargo install mdbook --vers "^0.4" --locked
@cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(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),$(SG_BUILD_PLATFORM_LINUX))
@cargo install mdbook-epub --vers "0.5.4" --locked
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
################################################################################
# Make Targets - mdBook
@@ -507,9 +496,9 @@ _mdbook_build:
SG_GIT_TAG='$(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='$(SG_GIT_VERSION_MINOR)' \
+6 -6
View File
@@ -5,7 +5,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2026 SenseGlove
# Copyright (c) 2020 - 2025 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@@ -33,8 +33,8 @@ fi
readonly JSON_INPUT=$(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' "$1" | sed -e 's/\\/\\\\/g' -e 's/"/\\"/g'
@@ -63,8 +63,8 @@ SG_PLUGIN_VERSION_PATCH_ESCAPED=$(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 "${BOOK}" | xq "
.sections[] |= (
if has(\"Chapter\") then
.Chapter.content |=
walk(if type == \"string\" then
@@ -103,4 +103,4 @@ PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
printf '%s' "${PARSED_BOOK}"
echo "${PARSED_BOOK}" | xq '.'
+6 -2
View File
@@ -3,7 +3,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2026 SenseGlove
# Copyright (c) 2020 - 2025 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@@ -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"
@@ -42,6 +43,8 @@ use-default-preprocessors = true
[preprocessor.links]
[preprocessor.alerts]
[preprocessor.senseglove]
after = [ "index", "links" ]
command = "sh ./bin/sg-preprocessor.sh"
@@ -56,9 +59,10 @@ footnote-backrefs = true
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
+8 -30
View File
@@ -15,17 +15,10 @@ 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)
- [FakeShm Module Tuning](getting-started/sensecom/fakeshm-tuning/README.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)
@@ -69,20 +62,17 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [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
- [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/README.md)
- [Roll Your Own Hand Manipulation System](advanced-topics/roll-your-own-hand-manipulation-system/README.md)
- [SGPawn Events](advanced-topics/roll-your-own-hand-manipulation-system/sgpawn-events-puppeteer-puppet-architecture/README.md)
- [SGHandTrackerComponent](advanced-topics/roll-your-own-hand-manipulation-system/sghandtrackercomponent/README.md)
- [SGHapticsComponent](advanced-topics/roll-your-own-hand-manipulation-system/sghapticscomponent/README.md)
- [OpenXR](advanced-topics/openxr/README.md)
- [Consuming FXRHandTrackingState](advanced-topics/openxr/consuming-fxrhandtrackingstate/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrhandtrackingstate/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrhandtrackingstate/cpp.md)
- [Third-Party Integrations](advanced-topics/openxr/third-party-integrations/README.md)
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API
@@ -103,20 +93,8 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Unreal Engine Plugin License](license/senseglove-unreal-engine-plugin.md)
- [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md)
- [Third-Party Licenses](license/third-party.md)
- [Argh Frustration-free Command-line Processing Library License](license/argh-command-line-processing-library.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)
- [c4core C++ Library Licence](license/c4core-library.md)
- [c4project CMake Scripts Licence](license/c4project-cmake-scripts.md)
- [Debug Break Library Licence](license/debugbreak-library.md)
- [fast_float Number Parsing Library](license/fast-float-number-parsing-library.md)
- [FlatBuffers Memory Efficient Serialization Library Licence](license/flatbuffers-serialization-library.md)
- [{fmt} Formatting Library License](license/fmt-formatting-library.md)
- [FTXUI Functional Terminal (X) User Interface Library](license/ftxui-functional-tui-library.md)
- [Loguru Logging Library License](license/loguru-logging-library.md)
- [nanomsg-next-generation Lightweight Brokerless Messaging Library License](license/nng-messaging-library.md)
- [Rapid YAML Parsing and Emitting Library](license/rapidyaml-parsing-emitting-library.md)
- [Boost C++ Libraries](license/boost-cpp-libraries.md)
- [Serial Communication Library License](license/serial-communication-library.md)
-----------
+23 -144
View File
@@ -1,156 +1,35 @@
# OpenXR
The SenseGlove Unreal Engine Plugin has provided OpenXR-compatible hand tracking by implementing `XR_EXT_hand_tracking` since [`v2.1.0`](../../appendix/changelog.html#210---2024-08-16).
The SenseGlove Unreal Engine Plugin has provided OpenXR-compatible hand tracking by implementing `XR_EXT_hand_tracking` since `v2.1.0`.
Typically a user does not need to know anything about OpenXR to use the plugin, so this section of the handbook is for advanced users who are looking for a way to directly consume the OpenXR data coming directly from either a SenseGlove device or if enabled in the plugin settings from hand-tracking.
Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with two caveats:
Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRMotionControllerData` and `FXRHandTrackingState` structs retrieved from the `IXTrackingSystem::GetMotionControllerData()` and `IXTrackingSystem::GetHandTrackingState()` methods are coming from SenseGlove, as these methods return the first hand-tracking plugin they could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` and `GetHandTrackingState()` which guarantee the retrieved `FXRMotionControllerData` or `FXRHandTrackingState` are coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
- The first caveat is, if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRHandTrackingState` struct retrieved from the `IXTrackingSystem::GetHandTrackingState()` method is coming from SenseGlove, as these methods return the first hand-tracking plugin they could find. Thus, SenseGlove provides its own implementation of `GetHandTrackingState()` which guarantees the retrieved `FXRHandTrackingState` is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
- The second caveat is, Unreal `IXTrackingSystem::GetHandTrackingState()` method is blind to SenseGlove's [wrist-tracking settings and offsets](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/), therefore the returned `FXRHandTrackingState` retrieved using this engine function won't take into account the wrist-tracker offsets, and the hands end up at the wrong orientation or position. In contrast,
> [!NOTE]
> In order to retrieve the latest `FXRMotionControllerState` available, The
> SenseGlove Unreal Engine Plugin provides an alternative implementation for
> `IXTrackingSystem::GetMotionControllerState()` as well . However, since this
> method does not rely on the `OpenXRHandTracking` provider, it may become
> redundant. As a result, we might consider removing this functionality in
> future updates in favor of the one that Unreal Engine provides.
> [!IMPORTANT]
> In order to retrieve the latest `FXRHandTrackingState` available, The
> SenseGlove Unreal Engine Plugin provides an alternative implementation for
> `IXTrackingSystem::GetHandTrackingState()`, which guarantees the OpenXR
> hand-tracking data is coming from a SenseGlove device and also takes into
> account the SenseGlove's wrist-tracker offsets automatically.
>
> This is the recommended approach over Unreal Engine's own
> `IXTrackingSystem::GetHandTrackingState()` or you have to ensure the data
> received is coming from a SenseGlove device yourself, and also take into
> account the SenseGlove's wrist-tracker settings and calculate the wrist
> offsets either using one of the `SGHapticGlove::GetWristLocation()` variants,
> or manually.
>
> In short `IXTrackingSystem::GetHandTrackingState()` does not respect the
> offsets from
> `Project Settings > SenseGlove > Tracking > Wrist-Tracking Settings`
> [!CAUTION]
> In order to retrieve the latest `FXRHandTrackingState` available, The
> SenseGlove Unreal Engine Plugin provides an alternative implementation for
> `IXTrackingSystem::GetHandTrackingState()`, which guarantees the OpenXR
> hand-tracking data is coming from a SenseGlove device and also takes into
> account the SenseGlove's wrist-tracker offsets automatically.
>
> This is the recommended approach over Unreal Engine's own
> `IXTrackingSystem::GetHandTrackingState()` or you have to ensure the data
> received is coming from a SenseGlove device yourself, and also take into
> account the SenseGlove's wrist-tracker settings and calculate the wrist
> offsets either using one of the `GetWristLocation()` variants, e.g.,
> `SGHandLayer::GetWristLocation()`, `SGHapticGlove::GetWristLocation()`, etc,
> or manually.
>
> In short `IXTrackingSystem::GetHandTrackingState()` does not respect the
> offsets from
> `Project Settings > SenseGlove > Tracking Settings > Wrist Tracking Settings`.
> [!TIP]
> Starting with version `v2.8.0`, the SenseGlove Unreal Engine Plugin provides
> a highly convenient, high-level abstraction that eliminates all of the manual
> steps described above. By using
> [`SGHandTrackerComponent`](../roll-your-own-hand-manipulation-system/sghandtrackercomponent/)
> you can simply add the component to your Pawn class (or any actor that
> requires hand-tracking data), configure its properties, and retrieve the
> tracking data with a single function call when needed.
>
> The SenseGlove UE Plugin automatically handles all required settings and
> offset calculations for your positional tracking hardware, whether you are
> using pure hand tracking or a SenseGlove device. It also provides an optional
> debug hand out of the box, allowing you to instantly visualize hand-tracking
> data without writing a single line of code.
>
> Furthermore, version `v2.8.0` ships with a companion component,
> [`SGHapticsComponent`](../roll-your-own-hand-manipulation-system/sghapticscomponent/),
> which makes it easy to add haptic feedback to your own custom or third-party
> hand manipulation systems.
> [!TIP]
> Sometimes, using `IXTrackingSystem::GetHandTrackingState()` is unavoidable,
> e.g., when using a third-party hand manipulation system such as
> [**VR Expansion Plugin (VRE)**](https://vreue4.com/), which internally relies
> on `IXTrackingSystem::GetHandTrackingState()` to retrieve the hand-tracking
> data. In that case SenseGlove provides methods such as
> `SGHandLayer::GetWristLocation()`, `SGHapticGlove::GetWristLocation()`, etc,
> which you can use to reliably calculate the wrist offsets:
>
> ```cpp
> // Get the OpenXR hand-tracking data for the right hand
> FXRHandTrackingState HandTrackingState;
> IXTrackingSystem::GetHandTrackingState(
> GetWorld(),
> EXRSpaceType::UnrealWorldSpace,
> EControllerHand::Right,
> HandTrackingState);
>
> // Return if the struct data is invalid!
> if (!bGotHandTrackingState || !HandTrackingState.bValid)
> {
> return;
> }
>
> // Return if the device is not being tracked!
> if (HandTrackingState.TrackingStatus == ETrackingStatus::NotTracked)
> {
> return;
> }
>
> // Ensure that HandTrackingState.HandKeyLocations has the location data
> // for 26 joints!
> if (!ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num()
> == EHandKeypointCount,
> TEXT("Invalid HandKeyLocations count!")))
> {
> return;
> }
>
> // Ensure that HandTrackingState.HandKeyRotations has the rotation data
> // for 26 joints!
> if (!ensureAlwaysMsgf(HandTrackingState.HandKeyRotations.Num()
> == EHandKeypointCount,
> TEXT("Invalid HandKeyRotations count!")))
> {
> return;
> }
>
> {
> // FQuat variant of FSGHandLayer::GetWristLocation()
> // Get the OpenXR hand-tracking data with the correct wrist offsets for
> // Meta Quest 3 Controllers
> FVector WristLocation;
> FQuat WristRotation;
> FSGHandLayer::GetWristLocation(
> true, // true for a right-handed glove and false for a left-handed one
> HandTrackingState.HandKeyLocations[0], // 0 is the Wrist joint location
> HandTrackingState.HandKeyRotations[0], // 0 is the wrist joint rotation
> ESGPositionalTrackingHardware::Quest3Controller,
> WristLocation, WristRotation);
>
> // WristLocation and WristRotation variables now contain the correct
> // OpenXR hand-tracking data with the wrist offsets applied correctly
> }
>
> {
> // FRotator variant of FSGHandLayer::GetWristLocation()
> // Get the OpenXR hand-tracking data with the correct wrist offsets for
> // Meta Quest 3 Controllers
> FVector WristLocation;
> FRotator WristRotation;
> FSGHandLayer::GetWristLocation(
> true, // true for a right-handed glove and false for a left-handed one
> HandTrackingState.HandKeyLocations[0], // 0 is the Wrist joint location
> HandTrackingState.HandKeyRotations[0].Rotator, // 0 is the wrist joint rotation
> ESGPositionalTrackingHardware::Quest3Controller,
> WristLocation, WristRotation);
>
> // WristLocation and WristRotation variables now contain the correct
> // OpenXR hand-tracking data with the wrist offsets applied correctly
> }
> ```
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
In the next sections we'll see:
- [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).
- [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).
- [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.
- [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).
@@ -1,18 +1,18 @@
# Consuming FXRHandTrackingState
> [!TIP]
> Starting with version `v2.8.0`, a highly convenient high-level approach for
> retrieving `FXRHandTrackingState` has been introduced. It allows you to obtain
> OpenXR hand-tracking data without worrying about the caveats mentioned in the
> [`main OpenXR section`](../).
>
> [`SGHandTrackerComponent`](../../roll-your-own-hand-manipulation-system/sghandtrackercomponent/)
> abstracts these complexities away and provides correctly adjusted
> hand-tracking data with a single function call.
>
> This version also introduces a companion
> [`SGHapticsComponent`](../../roll-your-own-hand-manipulation-system/sghapticscomponent/)
> is also available for easily integrating haptic feedback.
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand-tracking data. From `5.5` onward, these responsibilities have been
> 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:
@@ -1,20 +1,20 @@
# Consuming FXRHandTrackingState in Blueprint
Before continuing this section, please ensure you've studied the [Consuming FXRHandTrackingState](./) section, first.
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
> [!TIP]
> Starting with version `v2.8.0`, a highly convenient high-level approach for
> retrieving `FXRHandTrackingState` has been introduced. It allows you to obtain
> OpenXR hand-tracking data without worrying about the caveats mentioned in the
> [`main OpenXR section`](../).
>
> [`SGHandTrackerComponent`](../../roll-your-own-hand-manipulation-system/sghandtrackercomponent/)
> abstracts these complexities away and provides correctly adjusted
> hand-tracking data with a single function call.
>
> This version also introduces a companion
> [`SGHapticsComponent`](../../roll-your-own-hand-manipulation-system/sghapticscomponent/)
> is also available for easily integrating haptic feedback.
Before continuing this section, please ensure you've studied the [Consuming FXRHandTrackingState](./) section, first.
## Drawing and Animating Virtual Hands
@@ -62,4 +62,4 @@ Before continuing this section, please ensure you've studied the [Consuming FXRH
13. Now, go back to the `VRTemplateMap` and use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -1,20 +1,20 @@
# Consuming FXRHandTrackingState in C++
Before continuing this section, please ensure you've first studied the [Consuming FXRHandTrackingState](./) section.
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
> [!TIP]
> Starting with version `v2.8.0`, a highly convenient high-level approach for
> retrieving `FXRHandTrackingState` has been introduced. It allows you to obtain
> OpenXR hand-tracking data without worrying about the caveats mentioned in the
> [`main OpenXR section`](../).
>
> [`SGHandTrackerComponent`](../../roll-your-own-hand-manipulation-system/sghandtrackercomponent/)
> abstracts these complexities away and provides correctly adjusted
> hand-tracking data with a single function call.
>
> This version also introduces a companion
> [`SGHapticsComponent`](../../roll-your-own-hand-manipulation-system/sghapticscomponent/)
> is also available for easily integrating haptic feedback.
Before continuing this section, please ensure you've first studied the [Consuming FXRHandTrackingState](./) section.
## Drawing and Animating Virtual Hands
@@ -256,4 +256,4 @@ void ADebugPawn::DrawHand(const EControllerHand Hand) const
15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -0,0 +1,277 @@
# Consuming FXRMotionControllerData
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> 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:
```cpp
USTRUCT(BlueprintType)
struct FXRMotionControllerData
{
GENERATED_USTRUCT_BODY();
UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bValid = false;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FName DeviceName;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FGuid ApplicationInstanceID;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EXRVisualType DeviceVisualType = EXRVisualType::Controller;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EControllerHand HandIndex = EControllerHand::Left;
UPROPERTY(BlueprintReadOnly, Category = "XR")
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
// Vector representing an object being held in the player's hand
UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector GripPosition = FVector(0.0f);
// Quaternion representing an object being held in the player's hand
UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat GripRotation = FQuat(EForceInit::ForceInitToZero);
// For handheld controllers, gives a vector for pointing at objects
UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector AimPosition = FVector(0.0f);
// For handheld controllers, gives a quaternion for pointing at objects
UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat AimRotation = FQuat(EForceInit::ForceInitToZero);
// For handheld controllers, gives a vector for representing the hand
UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector PalmPosition = FVector(0.0f);
// For handheld controllers, gives a quaternion for representing the hand
UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat PalmRotation = FQuat(EForceInit::ForceInitToZero);
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FVector> HandKeyPositions;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FQuat> HandKeyRotations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<float> HandKeyRadii;
UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bIsGrasped = false;
};
```
Which on the Blueprint side it looks like this:
![FXRMotionControllerData Blueprint representation](consuming-fxrmotioncontrollerdata-blueprint-representation.png "FXRMotionControllerData Blueprint representation")
But, fear not, we've got you covered!
## FXRMotionControllerData in Unreal Engine
`FXRMotionControllerData` is a structure in Unreal Engine designed to hold detailed information about the state of a motion controller device at a given moment. This structure is essential for handling motion controller inputs in virtual reality (VR) applications, providing the necessary data to accurately track and represent the user's hand movements and actions within the virtual environment.
### Structure Members of FXRMotionControllerData
- **bValid**
- **Description**: A boolean flag indicating whether the data is valid or not.
- **Usage**: This is used to check if the motion controller data is correctly initialized and can be used for further processing.
- **DeviceName**
- **Type**: `FName`
- **Description**: The name of the device.
- **Usage**: Identifies which motion controller device the data is coming from, useful when multiple devices are in use.
- **ApplicationInstanceID**
- **Type**: `FString`
- **Description**: A unique identifier for the application instance.
- **Usage**: Helps in differentiating data from different instances of an application, ensuring the correct instance processes the data.
- **DeviceVisualType**
- **Type**: `EXRVisualType`
- **Description**: Enum specifying the visual type of the device (e.g., controller, hand).
- **Usage**: Used to differentiate between various motion controller devices or hand-tracking representations for rendering and interaction purposes.
- **HandIndex**
- **Type**: `EControllerHand`
- **Description**: Enum indicating which hand is being tracked (left or right).
- **Usage**: Helps identify whether the motion data pertains to the left or right hand, essential for hand-specific actions or interactions.
- **TrackingStatus**
- **Type**: `EXRTrackingStatus`
- **Description**: Enum indicating the tracking status of the motion controller.
- **Usage**: Shows whether the controller is being tracked accurately, with possible statuses like `Tracked`, `NotTracked`, etc.
- **GripPosition**
- **Type**: `FVector`
- **Description**: The position of the grip in world coordinates.
- **Usage**: Provides the 3D coordinates of the controller's grip, essential for positioning the virtual representation of the controller.
- **GripRotation**
- **Type**: `FQuat`
- **Description**: The rotation of the grip in world coordinates.
- **Usage**: Provides the orientation of the controller's grip, allowing for accurate rotation and alignment in the virtual space.
- **AimPosition**
- **Type**: `FVector`
- **Description**: The position of the aim point in world coordinates.
- **Usage**: Specifies where the controller is aiming, useful for aiming or pointing actions.
- **AimRotation**
- **Type**: `FQuat`
- **Description**: The rotation of the aim point in world coordinates.
- **Usage**: Determines the orientation of the aim direction, important for actions like shooting or selecting objects in VR.
- **PalmPosition**
- **Type**: `FVector`
- **Description**: The position of the palm in world coordinates.
- **Usage**: Provides the 3D location of the palm, important for determining hand gestures or interactions in VR.
- **PalmRotation**
- **Type**: `FQuat`
- **Description**: The rotation of the palm in world coordinates.
- **Usage**: Defines the orientation of the palm, crucial for hand-based interaction accuracy and realism in VR experiences.
- **HandKeyPositions**
- **Type**: `TArray<FVector>`
- **Description**: An array of vectors representing key positions of the hand.
- **Usage**: Provides detailed positions of key points on the hand, useful for precise hand tracking and interaction.
- **HandKeyRotations**
- **Type**: `TArray<FQuat>`
- **Description**: An array of quaternions representing key rotations of the hand.
- **Usage**: Complements the hand key positions with rotational data, ensuring accurate representation of hand movements.
- **HandKeyRadii**
- **Type**: `TArray<float>`
- **Description**: An array of floats representing the radii of key points of the hand.
- **Usage**: Gives the size of the hand key points, aiding in collision detection and interaction fidelity.
- **bIsGrasped**
- **Type**: `bool`
- **Description**: A boolean indicating whether the controller is currently grasping an object.
- **Usage**: Determines if the user is holding something, affecting interactions and animations.
### Organization of FXRMotionControllerData
The structure is organized to encapsulate all relevant data needed for hand and motion controller tracking in a coherent and accessible manner. Boolean flags `bValid` and `bIsGrasped` provide quick checks on the state of the controller data. Identifiers `DeviceName` and `ApplicationInstanceID` ensure the correct association of data. Positional and rotational data `GripPosition`, `GripRotation`, `AimPosition`, and `AimRotation` offer precise tracking of the controller's movement. Arrays `HandKeyPositions`, `HandKeyRotations`, and `HandKeyRadii` allow detailed hand tracking, which is critical for immersive VR experiences. Lastly, the tracking status `TrackingStatus` informs the system of the reliability of the data being processed and whether the motion controller is actively being tracked or it's inactive at the moment.
### Processing the Data for Drawing and Animating a Virtual Hand
In order to draw and animate a virtual hand in real-time whether the data is coming from hand-tracking or a SenseGlove device, we could consume the data from the `HandKeyPositions` and `HandKeyRotations` fields of the `FXRMotionControllerData` struct.
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:
```cpp
/**
* Transforms that are tracked on the hand.
* Matches the enums from WMR to make it a direct mapping
*/
UENUM(BlueprintType)
enum class EHandKeypoint : uint8
{
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip
};
const int32 EHandKeypointCount = static_cast<int32>(EHandKeypoint::LittleTip) + 1;
```
So, getting the any joint's position or rotation is as easy as casting the enum value and passing it as the array index.
```cpp
FXRMotionControllerData MotionControllerData;
const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData(
GetWorld(), EControllerHand::Left, MotionControllerData);
// Return if the struct data is invalid!
if (!bGotMotionControllerData || !MotionControllerData.bValid)
{
return;
}
// Return if the device is not being tracked!
if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked)
{
return;
}
// Ensure that MotionControllerData.DeviceVisualType is a hand!
if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType
== EXRVisualType::Hand,
TEXT("Invalid DeviceVisualType type!")))
{
}
// Ensure that MotionControllerData.HandKeyPositions has the position data
// for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyPositions count!")))
{
return;
}
// Ensure that MotionControllerData.HandKeyRotations has the rotation data
// for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!")))
{
return;
}
static constexpr int32 PalmIndex = static_cast<int32>(EHandKeypoint::Palm);
const FVector& PalmPosition{
MotionControllerData.HandKeyPositions[PalmIndex]
};
const FRotator& PalmRotation{
MotionControllerData.HandKeyRotations[PalmIndex].Rotator()
};
```
The equivalent Blueprint code for the above looks something like this:
![Get a joint position and rotation from FXRMotionControllerData in Blueprint](consuming-fxrmotioncontrollerdata-blueprint-get-joint-position-rotation.png "Get a joint position and rotation from FXRMotionControllerData in Blueprint")
OK, now that we've got a glimpse of how the virtual hand's joint data could be processed we are going to draw and animate a virtual hand in both [Blueprint](blueprint.md) and [C++](cpp.md) in the upcoming sections.
@@ -0,0 +1,65 @@
# Consuming FXRMotionControllerData in Blueprint
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
## Drawing and Animating Virtual Hands
1. Create a new Virtual Reality project based [the Unreal VR Template](https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine).
2. Make sure the [SenseGlove UnrealEngine plugin is installed and enabled](/getting-started/installation.md) inside your new project.
![Enabling the SenseGlove Unreal Engine Plugin](enabling-senseglove-unrealp-engine-plugin.png "Enabling the SenseGlove Unreal Engine Plugin")
3. You could use either hand-tracking or a SenseGlove device as the input data, or both of the inside the same project. Whether you would like to use hand-tracking or a SenseGlove device, please make sure the required steps are taken for each of those first.
4. You could add the required Blueprint code for drawing virtual hands to either your Level Buleprint or the VRPawn Blueprint Class located at `/Content/VRTemplate/Blueprints/VRPawn`. In this guide we are going to add the code to our VRPawn.
5. Add a new function named `Draw Hand` with an input parameter of type `EController Hand` named `Hand`.
![Adding the Blueprint Draw Hand function](consuming-fxrmotioncontrollerdata-blueprint-add-draw-hand-function.png "Adding the Blueprint Draw Hand function")
6. Inside this function's event graph add a `Get Motion Controller Data` node from `SenseGlove > Tracking > XR Tracker > Get Motion Controller Data`.
![Adding the Get Motion Controller Data node](consuming-fxrmotioncontrollerdata-blueprint-add-get-motion-controller-data-node.png "Adding the Get Motion Controller Data node")
7. Then connect the functions `Hand` input parameter to the `Get Motion Controller Data`'s `Hand` input and right-click on the `OutMotionControllerData` parameter and use the `Break XRMotionControllerData` node to break the struct to it's fields.
![Breaking the XR Motion Controller Data node](consuming-fxrmotioncontrollerdata-blueprint-break-xr-motion-controller-data.png "Breaking the XR Motion Controller Data node")
8. After this, we need to perform data validation by checking the return status of the `Get Motion Controller Data` function and `FXRMotionControllerData`'s `Valid` field. Then, we check if the motion controller device is being tracked and indeed coming from a hand-tracking source. And, finally, we check whether we have the positions and rotations for exactly `26` joints or not.
![FXRMotionControllerData validation](consuming-fxrmotioncontrollerdata-blueprint-validation.png "FXRMotionControllerData validation")
9. OK, now it's time to draw the joints! If we check out the SenseGlove Debug module's draw option, we notice there are various ways to draw the debug virtual hand. Drawing a cube or a gizmo per joint, or draw the whole hand all at once by passing the retrieved `FXRMotionControllerData` to the `DebugVirtualHand::Draw` function! But, since the point of this tutorial is to learn how to consume the `FXRMotionControllerData` we ignore the last option. Between the debug cubes or gizmos, we are going to choose the gizmos since they better represent the rotations than the cubes.
![Some options for drawing a debug virtual hand](consuming-fxrmotioncontrollerdata-blueprint-debug-virtual-hand-draw-options.png "Some options for drawing a debug virtual hand")
10. In the last step inside the `Draw Hand` function, in order to draw a virtual hand with `26` joints, we have to first iterate through either of the `Hand Key Positions` or `Hand Key Rotations` arrays from the `FXRMotionControllerData` struct. Since we made sure both arrays have `26` elements before we reached this step, it's safe to just iterate over one and use the `Array Index` inside a `For Each Loop` or a `For Loop` to access the position and rotation of every joint. Then we use each array `Get (a ref)` method to access the position and rotation data inside the loop and call the `Draw` function from `SenseGlove > Debug > Gizmo` per every joint. Please note that there are two `Draw` functions and the only difference between the two is that one accepts an `FQuat` and the other a `FRotator` for its `Rotation` input parameter. In this case, we use the `FQuat` variant to avoid an extra conversion to `FRotator`. Also, please adjust the `Thickness` option for the `Settings` parameter from `1.0` to `0.2`, as the default value might be too thick for drawing a joint gizmo.
![Drawing a debug gizmo per each hand's joint](consuming-fxrmotioncontrollerdata-blueprint-draw-debug-gizmo-per-joint.png "Drawing a debug gizmo per each hand's joint")
11. Well, now the full implementation for the `Draw Hand` function insde the `VRPawn` should look something like this:
![VRPawn Draw Hand function final implementation](consuming-fxrmotioncontrollerdata-blueprint-draw-hand-function-implementation.png "VRPawn Draw Hand function final implementation")
12. Finally, go back to `VRPawn`'s event graph and the following code to the `Tick` event. Basically what we do here is call our newly implemented `Draw Hand` twice, once for each hand.
![Attempt to draw the left and right virtual hands every frame from the VR Pawn Tick event](consuming-fxrmotioncontrollerdata-blueprint-vrpawn-draw-virtual-hands-every-frame.png "Attempt to draw the left and right virtual hands every frame from the VR Pawn Tick event")
13. Now, go back to the `VRTemplateMap` and use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -0,0 +1,266 @@
# Consuming FXRMotionControllerData in C++
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
## Drawing and Animating Virtual Hands
1. Create a new Virtual Reality project based [the Unreal VR Template](https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine).
2. Make sure the [SenseGlove UnrealEngine plugin is installed and enabled](/getting-started/installation.md) inside your new project.
![Enabling the SenseGlove Unreal Engine Plugin](enabling-senseglove-unrealp-engine-plugin.png "Enabling the SenseGlove Unreal Engine Plugin")
3. You could use either hand-tracking or a SenseGlove device as the input data, or both of the inside the same project. Whether you would like to use hand-tracking or a SenseGlove device, please make sure the required steps are taken for each of those first.
4. From the `Tools` menu choose `New C++ class...`.
![Creating a new C++ class](consuming-fxrmotioncontrollerdata-cpp-new-class.png "Creating a new C++ class")
5. Choose the Unreal Engine's `APawn` class as the parent class for the new C++ pawn class.
![Choosing APawn as the parent class](consuming-fxrmotioncontrollerdata-cpp-add-class-choose-name.png "Choosing APawn as the parent class")
6. Name the new pawn class `DebugPawn`.
![Naming the new C++ class DebugPawn](consuming-fxrmotioncontrollerdata-cpp-add-class-choose-parent.png "Naming the new C++ class DebugPawn")
7. Since we have created a new C++ class, this converts the current Blueprint VRTemplateMap project to a C++ one. That's why the Unreal Editor will give us a few prompts regarding opening the project in the default IDE and rebuilding the code. It might be simpler to just close the editor, then rebuild the source code inside your favorite IDE, and then start the editor with the converted project again.
8. Find and open the VRPawn Blueprint Class located at `/Content/VRTemplate/Blueprints/VRPawn` inside the Blueprint Editor and from the `File` menu choose the `Reparent Blueprint` class.
![Reparenting the VRPawn Blueprint class](consuming-fxrmotioncontrollerdata-cpp-reparent.png "Reparenting the VRPawn Blueprint class")
9. In the new `Reparent blueprint` window choose `DebugPawn` as the new parent.
![Reparenting the VRPawn Blueprint class to ADebugPawn](consuming-fxrmotioncontrollerdata-cpp-reparent-debug-pawn.png "Reparenting the VRPawn Blueprint class to ADebugPawn")
10. By looking at the `Parent Class` label located under the Blueprint Editor window control buttons verify that the `ADebugPawn` class has been set as the new parent.
![Veifying whether the VRPawn Blueprint class set to ADebugPawn or not](consuming-fxrmotioncontrollerdata-cpp-verify-parent-class.png "Veifying whether the VRPawn Blueprint class set to ADebugPawn or not")
11. Locate the project's main Build file, in our case `VirtualHandCpp/Source/VirtualHandCpp/VirtualHandCpp.Build.cs` and add the `InputDevice`, `OpenXRHMD`, `SenseGloveBuildHacks`, `SenseGloveDebug`, `SenseGloveSettings`, and `SenseGloveTracking` modules as either a private or public dependency.
```csharp
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class VirtualHandCpp : ModuleRules
{
public VirtualHandCpp(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[]
{
"InputDevice",
"OpenXRHMD",
"SenseGloveBuildHacks",
"SenseGloveDebug",
"SenseGloveSettings",
"SenseGloveTracking"
});
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
```
12. Locate the C++ header and source file for the `ADebugPawn` inside the project in your C++ IDE. In our case they are located at `VirtualHandCpp/Source/VirtualHandCpp/DebugPawn.h` and `VirtualHandCpp/Source/VirtualHandCpp/DebugPawn.cpp`.
13. Modify the `DebugPawn.h` header file to look like this:
```cpp
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "DebugPawn.generated.h"
UCLASS()
class VIRTUALHANDCPP_API ADebugPawn : public APawn
{
GENERATED_BODY()
private:
// The virtual hand drawing settings.
UPROPERTY(EditDefaultsOnly, Category="DebugPawn",
meta=(AllowPrivateAccess="false"))
FSGDebugGizmoSettings HandDrawingSettings;
public:
// Sets default values for this pawn's properties
ADebugPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
// The method responsible for drawing a virtual hand.
void DrawHand(EControllerHand Hand) const;
};
```
14. Modify the `DebugPawn.cpp` implementation file to look like this:
```cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "DebugPawn.h"
#include "SGDebug/SGDebugGizmo.h"
#include "SGTracking/SGXRTracker.h"
// Sets default values
ADebugPawn::ADebugPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Set the default virtual hand drawing settings.
HandDrawingSettings = FSGDebugGizmoSettings{
1.0f,
FColor{255, 0, 0, 255},
FColor{0, 255, 0, 255},
FColor{0, 0, 255, 255},
false,
1.1f,
0,
0.2f,
};
}
// Called when the game starts or when spawned
void ADebugPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ADebugPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Attempt at drawing the left/right virtual hands every frame.
DrawHand(EControllerHand::Left);
DrawHand(EControllerHand::Right);
}
// Called to bind functionality to input
void ADebugPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void ADebugPawn::DrawHand(const EControllerHand Hand) const
{
// Get the world and cache it, if it's null we return early.
UWorld* World{GetWorld()};
if (!IsValid(World))
{
return;
}
FXRMotionControllerData MotionControllerData;
const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData(
World, Hand, MotionControllerData);
// Return if the struct data is invalid!
if (!bGotMotionControllerData || !MotionControllerData.bValid)
{
return;
}
// Return if the device is not being tracked!
if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked)
{
return;
}
// Ensure that MotionControllerData.DeviceVisualType is a hand!
if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType
== EXRVisualType::Hand,
TEXT("Invalid DeviceVisualType type!")))
{
}
// Ensure that MotionControllerData.HandKeyPositions has the position data
// for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyPositions count!")))
{
return;
}
// Ensure that MotionControllerData.HandKeyRotations has the rotation data
// for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!")))
{
return;
}
// Iterate over the hand joint positions and rotations!
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
{
const FVector& JointPosition{
MotionControllerData.HandKeyPositions[JointIndex]
};
const FQuat& JointRotation{
MotionControllerData.HandKeyRotations[JointIndex]
};
// Draw a single joint's gizmo!
// Please note that we could alternatively:
// Use FSGDebugCube::Draw() to draw a cube.
// Or use the FSGDebugVirtualHand::Draw() method and pass the
// MotionControllerData directly to draw the virtual hand
// all at once without iterating the joints. But, that's not
// goal of this tutorial.
FSGDebugGizmo::Draw(World, JointPosition, JointRotation, HandDrawingSettings);
}
}
```
15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -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 provides 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.
@@ -1,41 +0,0 @@
# Roll Your Own Customized Hand Manipulation and Interaction System
The default hand interaction system shipped with the **SenseGlove Unreal Engine Plugin** consists of various components, including `SGPawn`, `SGPlayerController`, `SGVirtualHandComponent`, `SGGrabComponent`, `SGTouchComponent`, and others. This system is very easy to get started with and is thoroughly documented throughout this handbook.
However, this simplicity comes at a cost: limited functionality. At SenseGlove, we prioritize usability and practicality. That said, developing a comprehensive hand interaction system that suits every possible use case is not an easy task. For example, projects such as the [VR Expansion Plugin (VRE)](https://vreue4.com/) — an Epic MegaGrants recipient — have been in development for over a decade, and development is still ongoing. Naturally, such depth also comes with a trade-off: a steep learning curve and reduced beginner-friendliness.
To bridge this gap and serve different groups of users, we provide the `SGPawn` system as a simple, intentionally limited, and beginner-friendly default solution that allows anyone to get up and running quickly.
At the same time, to support intermediate and advanced users, we have aimed for full OpenXR compatibility, opening the door to a wide range of advanced possibilities. Once enabled and loaded in Unreal Engine, the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` provider. This makes it a fully compatible, drop-in replacement for Epics **OpenXRHandTracking** plugin.
As a result, [it can integrate seamlessly with any third-party system or plugin that consumes OpenXR hand-tracking data](../openxr/third-party-integrations/). Because the SenseGlove plugin is fully OpenXR-compliant, it provides hand-tracking data in the expected OpenXR format and becomes the active provider within Unreal. If your existing interaction system (for example, the VRE plugin) already relies on OpenXR hand-tracking, SenseGlove can function as a direct tracking source instead of a physical hand.
Furthermore, the SenseGlove OpenXR backend allows you to [develop and build your own hand interaction system from scratch](../openxr/third-party-tutorials/). This system can operate either via standard OpenXR hand-tracking or with a SenseGlove device interchangeably.
## Comparison of Available Approaches
The following table provides an overview and comparison of different hand interaction approaches available within the SenseGlove Unreal Engine Plugin ecosystem when it comes to 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 |
## Going Beyond SGPawn
In the following sections, we will cover:
- [**The Puppeteer (Controller) / Puppet (Pawn) Architecture**](./sgpawn-events-puppeteer-puppet-architecture/): how to customize and control `SGPawn` through events.
- [**SGHandTrackerComponent**](./sghandtrackercomponent/): how to obtain and consume SenseGlove hand-tracking data, the easy way.
- [**SGHapticsComponent**](./sghapticscomponent/): how to add haptic feedback to your own or third-party hand interaction systems.
We have also covered more in-depth and advanced topics in other parts of this handbook, available in the following sections:
- [**OpenXR**](../advanced-topics/openxr/): an introduction to OpenXR fundamentals in Unreal Engine.
- [**Consuming FXRHandTrackingState**](../advanced-topics/openxr/consuming-fxrhandtrackingstate/): explains the data layout of Unreal Engines `FXRHandTrackingState`.
- [**Blueprint**](../advanced-topics/openxr/consuming-fxrhandtrackingstate/blueprint.md): demonstrates how to use `FXRHandTrackingState` data and render a debug hand in Blueprint.
- [**C++**](../advanced-topics/openxr/consuming-fxrhandtrackingstate/cpp.md): demonstrates how to use `FXRHandTrackingState` data and render a debug hand in C++.
- [**Third-Party Integrations**](../advanced-topics/openxr/third-party-integrations/): provides a sample Unreal Engine `5.4` project demonstrating how to integrate SenseGlove with the VR Expansion (VRE) Plugin.
- [**Third-Party Tutorials**](../advanced-topics/openxr/third-party-tutorials/):— a tutorial series that guides you from beginner to advanced level in using `FXRHandTrackingState` to build your own hand interaction system by animating virtual hand meshes.
@@ -1,78 +0,0 @@
# SGHandTrackerComponent
Since [`v2.1.0`](../../../appendix/changelog.html#210---2024-08-16), the first version to introduce OpenXR support, the **SenseGlove Unreal Engine Plugin** has provided a convenient way to retrieve `FXRHandTrackingState` for SenseGlove devices. This eliminated the need to manually calculate and apply [SenseGlove wrist-tracker settings and offsets](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/), or to fetch the `Project Settings > SenseGlove > Tracking Settings > Wrist Tracking Settings` and pass them to `GetWristLocation()` in an additional step, [as described in the relevant documentation](../openxr).
`SGHandTrackerComponent` simplifies this process even further by abstracting all of that away entirely in a high-level manner:
1. Simply add this component to your Pawn class (or any actor that requires hand-tracking data).
2. Configure and adjust its properties.
3. Retrieve the tracking data with a single function call when needed.
The SenseGlove UE Plugin automatically handles all required settings and offset calculations for your positional tracking hardware, regardless of whether you are using pure hand tracking or a SenseGlove device. It also provides an optional debug hand for free, allowing you to visualize the hand-tracking data instantly, without writing a single line of code.
## Adding the Component to Your Actors
Adding `SGHandTrackerComponent` is straightforward. In the `Components` panel, click the `Add` button and locate it under the `SenseGlove` section:
![SGHandTrackerComponent - Adding component](sghandtrackercomponent-add-component.png "SGHandTrackerComponent - Adding Component")
![SGHandTrackerComponent - Added component](sghandtrackercomponent-added-component.png "SGHandTrackerComponent - Added Component")
## Blueprint Properties
`SGHandTrackerComponent` exposes the following properties through the `Details` panel in Unreals Blueprint Editor:
![SGHandTrackerComponent - Exposed Blueprint properties accessible via the Details panel](sghandtrackercomponent-details-panel-uproperties.png "SGHandTrackerComponent - Exposed Blueprint properties accessible via the Details panel")
- `Right`: If enabled, the component tracks and provides hand-tracking data for the **right** hand. If disabled, it tracks the **left** hand instead.
- `Visualize`: If enabled, the component visualizes the hand-tracking data by rendering a debug hand. The appearance of this debug hand can be further customized, as shown below.
![SGHandTrackerComponent - Debug hand's visualization settings customization](sghapticscomponent-debug-hand-visualization-settings.png "SGHandTrackerComponent - Debug hand's visualization settings customization")
![SGHandTrackerComponent - Visualized debug virtual hands](../../openxr/consuming-fxrhandtrackingstate-animated-debug-virtual-hands.gif "SGHandTrackerComponent - Visualized debug virtual hands")
## C++ and Blueprint Functions
`SGHandTrackerComponent` provdies the following C++ methods:
```cpp
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool IsVisualized() const
{
return bVisualize;
}
FORCEINLINE void SetVisualize(const bool bInVisualize)
{
bVisualize = bInVisualize;
}
public:
const FXRHandTrackingState& GetHandTrackingState() const;
```
The same set of functions are also exposed to Blueprint:
![SGHandTrackerComponent - Blueprint functions](sghandtrackercomponent-functions.png "SGHandTrackerComponent - Blueprint functions")
## GetHandTrackingState
The most important function accessible via `SGHandTrackerComponent` is `GetHandTrackingState()`:
![SGHandTrackerComponent - GetHandTrackingState Blueprint function](sghandtrackercomponent-get-hand-tracking-state.png "SGHandTrackerComponent - GetHandTrackingState Blueprint function")
This function returns a snapshot of the OpenXR hand-tracking data as an `FXRHandTrackingState` struct.
For more details on [what this data contains and how to use it, please refer to the Consuming FXRHandTrackingState section](../../../advanced-topics/openxr/consuming-fxrhandtrackingstate/).
@@ -1,574 +0,0 @@
# SGHapticsComponent
`SGHapticsComponent`, introduced in the SenseGlove Unreal Engine Plugin `v2.8.0`, provides a highly convenient, high-level interface for sending various types of haptic feedback to a SenseGlove device directly from Unreal Engine.
Prior to this release, integrating haptic feedback into a custom hand interaction system was possible in several ways:
- SenseGlove low-level C++ API:
- Via the [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHandLayer.h).
- Via the [SGHpaticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHapticGlove.h).
- SenseGlove Blueprint API:
- Via the [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHandLayerKismetLibrary.h) which provides a higher-level abstraction compared to the `SGHapticGlove` API.
- Via the [SGHapticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHapticGloveKismetLibrary.h),
which offers a lower-level interface than the `SGHandLayer` API and requires some boilerplate code to safely obtain an instance of the desired glove (see [Safe and Reliable Glove Access in Blueprint](../../safe-glove-access-blueprint/)).
- Additionally, there is the [`SGTouchComponent`](../../../getting-started/setup-touch-system/), which provides simplified and limited functionality. On its own, it cannot trigger haptics. It is designed to work in conjunction with the stock `SGPlayerController` shipped with the SenseGlove Unreal Engine plugin.
While all of the above approaches remain fully supported, whether in C++ or Blueprint, `SGHapticsComponent` eliminates some of the caveats associated with them, while still giving you full control in a significantly more convenient and streamlined manner.
> [!IMPORTANT]
> For more detailed information on
> [Nova 2 Glove Vibration Tips & Tricks](https://senseglove.gitlab.io/SenseGloveDocs/nova2-vibration.html),
> please visit the in-depth guide available on
> [SenseGlove Docs](https://senseglove.gitlab.io/SenseGloveDocs/).
>
> We strongly recommend reviewing that comprehensive upstream haptics documentation,
> as this guide focuses solely on applying haptic feedback from Unreal Engine.
>
> A solid understanding of the SenseGlove haptics API and its hardware capabilities
> will help you follow and apply this guide effectively, while also enabling you
> to troubleshoot haptics-based Unreal Engine projects with confidence.
## Adding the Component to Your Actors
Adding `SGHapticsComponent` is straightforward. In the `Components` panel, click the `Add` button and locate it under the `SenseGlove` section:
![SGHapticsComponent - Adding component](sghapticscomponent-add-component.png "SGHapticsComponent - Adding Component")
![SGHapticsComponent - Added component](sghapticscomponent-added-component.png "SGHapticsComponent - Added Component")
## Blueprint Properties
`SGHapticsComponent` exposes the following properties through the `Details` panel in Unreals Blueprint Editor:
![SGHapticsComponent - Exposed Blueprint properties accessible via the Details panel](sghapticscomponent-details-panel-uproperties.png "SGHapticsComponent - Exposed Blueprint properties accessible via the Details panel")
- `Right`: If enabled, the component controls haptics feedback for the **right** hand. If disabled, it controls haptics for the **left** hand instead.
- `AutoStopAllHaptics`: If enabled, automatically calls the `StopHaptics()` function when: 1) The component is uninitialized 2) the `EndPlay` event occurs 3) or, the **handedness** changes. This ensures that vibrations won't continue after the simulation ends, or when the active glove it controls, is switched mid-simulation.
## C++ and Blueprint Functions
`SGHapticsComponent` provdies the following C++ methods:
```cpp
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool AutoStopsAllHaptics() const
{
return bAutoStopAllHaptics;
}
void SetAutoStopAllHaptics(const bool bInAutoStopAllHaptics)
{
bAutoStopAllHaptics = bInAutoStopAllHaptics;
}
public:
/**
* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when restarting the
* level.
*/
void StopHaptics();
/**
* Stops only vibrations.
*/
void StopVibrations();
/**
* Take all active commands in the device queue, compile them into one and send them to the device.
*
* @return Returns true if the message was successfully sent to SenseCom.
*/
bool SendHaptics();
/**
* Returns true if the haptic glove supports vibration feedback at the specified location.
*
* @param AtLocation
*/
bool SupportsCustomWaveform(ESGHapticLocation AtLocation) const;
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param OutWaveform
* @param Location
*/
bool SendCustomWaveform(USGCustomWaveform* OutWaveform, ESGHapticLocation Location);
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Location
*/
bool SendCustomWaveform(float Amplitude, float Duration, ESGHapticLocation Location);
/**
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
* custom waveforms.
*
* @param Amplitude
* @param Duration
* @param Frequency
* @param Location
*/
bool SendCustomWaveform(float Amplitude, float Duration, float Frequency, ESGHapticLocation Location);
/**
* Queue a list of force-feedback levels, between 0.0f and 1.0f. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the Force-Feedback levels, from 0.0f (no FFB) to 1.0f. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
bool QueueForceFeedbackLevels(const TArray<float>& Levels01);
/**
* Set the Force-Feedback value of a particular finger to a specific level </summary>
*
* @param Level01 Value will be clamped between [0...1], where 0.0f means no Force-Feedback, and 1.0 means full
* force-feedback.
* @param Finger The finger to which to send the command.
*/
bool QueueForceFeedbackLevel(int32 Finger, float Level01);
/**
* Queue a list of vibration levels, between 0.0 and 1.0. Your list should be sorted from thumb to pinky.
*
* @param Levels01 Array containing the vibration levels, from 0.0 (no vibration) to 1.0. A value < 0.0f will be
* ignored.
*
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
*/
bool QueueVibroLevels(const TArray<float>& Levels01);
/**
* Queue a command to set the (continuous) vibration level at a specific location to a set amplitude.
*
* @param Location
* @param Level01 Value will be clamped between [0...1], where 0.0f means no vibration, and 1.0 means full
* vibration.
*/
bool QueueVibroLevel(ESGHapticLocation Location, float Level01);
/**
* Returns true if the chosen glove supports active contact feedback on the Wrist.
*/
bool SupportsWristSqueeze() const;
/**
* Queue a command to set the amount of squeeze level (a.k.a. squeeze-feedback) to the desired level
* (0 = no squeeze, 1 = full squeeze) on the wrist, and optionally send it right away.
*
* @param SqueezeLevel01
* @param bSendImmediate
*/
bool QueueWristSqueeze(float SqueezeLevel01, bool bSendImmediate);
```
The same set of functions are also exposed to Blueprint:
![SGHapticsComponent - Blueprint functions](sghapticscomponent-functions1.png "SGHapticsComponent - Blueprint functions")
![SGHapticsComponent - Blueprint functions](sghapticscomponent-functions2.png "SGHapticsComponent - Blueprint functions")
## Quick Blueprint Functions Reference
Here is a brief at-a-glance reference of all `SGHapticsComponent` Blueprint functions related to haptic feedback.
### Stop Haptics
Stops **all active haptic effects** currently playing on the glove.
This includes:
- Vibrations.
- Force-feedback (FFB).
- Wrist-squeeze.
- Any queued but unsent haptic commands.
![SGHapticsComponent - Blueprint function: Stop Haptics](sghapticscomponent-blueprint-function-stop-haptics.png "SGHapticsComponent - Blueprint function: Stop Haptics")
**Typical Use Cases:**
- Resetting the glove at the end of a simulation.
- Restarting a level.
- Emergency stop logic.
- Cleaning up when disabling an actor.
**Returns:**
This Blueprint node does not return a value.
### Stop Vibrations
Stops only **vibration feedback**, without affecting:
- Force-feedback
- Wrist-squeeze
![SGHapticsComponent - Blueprint function: Stop Vibrations](sghapticscomponent-blueprint-function-stop-vibrations.png "SGHapticsComponent - Blueprint function: Stop Vibrations")
**Typical Use Cases:**
It is useful for example if you want to keep finger resistance active while stopping tactile feedback.
**Returns:**
This Blueprint node does not return a value.
### Send Haptics
Compiles all currently queued haptic commands and sends them to the glove.
![SGHapticsComponent - Blueprint function: Send Haptics](sghapticscomponent-blueprint-function-stop-haptics.png "SGHapticsComponent - Blueprint function: Send Haptics")
The component works using a **queue-based system**:
1. You queue multiple commands (Force-feedback, Vibro, Wrist, etc..)
2. You call **Send Haptics**.
3. Everything is compiled into one device message.
**Returns:**
- `true`: Indicates message has been successfully sent to SenseCom.
- `false`: Failed to send haptics.
> [!CAUTION]
> Avoid calling `Send Haptics` repeatedly in rapid succession.
>
> For optimal performance, queue all required haptic commands first
> (Force-Feedback, Vibro, Wrist, etc.), then call `Send Haptics`
> **once per logical update cycle**.
>
> Continuously queueing commands and flushing them every frame (or multiple
> times per frame) increases device communication frequency and computational
> overhead. It may also cause Bluetooth instability and, in extreme cases, lead
> to the glove disconnecting.
>
> Instead, batch multiple haptic updates together and send them in a single
> compiled message whenever possible. This reduces processing cost, lowers
> communication load, and results in more stable and efficient haptic
> performance.
### Supports Custom Waveform
Checks whether the glove supports **custom waveform vibration** at a specific location.
![SGHapticsComponent - Blueprint function: Supports Custom Waveform](sghapticscomponent-blueprint-function-supports-custom-waveform.png "SGHapticsComponent - Blueprint function: Supports Custom Waveform")
**Parameters**:
- **At Location:** The vibration location to test (e.g., Thumb Tip, Index Tip, Palm Index Side, etc.).
**Returns:**
- `true`: Custom waveform is supported.
- `false`: Not supported at this location.
You can call this before using `Send Custom Waveform` to see if your glove model at the specified location supports vibration.
### Send Custom Waveform
Sends a **custom vibration waveform** to a specific haptic location.
![SGHapticsComponent - Blueprint function: Send Custom Waveform](sghapticscomponent-blueprint-function-send-custom-waveform.png "SGHapticsComponent - Blueprint function: Send Custom Waveform")
This function has **three overloads** in C++ and is exposed accordingly in Blueprint.
#### 1) Send a Custom Waveform Asset
**Parameters:**
- **OutWaveform:** A predefined waveform asset that allows you to configure additional custom waveform parameters not available in the other two overloads, giving you more fine-grained control over the vibrations behavior and timing.
| Name | Unit | Range | Description |
|------------------------|-----------|--------------|-----------------------------------------------------------------------------|
| Amplitude | | 0.0 … 1.0 | Vibration intensity |
| Start Frequency | Hz | 10 … 500 | Vibration Frequency at the start of the vibration |
| End Frequency | Hz | 10 … 500 | Vibration Frequency at the end of the vibration |
| Attack Time | s | 0.0 … 1.0 | Time to reach from 0.0 to Amplitude |
| Sustain Time | s | 0.0 … 1.0 | Time for which the signal will stay at Amplitude |
| Decay Time | s | 0.0 … 1.0 | Time to reach from Amplitude down to 0.0. |
| Pause Time | s | 0.0 … 1.0 | Time between each vibration, when repeating the waveform. |
| Repeat Amount | | 1 .. 100 | How often the waveform is repeated before stopping. |
| Infinite | | True / False | If true, the glove will keep playing this waveform until a new one is played. |
| Waveform Type | EWaveType | 0 .. 5 | The shape of the waveform: Sine / Square / SawUp / SawDown / Triangle / Noise. |
| FrequencySwitchTime* | | 0.0 … 1.0 | At this position in the waveform (0.0 being start, 1.0 being the end), we start multiply the Frequency by FrequencySwitchFactor |
| FrequencySwitchFactor* | | 1.0 .. 3.0 | How much to multiply the frequency by, after FrequencySwitchTime has passed. |
- **Location:** Where to play the waveform.
**Returns:**
- `true`: If command successfully sent.
- `false`: If it fails.
#### 2) Send Amplitude + Duration
**Parameters:**
- **Amplitude:** Vibration strength (0.0 1.0).
- **Duration:** Duration in seconds.
- **Location:** Target haptic location.
**Returns:**
- `true`: If command successfully sent.
- `false`: If it fails.
#### 3) Send Amplitude + Duration + Frequency
**Parameters:**
- **Amplitude** — Vibration strength (0.0 1.0).
- **Duration** — Duration in seconds.
- **Frequency** — Vibration frequency in Hz.
- **Location** — Target haptic location.
**Returns:**
- `true`: If command successfully sent.
- `false`: If it fails.
### Queue Force Feedback Levels
Queues force-feedback levels for **all fingers** at once.
![SGHapticsComponent - Blueprint function: Queue Force Feedback Levels](sghapticscomponent-blueprint-function-queue-force-feedback-levels.png "SGHapticsComponent - Blueprint function: Queue Force Feedback Levels")
**Parameters:**
- **Levels 01:** Array containing the Force-Feedback levels between `0.0` (no FFB) to `1.0` (full FFB); ordered from **Thumb → Index → Middle → Ring → Pinky**.
> [!NOTE]
> Force-feedback value behavior:
>
> - `0.0` = No resistance.
> - `1.0` = Full resistance.
> - Values `< 0.0` are ignored.
> - Devices that only support on/off FFB treat any value > `0.0` as full force.
**Returns:**
- `true`: If queued successfully.
- `false`: If it fails.
### Queue Force Feedback Level
Queues force-feedback on a **particular finger** to a specific level.
![SGHapticsComponent - Blueprint function: Queue Force Feedback Level](sghapticscomponent-blueprint-function-queue-force-feedback-level.png "SGHapticsComponent - Blueprint function: Queue Force Feedback Level")
**Parameters:**
- **Finger:** Index of the finger; indexed from **Thumb → Index → Middle → Ring → Pinky**.
- **Level 01:** Value clamped between `0.0` (no FFB) to `1.0` (full FFB).
> [!NOTE]
> Force-feedback value behavior:
>
> - `0.0` = No resistance.
> - `1.0` = Full resistance.
> - Values `< 0.0` are ignored.
> - Devices that only support on/off FFB treat any value > `0.0` as full force.
**Returns:**
- `true`: If queued successfully.
- `false`: If it fails.
### Queue Vibro Levels
> [!IMPORTANT]
> **Legacy Function Use Custom Waveforms Instead**
>
> `Queue Vibro Levels` is retained for backward compatibility with older API
> releases.
>
> Internally, it delegates to `Send Custom Waveform`, which is the recommended
> method for applying vibrotactile feedback.
>
> For new projects, prefer `Send Custom Waveform`, as it provides more
> fine-grained control over amplitude, frequency, timing, and waveform shaping.
Queues continuous vibrotactile levels for **all fingers** at once to a set amplitude.
![SGHapticsComponent - Blueprint function: Queue Vibro Levels](sghapticscomponent-blueprint-function-queue-vibro-levels.png "SGHapticsComponent - Blueprint function: Queue Vibro Levels")
**Parameters:**
- **Levels 01:** Array containing the vibro levels between `0.0` (no vibration) to `1.0` (full vibration); ordered from **Thumb → Index → Middle → Ring → Pinky**.
> [!NOTE]
> Force-feedback value behavior:
>
> - `0.0` = No vibration.
> - `1.0` = Full vibration.
> - Values `< 0.0` are ignored.
**Returns:**
- `true`: If queued successfully.
- `false`: If it fails.
### Queue Vibro Level
> [!IMPORTANT]
> **Legacy Function Use Custom Waveforms Instead**
>
> `Queue Vibro Level` is retained for backward compatibility with older API
> releases.
>
> Internally, it delegates to `Send Custom Waveform`, which is the recommended
> method for applying vibrotactile feedback.
>
> For new projects, prefer `Send Custom Waveform`, as it provides more
> fine-grained control over amplitude, frequency, timing, and waveform shaping.
Queues continuous vibration at a **specific location** to a set amplitude.
![SGHapticsComponent - Blueprint function: Queue Vibro Level](sghapticscomponent-blueprint-function-queue-vibro-level.png "SGHapticsComponent - Blueprint function: Queue Vibro Level")
**Parameters:**
- **Location:** Target location to apply vibration.
- **Level01 (float):** Value clamped between `0.0` (no vibration) to `1.0` (full vibration).
> [!NOTE]
> Force-feedback value behavior:
>
> - `0.0` = No vibration.
> - `1.0` = Full vibration.
> - Values `< 0.0` are ignored.
**Returns:**
- `true`: If queued successfully.
- `false`: If it fails.
### Supports Wrist Squeeze
Checks if the connected glove supports **active wrist-squeeze feedback**.
![SGHapticsComponent - Blueprint function: Supports Wrist Squeeze](sghapticscomponent-blueprint-function-supports-wrist-squeeze.png "SGHapticsComponent - Blueprint function: Supports Wrist Squeeze")
**Returns:**
- `true`: If wrist-squeeze is supported.
- `false`: If it's not supported.
### Queue Wrist Squeeze
Queues a wrist-squeeze feedback at the desired level, and optionally if chosen, sends it right away.
![SGHapticsComponent - Blueprint function: Queue Wrist Squeeze](sghapticscomponent-blueprint-function-queue-wrist-squeeze.png "SGHapticsComponent - Blueprint function: Queue Wrist Squeeze")
**Parameters:**
- **Squeeze Level 01:** Value clamped between `0.0` (no squeeze) to `1.0` (full squeeze).
- **Send Immediate** If set to `true`, immediately sends the command, otherwise only queues until `Send Haptics` function is called.
> [!NOTE]
> Wrist-squeeze value behavior:
>
> - `0.0` = No squeeze.
> - `1.0` = Full squeeze.
> [!CAUTION]
> Avoid using `Send Immediate` unless absolutely necessary.
>
> For optimal performance, queue all haptic commands first and call the
> `Send Haptics` function once after all commands are prepared.
>
> Sending commands immediately increases device communication frequency and
> computational overhead. Batching commands using `Send Haptics` reduces
> processing cost and improves performance.
**Returns:**
- `true`: If queued successfully.
- `false`: If it fails.
## Blueprint Haptics Examples
Below are practical Blueprint examples demonstrating how to combine the different `SGHapticsComponent` functions into complete interaction flows.
### Force-Feedback Example
This example demonstrates:
- How to queue force-feedback with **full resistance on all fingers**.
- How to flush all queued haptics (including the recently queued force-feedback) using `Send Haptics`.
- How to stop all haptic effects after `2` seconds, if the send operation succeeds.
![SGHapticsComponent - Blueprint example: Force-feedback](sghapticscomponent-blueprint-example-force-feedback.png "SGHapticsComponent - Blueprint example: Force-feedback")
In this flow:
1. Force-feedback levels are queued for all fingers.
2. `Send Haptics` compiles and sends the command to the glove.
3. If successful, `Stop Haptics` is used to clear all active effects after `2` seconds.
### Vibrotactile Example
This example demonstrates:
- How to check if the glove at the current hand supports custom wave forms at the `Plam Pinky Side`.
- If so, it constructs a `SGCustomWaveform` with a duration of `500` milliseconds, amplitude of `1.0` at the frequency of `180.0` (maximum vibration on Nova 2).
- It then sets other parameters such as the `WaveType` to `Square` and the `RepeatAmount` to `10`.
- And, finally sends the custom waveforms to the glove, which is going to stop after `10` times playing.
This example demonstrates:
- How to check whether the current glove supports **custom waveforms** at the `Palm Pinky Side` location.
- How to construct a `SGCustomWaveform` with:
- `Duration``500 ms`
- `Amplitude``1.0`
- `Frequency``180.0 Hz` (maximum vibration on Nova 2)
- How to configure additional parameters such as:
- `Wave Type``Square`
- `Repeat Amount``10`
- How to send the custom waveform to the glove.
![SGHapticsComponent - Blueprint example: Vibrotactile](sghapticscomponent-blueprint-example-vibrotactile.png "SGHapticsComponent - Blueprint example: Vibrotactile")
The waveform will automatically stop after playing **10 repetitions**.
### Wrist-Squeeze Example
This example demonstrates:
- How to check whether the connected glove supports **wrist squeeze feedback**.
- How to apply a wrist squeeze at **50% intensity**.
- How to send the command immediately without requiring an additional `Send Haptics` call.
![SGHapticsComponent - Blueprint example: Wrist-squeeze](sghapticscomponent-blueprint-example-wrist-squeeze.png "SGHapticsComponent - Blueprint example: Wrist-squeeze")
Because `Send Immediate` is enabled, the squeeze is transmitted instantly instead of being queued.
> [!CAUTION]
> Avoid using `Send Immediate` unless absolutely necessary.
>
> For optimal performance, queue all haptic commands first and call the
> `Send Haptics` function once after all commands are prepared.
>
> Sending commands immediately increases device communication frequency and
> computational overhead. Batching commands using `Send Haptics` reduces
> processing cost and improves performance.
@@ -1,594 +0,0 @@
# SGPawn Events: The Puppeteer (Controller) / Puppet (Pawn) Architecture
The `SGPawn` (SenseGlove Pawn) is intentionally designed as a **data/event-driven puppet**. It detects touch, grab candidates, and hand state, but it does **not make gameplay decisions** on its own. Instead, it delegates the decisions via firing events
Usually these decisions are delegated to the `SGPlayerController` (or your own controller if you want to customize the behaviors), which acts as the **puppeteer** for SGPawn (the **puppet**):
- It registers to `SGPawn` events at the `BeginPlay` event.
- It listens to `SGPawn` events.
- It decides when to grab or release when certain conditions are met.
- It applies gameplay logic.
- It drives haptics or other responses.
That's [how `SGPlayerController` works under the hood](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGlove/Private/SenseGlove/GameFramework/SGPlayerController.cpp).
This separation ensures:
- Clean architecture.
- Full and exnsible customization.
- No hidden behavior inside `SGPawn`.
- Deterministic control over interaction rules.
## Architecture Overview
```
SGPawn ---> Emits State Events ---> SGPlayerController decides what to do
```
`SGPawn`:
- Tracks touch state.
- Tracks grab candidates.
- Tracks grabbed actors.
- Emits events.
`SGPlayerController`:
- Subscribes to events.
- Calls `Grab()` / `Release()`.
- Applies custom interaction logic.
- Updates haptics.
## Exposed Events
`SGPawn` provides the following event exposed to both C++ and Blueprint:
- `OnGrabStateUpdated`
- `OnTouchStateUpdated`
- `OnActorGrabbed`
- `OnActorReleased`
- `OnActorBeginTouch`
- `OnActorEndTouch`
![SGPawn Events](sgpawn-events.png "SGPawn Events]")
> [!IMPORTANT]
> The current implementation of `SGPawn` relies on `3` grab colliders and `5`
> touch colliders for grab and touch detection.
![SGPawn Grab and Touch Colliders](sgpawn-grab-touch-colliders.png "SGPawn Grab and Touch Colliders]")
### On Grab State Updated Event
This is the **main decision event** for grabbing logic. The Pawn informs you:
> "Here is the current grab state. You decide what to do."
It is defined in C++ like this:
```cpp
DECLARE_EVENT_OneParam(ASGPawn, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnGrabStateUpdated](sgpawn-event-on-grab-state-updated.png "Blueprint Event OnGrabStateUpdated]")
This event is triggered only when the hand is visible and when any finger on the left or right hand, equipped with a grab collider, begins overlapping (colliding with) or ends overlapping (stops colliding with) an actor that owns an [`SGGrabComponent`](../../../getting-started/setup-grab-release-system/). So in summary it fires when the following conditions are met:
- The hand is **visible**.
- Any finger (left or right hand) equipped with a **grab collider**:
- **Begins overlapping** (starts colliding with), or
- **Ends overlapping** (stops colliding with).
- The overlapped actor owns an `SGGrabComponent`.
Subscribers to this event receive a snapshot of the `FSGGrabState` struct. At the moment the event is fired, the struct contains the following data:
- `Hand`: The `SGVirtualHandComponent` whose grab state was updated due to a finger beginning or ending an overlap with another actor.
- `PreviousHandLocation`: `SGPawn` continuously records hand movement every engine tick. This field stores the hands location from the previous tick. It can be used to calculate object velocity or apply impulse forces when an object is thrown.
- `HandVelocityHistory`: A history of previous hand locations, up to `SGPawn::MaxNumberOfHandVelocitySamples`. `MaxNumberOfHandVelocitySamples` is a `UPROPERTY` in `SGPawn` that defaults to `10` but can be adjusted as needed.
- `ActorThumbCanGrab`: The actor currently overlapping with the thumbs grab collider. If `null`, the thumb is not overlapping any grabbable actor (which means the actor has an `SGGrabComponent`).
- `ActorIndexCanGrab`: The actor currently overlapping with the index fingers grab collider. If `null`, the index finger is not overlapping any grabbable actor.
- `ActorMiddleCanGrab`: The actor currently overlapping with the middle fingers grab collider. If `null`, the middle finger is not overlapping any grabbable actor.
- `GrabbedActor`: The actor currently being grabbed by this hand. If `null`, the hand is not grabbing anything at that moment.
Here is how the current `SGPlayerController` performs grab detection and instructs the `SGPawn` it controls to execute grab and release actions:
```cpp
void ASGPlayerController::BeginPlay()
{
Super::BeginPlay();
ASGPawn* SGPawn{Cast<ASGPawn>(GetPawn())};
if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!")))
{
return;
}
SGPawn->OnGrabStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGGrabState& GrabState) -> void
{
if (!IsValid(SGPawn))
{
return;
}
if (!IsValid(GrabState.Hand))
{
return;
}
const bool bHandVisible = GrabState.Hand->IsVisible();
if (!bHandVisible)
{
if (SGPawn->IsGrabbing(GrabState.Hand))
{
SGPawn->Release(GrabState.Hand);
}
return;
}
if (SGPawn->IsGrabbing(GrabState.Hand))
{
if (!IsValid(GrabState.ActorThumbCanGrab) ||
(GrabState.ActorIndexCanGrab != GrabState.ActorThumbCanGrab
&& GrabState.ActorMiddleCanGrab != GrabState.ActorThumbCanGrab))
{
SGPawn->Release(GrabState.Hand);
}
}
else
{
if (SGPawn->CanGrab(GrabState.Hand, GrabState.ActorThumbCanGrab))
{
SGPawn->Grab(GrabState.Hand, GrabState.ActorThumbCanGrab);
}
}
});
}
```
In this implementation, the `SGPlayerController` listens for grab state updates and determines whether the hand should grab or release an actor based on visibility and finger overlap conditions.
> [!TIP]
> Haptic feedback is also handled and enforced through `SGPlayerController`.
> You can
> [review the full implementation in the plguin source code for `SGPlayerController`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGlove/Private/SenseGlove/GameFramework/SGPlayerController.cpp).
>
> In general, with the current version of the plugin, you can integrate haptic
> feedback into your own hand interaction system in several ways:
>
> - The [`SGHapticsComponent`](../sghapticscomponent/) high-level approach.
> - The SenseGlove C++ API:
> - Via the
> [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHandLayer.h).
> - Via the
> [SGHpaticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHapticGlove.h).
> - The SenseGlove Blueprint API:
> - Via the
> [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHandLayerKismetLibrary.h) which provides a higher-level abstraction compared to the `SGHapticGlove` API.
> - Via the
> [SGHapticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHapticGloveKismetLibrary.h),
which offers a lower-level interface than the `SGHandLayer` API and requires some boilerplate code to safely obtain an instance of the desired glove (see [Safe and Reliable Glove Access in Blueprint](../../safe-glove-access-blueprint/)).
> - Additionally, there is the
> [`SGTouchComponent`](../../../getting-started/setup-touch-system/), which
> provides simplified and limited functionality. On its own, it cannot trigger
> haptics. It is designed to work in conjunction with the stock
> `SGPlayerController` shipped with the SenseGlove Unreal Engine plugin.
### Touch State Updated Event
This is the **main decision event** for controlling the touch logic. The Pawn informs you:
> "Here is the current touch state. You decide what to do."
It is defined in C++ like this:
```cpp
DECLARE_EVENT_OneParam(ASGPawn, FTouchStateUpdatedEvent, const FSGTouchState& TouchState);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnTouchStateUpdated](sgpawn-event-on-touch-state-updated.png "Blueprint Event OnTouchStateUpdated]")
This event is triggered only when the hand is visible and when any finger on the left or right hand, equipped with a grab collider, begins overlapping (colliding with) or ends overlapping (stops colliding with) an actor that owns an [`SGGrabComponent`](../../../getting-started/setup-grab-release-system/). So in summary it fires when the following conditions are met:
- The hand is **visible**.
- Any finger (left or right hand) equipped with a **touch collider**:
- **Begins overlapping** (starts colliding with), or
- **Ends overlapping** (stops colliding with).
- The overlapped actor owns an `SGTouchComponent`.
Subscribers to this event receive a snapshot of the `FSGTouchState` struct. At the moment the event is fired, the struct contains the following data:
- `Hand`: The `SGVirtualHandComponent` whose touch state was updated due to a finger beginning or ending an overlap with another actor.
- `ActorThumbTouching`: The actor currently overlapping with the thumbs touch collider. If `null`, the thumb is not overlapping any touchable actor (which means the actor has an `SGTouchComponent`).
- `ActorIndexTouching`: The actor currently overlapping with the indexs touch collider. If `null`, the index is not overlapping any touchable actor.
- `ActorMiddleTouching`: The actor currently overlapping with the middles touch collider. If `null`, the middle is not overlapping any touchable actor.
- `ActorRingTouching`: The actor currently overlapping with the rings touch collider. If `null`, the ring is not overlapping any touchable actor.
- `ActorPinkyTouching`: The actor currently overlapping with the pinkys touch collider. If `null`, the pinky is not overlapping any touchable actor.
Here is how the current `SGPlayerController` performs touch detection and instructs the `SGPawn` it controls to apply haptics feedback:
```cpp
void ASGPlayerController::BeginPlay()
{
Super::BeginPlay();
ASGPawn* SGPawn{Cast<ASGPawn>(GetPawn())};
if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!")))
{
return;
}
SGPawn->OnTouchStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGTouchState& TouchState) -> void
{
if (!IsValid(SGPawn))
{
return;
}
if (!IsValid(TouchState.Hand))
{
return;
}
const bool bHandVisible = TouchState.Hand->IsVisible();
if (!bHandVisible)
{
return;
}
const bool bGloveConnected = TouchState.Hand->IsGloveConnected();
if (!bGloveConnected)
{
return;
}
Pimpl->UpdateHapticsFeedback(TouchState);
});
}
```
In this implementation, the `SGPlayerController` listens for touch state updates and determines whether the haptic feedbacks should be applied to the glove on that hand, or not. This decision is determined based on various conditions such as hand visibility and finger overlap conditions. Since each fingers haptic feedback application and the type of haptic feedback is decided individually, for the sake of readability the logic has been offloaded to an `SGPlayerController`'s internal function `Pimpl->UpdateHapticsFeedback()`. For example, it applies vibrotactile feedback to eligible fingers like this:
In this implementation, the `SGPlayerController` listens for touch state updates and determines whether haptic feedback should be applied to the glove on that hand. This decision is based on several conditions, such as hand visibility and finger overlap states. Since each fingers haptic feedback and feedback type are evaluated individually, the detailed logic has been offloaded to the internal `SGPlayerController` function `Pimpl->UpdateHapticsFeedback()` for readability and separation of concerns.
For example, vibrotactile feedback is applied to eligible fingers as follows:
```cpp
void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& TouchState)
{
if (!IsValid(TouchState.Hand))
{
return;
}
USGHapticGlove* Glove{TouchState.Hand->GetConnectedGlove()};
if (!IsValid(Glove))
{
return;
}
const bool bGloveConnected = Glove->IsConnected();
if (!bGloveConnected)
{
return;
}
// some omitted code due to irrelevance
....
// Send Vibrotactile to the thumb finger if it's touching an actor...
if (IsValid(TouchState.ActorThumbTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorThumbTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::ThumbTip);
}
// Send Vibrotactile to the index finger if it's touching an actor...
if (IsValid(TouchState.ActorIndexTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorIndexTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::IndexTip);
}
// Send Vibrotactile to the middle finger if it's touching an actor...
if (IsValid(TouchState.ActorMiddleTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorMiddleTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::MiddleTip);
}
// Send Vibrotactile to the ring finger if it's touching an actor...
if (IsValid(TouchState.ActorRingTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorRingTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::RingTip);
}
// Send Vibrotactile to the pinky finger if it's touching an actor...
if (IsValid(TouchState.ActorPinkyTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorPinkyTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::PinkyTip);
}
}
```
As can be seen from the above code, the `SGCustomWaveform` is constructed via a separate helper function:
```cpp
USGCustomWaveform* ASGPlayerController::FImpl::GetCustomWaveform(const AActor* Actor)
{
float Amplitude = 0.0f;
float Duration = 0.0f;
float Frequency = 0.0f;
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent{USGTouchComponent::GetTouchComponent(Actor)};
if (IsValid(TouchComponent))
{
Amplitude = TouchComponent->GetVibrotactileAmplitude();
Duration = TouchComponent->GetVibrotactileDuration();
Frequency = TouchComponent->GetVibrotactileFrequency();
}
}
USGCustomWaveform* CustomWaveform{
USGCustomWaveform::NewCustomWaveform(Owner, Amplitude, Duration, Frequency)
};
return CustomWaveform;
}
```
When it comes to force-feedback, the controller sends force-feedback to all fingers at once, while still constructing the force-feedback levels array via a separate function. `5` elements for `5` fingers indexed from thumb to pinky, where element `0` corresponds to the thumb, `1` to the index finger, and so on, with `4` representing the pinky; [see the `SGTouchComponent` documentation for more details](../../../getting-started/setup-touch-system/). This is how `UpdateHapticsFeedback()` sends force-feedback to the glove:
```cpp
void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& TouchState)
{
if (!IsValid(TouchState.Hand))
{
return;
}
USGHapticGlove* Glove{TouchState.Hand->GetConnectedGlove()};
if (!IsValid(Glove))
{
return;
}
const bool bGloveConnected = Glove->IsConnected();
if (!bGloveConnected)
{
return;
}
// Queue the Force-Feedback command...
TArray<float> ForceFeedbackLevels{
GetForceFeedbackLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
};
Glove->QueueForceFeedbackLevels(MoveTemp(ForceFeedbackLevels));
// Send the haptics commands!
Glove->SendHaptics();
}
```
Here is the current implementation for `GetForceFeedbackLevels()`:
```cpp
TArray<float> ASGPlayerController::FImpl::GetForceFeedbackLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
const float ThumbForceFeedbackLevel = GetForceFeedbackLevel(ActorThumbTouching);
const float IndexForceFeedbackLevel = GetForceFeedbackLevel(ActorIndexTouching);
const float MiddleForceFeedbackLevel = GetForceFeedbackLevel(ActorMiddleTouching);
const float RingForceFeedbackLevel = GetForceFeedbackLevel(ActorRingTouching);
const float PinkyForceFeedbackLevel = GetForceFeedbackLevel(ActorPinkyTouching);
const TArray<float> ForceFeedbackLevels{
ThumbForceFeedbackLevel,
IndexForceFeedbackLevel,
MiddleForceFeedbackLevel,
RingForceFeedbackLevel,
PinkyForceFeedbackLevel,
};
return ForceFeedbackLevels;
}
```
> [!TIP]
> You can
> [review the full implementation in the plguin source code for `SGPlayerController`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGlove/Private/SenseGlove/GameFramework/SGPlayerController.cpp).
>
> In general, with the current version of the plugin, you can integrate haptic
> feedback into your own hand interaction system in several ways:
>
> - The [`SGHapticsComponent`](../sghapticscomponent/) high-level approach.
> - The SenseGlove C++ API:
> - Via the
> [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHandLayer.h).
> - Via the
> [SGHpaticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCore/Public/SGCore/SGHapticGlove.h).
> - The SenseGlove Blueprint API:
> [SGHandLayer API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHandLayerKismetLibrary.h) which provides a higher-level abstraction compared to the `SGHapticGlove` API.
> - Via the
> [SGHapticGlove API](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHapticGloveKismetLibrary.h),
which offers a lower-level interface than the `SGHandLayer` API and requires some boilerplate code to safely obtain an instance of the desired glove (see [Safe and Reliable Glove Access in Blueprint](../../safe-glove-access-blueprint/)).
> - Additionally, there is the
> [`SGTouchComponent`](../../../getting-started/setup-touch-system/), which
> provides simplified and limited functionality. On its own, it cannot trigger
> haptics. It is designed to work in conjunction with the stock
> `SGPlayerController` shipped with the SenseGlove Unreal Engine plugin.
### Actor Grabbed Event
This event is triggered whenever a grab is successfully performed by either the left or right hand. Subscribers to this event are notified about **which hand** performed the grab and **which grabbable actor** (an actor that owns an `SGGrabComponent`) was grabbed.
It is defined in C++ like this:
```cpp
DECLARE_EVENT_TwoParams(ASGPawn, FActorGrabbedEvent,
const USGVirtualHandComponent* Hand,
const AActor* Actor);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnActorGrabbed](sgpawn-event-on-actor-grabbed.png "Blueprint Event OnActorGrabbed]")
### Actor Released Event
This event is triggered whenever a release is successfully performed by either the left or right hand. Subscribers to this event are notified about **which hand** performed the release and **which grabbable actor** (an actor that owns an `SGGrabComponent`) was released.
It is defined in C++ like this:
```cpp
DECLARE_EVENT_TwoParams(ASGPawn, FActorReleasedEvent,
const USGVirtualHandComponent* Hand,
const AActor* Actor);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnActorReleased](sgpawn-event-on-actor-released.png "Blueprint Event OnActorReleased]")
### Actor Begin Touch Event
This event is triggered whenever **any finger** on the left or right hand comes into contact with another actor. Subscribers to this event are notified about **which hand** initiated the overlap and **which touchable actor** (an actor that owns an `SGTouchComponent`) was touched.
It is defined in C++ like this:
```cpp
DECLARE_EVENT_TwoParams(ASGPawn, FActorBeginTouchEvent,
const USGVirtualHandComponent* Hand,
const AActor* Actor);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnActorBeginTouch](sgpawn-event-on-actor-begin-touch.png "Blueprint Event OnActorBeginTouch]")
### Actor End Touch Event
This event is triggered whenever **any finger** on the left or right hand ends contact with another actor that was previously touched by that finger. Subscribers to this event are notified about **which hand**'s finger ended the overlap and **which touchable actor** (an actor that owns an `SGTouchComponent`) is no longer being touched by that finger.
It is defined in C++ like this:
```cpp
DECLARE_EVENT_TwoParams(ASGPawn, FActorEndTouchEvent,
const USGVirtualHandComponent* Hand,
const AActor* Actor);
```
In Blueprint, the event appears as shown below:
![Blueprint Event OnActorEndTouch](sgpawn-event-on-actor-end-touch.png "Blueprint Event OnActorEndTouch]")
## SGPawn Grab/Realase-Related Functions
In addition to the events described above, `SGPawn` provides a set of helper functions related to grabbing and releasing actors.
These functions allow you to:
- Check whether a specific hand can grab a given actor.
- Determine whether a hand is currently grabbing an actor.
- Retrieve the currently grabbed actor via an output parameter.
- Trigger grab and release actions programmatically for either hand.
These helper functions are exposed to both [C++](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGlove/Public/SenseGlove/GameFramework/SGPawn.h) and [Blueprint](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=/Source/SenseGloveKismet/Public/SGKismet/SGPawnKismetLibrary.h):
```cpp
public:
FORCEINLINE bool CanLeftHandGrab(const AActor* Actor) const
{
return !IsLeftHandGrabbing() && ((IsValid(Actor) && Actor == LeftHandGrabState.ActorThumbCanGrab)
&& (Actor == LeftHandGrabState.ActorIndexCanGrab || Actor == LeftHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsLeftHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && LeftHandGrabState.GrabbedActor == Actor;
}
bool IsLeftHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool IsLeftHandGrabbing() const
{
return IsValid(LeftHandGrabState.GrabbedActor);
}
FORCEINLINE bool CanRightHandGrab(const AActor* Actor) const
{
return !IsRightHandGrabbing() && ((IsValid(Actor) && Actor == RightHandGrabState.ActorThumbCanGrab)
&& (Actor == RightHandGrabState.ActorIndexCanGrab || Actor == RightHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsRightHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && RightHandGrabState.GrabbedActor == Actor;
}
FORCEINLINE bool IsRightHandGrabbing() const
{
return IsValid(RightHandGrabState.GrabbedActor);
}
bool IsRightHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? CanRightHandGrab(Actor) : CanLeftHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? IsRightHandGrabbing(Actor) : IsLeftHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandRight ? IsRightHandGrabbing() : IsLeftHandGrabbing();
}
public:
FORCEINLINE void GrabLeft(AActor* Actor)
{
Grab(HandLeft, Actor);
}
FORCEINLINE void GrabRight(AActor* Actor)
{
Grab(HandRight, Actor);
}
void Grab(USGVirtualHandComponent* Hand, AActor* Actor);
void ReleaseLeft();
void ReleaseRight();
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandRight ? ReleaseRight() : ReleaseLeft();
}
```
The same functions can be searched within the Blueprint Editor or accessed under the `SenseGlove > Game Framework > Pawn` category:
![SGPawn Grab/Realase-Related Blueprint Functions](sgpawn-grab-release-related-functions-1.png "SGPawn Grab/Realase-Related Blueprint Functions]")
![SGPawn Grab/Realase-Related Blueprint Functions](sgpawn-grab-release-related-functions-2.png "SGPawn Grab/Realase-Related Blueprint Functions]")
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@@ -62,142 +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
│ │
│ ├── v143-1438 (Microsoft Visual Studio 2022 dependencies for UE 5.5 and 5.6)
│ │ │
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v143-1444 (Microsoft Visual Studio 2022 dependencies for UE 5.7 and 5.8)
│ │ │
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v145-1450 (Microsoft Visual Studio 2026 dependencies for UE 5.8)
│ │ │
│ │ └── 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
```
+6 -31
View File
@@ -1,24 +1,17 @@
# Extra Resources
There are various resources available for older versions of the SenseGlove Unreal Engine Plugin prior to [`v2.1.x`](changelog.html#210---2024-08-16) that might still be partially relevant. These include example projects, demo scenes, and tutorials. Plans are underway to provide new example projects, demo scenes, and tutorials for the latest release. In the meantime, the outdated resources can still be beneficial
There are various resources available for older versions of the SenseGlove Unreal Engine Plugin prior to `v2.1.x` that might still be partially relevant. These include example projects, demo scenes, and tutorials. Plans are underway to provide new example projects, demo scenes, and tutorials for the latest release. In the meantime, the outdated resources can still be beneficial
## Examples and Demo Projects
- [A basic OpenXR-compatible Blueprint demo demonstrating basic functionality such as grab/release, touch with buzz and force-feedback, etc (compatible with versions `v2.1.0+`).](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGBasicDemo-OpenXR)
- [A basic Blueprint demo demonstrating basic functionality such as grab/release, touch with buzz and force-feedback, etc (compatible with versions >= `v1.4.x` and <= `v2.0.x)`.](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGBasicDemo)
- [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)
- [A basic OpenXR-compatible Blueprint demo demonstrating basic functionality such as grab/release, touch with buzz and force-feedback, etc (compatible with versions v2.1.0+).](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGBasicDemo-OpenXR)
- [A basic Blueprint demo demonstrating basic functionality such as grab/release, touch with buzz and force-feedback, etc (compatible with versions >= v1.4.x and <= v2.0.x).](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGBasicDemo)
- [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)
### Developer Spotlight Demos
- OpenXR Hand Interactions System From Scratch (Pure Blueprint)
- [Source Code Repository](https://gitlab.com/senseglove-unreal-engine-public/senseglove-unreal-openxr-hand-from-scratch-bp-demo)
- [Video Documentation: Building OpenXR Hand Interactions from Scratch in Unreal Engine](https://youtu.be/J18c99vl6dE)
### Third-Party OpenXR Integration Demos
### 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
@@ -36,21 +29,3 @@ 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)
@@ -1,8 +1,7 @@
## Planned Features Completion Status
### Implemented as of v2.9.x
### Implemented as of v2.4.x
- [X] SenseGlove Unreal Engine Handbook, a comprehensive guide to the SenseGlove Unreal Engine Plugin accessible online via [unreal.docs.senseglove.com](http://unreal.docs.senseglove.com/), and also in PDF and EPUB formats.
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
- [X] DK 1 Support.
@@ -14,10 +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 Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3.
- [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
- [X] Support for 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.
@@ -42,10 +40,8 @@
- [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.
- [X] A highly convenient OpenXR hand-tracking data provider component to easily feed SenseGlove data to your own custom or third-party hand-manipulation systems.
- [X] A highly convenient haptics component to easily add haptics to your own custom or third-party hand-manipulation systems.
### Upcoming features planned for the v2.10.x release
### Upcoming features planned for the v2.5.x release
### Planned features long-term
@@ -1,25 +1,22 @@
## Platform Support Matrix
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Windows (MSVC 2026)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|---------------------------------------|----------|--------------------------|
| **5.8** | ❌ | ❌ | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x (r25b) | | ✅ v2.9.2 | ✅ v2.9.2 |
| **5.7** | ❌ | ❌ | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x (r25b) | | ✅ v2.9.2 | ✅ v2.9.2 |
| **5.6** | ❌ | | ✅ v2.9.x | ❌ | ✅ v2.9.x | ✅ v2.9.x | ✅ v2.9.x (r25b) | | ✅ v2.9.2 | ✅ v2.9.2 |
| **5.5** | ❌ | ❌ | ⚠️ v2.9.x | | ⚠️ v2.9.x | ⚠️ v2.9.x | ⚠️ v2.9.x (r25b) | | ⚠️ v2.9.2 | ⚠️ v2.9.2 |
| **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 Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.4** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.2** | ❌ | v2.4.x | ✅ v2.4.x | v2.4.x | v2.4.x | v2.4.x (r25b) | | v2.4.0 | ✅ v2.4.0 |
| **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
@@ -1,13 +1,11 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
> [!IMPORTANT]
> Starting from version
> [`v2.1.0`](../../appendix/changelog.html#210---2024-08-16),
> 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.
> 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`](../../appendix/changelog.html#210---2024-08-16), 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.
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.
## PCVR Mode
@@ -15,8 +13,4 @@ For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](p
## Standalone Mode
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
## Third-Party Tutorials
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
@@ -1,6 +1,6 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
Starting from version [`v2.1.0`](../../../appendix/changelog.html#210---2024-08-16), 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.
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
@@ -61,7 +61,7 @@ For VIVE headsets relying on the VIVE Business Streaming application, ensure the
![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 `FXRHandTrackingState` output from SenseGlove
> 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.
@@ -1,6 +1,6 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
Starting from version [`v2.1.0`](../../../appendix/changelog.html#210---2024-08-16), 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.
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
@@ -34,32 +34,6 @@ To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode,
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.
@@ -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.

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