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112 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
982 changed files with 5065 additions and 1631 deletions
+1
View File
@@ -1,4 +1,5 @@
[FilterPlugin] [FilterPlugin]
/Config/FilterPlugin.ini /Config/FilterPlugin.ini
/Documentation/the-senseglove-unreal-engine-handbook.epub
/Documentation/the-senseglove-unreal-engine-handbook.pdf /Documentation/the-senseglove-unreal-engine-handbook.pdf
/Documentation/the-senseglove-unreal-engine-handbook.zip /Documentation/the-senseglove-unreal-engine-handbook.zip
+1 -1
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
+111 -95
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -51,19 +51,21 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_HTML_DIR_NAME := html SG_DOCUMENTATION_HTML_DIR_NAME := html
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME) SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
SG_DOCUMENTATION_PACK_DIR_NAME := pack SG_DOCUMENTATION_PACK_DIR_NAME := pack
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME) SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME) SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
SG_BROWSER_BINARY_PATH_LINUX := $(shell which brave-bin 2>/dev/null) SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
SG_RSYNC_BIN_PATH_WINDOWS := C:\Program Files\cwrsync\bin SG_RSYNC_BIN_PATH_WINDOWS := C:\Program Files\cwrsync\bin
@@ -224,16 +226,13 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION) SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g') SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched) endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
################################################################################ ################################################################################
# mdbook-pdf Configuration # mdbook-pdf Configuration
################################################################################ ################################################################################
ifneq ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
SG_MDBOOK_HTML_SITE_URL := /$(SG_HANDBOOK_REVISION)/
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX) SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX)
else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS)) else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS))
@@ -283,6 +282,7 @@ SG_HANDBOOK_DEPLOY_TEMP_DIR := $(shell mktemp -d -t $(SG_HANDBOOK_DEPLOY_TEMP_DI
$(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)') $(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)')
SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).epub
SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt
@@ -332,6 +332,7 @@ info:
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)" @echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)" @echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)" @echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
@echo " - Git Branch : $(SG_GIT_BRANCH)" @echo " - Git Branch : $(SG_GIT_BRANCH)"
@echo " - Git Tag : $(SG_GIT_TAG)" @echo " - Git Tag : $(SG_GIT_TAG)"
@echo " - Git Commit : $(SG_GIT_COMMIT)" @echo " - Git Commit : $(SG_GIT_COMMIT)"
@@ -362,7 +363,7 @@ install-build-deps:
@echo "Installing build dependencies if they have not already been installed..." @echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --vers "^0.4" --locked @cargo install mdbook --vers "^0.4" --locked
@cargo install xq --vers "^0.4" --locked @cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.6" --locked @cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked @cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..." @echo "Installing mdbook-pdf-outline..."
@@ -370,6 +371,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \ && . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
&& pip install mdbook-pdf-outline 2>/dev/null && pip install mdbook-pdf-outline 2>/dev/null
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
################################################################################ ################################################################################
# Make Targets - mdBook # Make Targets - mdBook
@@ -456,6 +458,7 @@ _mdbook_serve:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
@@ -488,6 +491,7 @@ _mdbook_build:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
@@ -519,24 +523,30 @@ _pack:
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)" @mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..." @echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR) @mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..." @echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME) && zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE) && powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..." @echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE) @mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
.PHONY: _deploy .PHONY: _deploy
_deploy: _deploy:
@@ -552,7 +562,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \ --delete $(SG_DOCUMENTATION_HTML_DIR)/ \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_DIR) \ @cd "$(SG_DOCUMENTATION_DIR)" \
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \ && "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \ -avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
--perms \ --perms \
@@ -561,13 +571,19 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..." @echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) @cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..." @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \
-P $(SG_HANDBOOK_SSH_PORT) \
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..." @echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
@ssh \ @ssh \
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \ -p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
@@ -580,96 +596,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \ grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \ grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
| sort -r; \ | sort -r; \
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp } > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!" @echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
@echo "Current revisions:" @echo "Current revisions:"
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..." @echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@while read dir; \ @while read dir; \
do \ do \
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \ echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_FAVICON_FILE) \ "$(SG_HANDBOOK_FAVICON_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
+1 -1
View File
@@ -88,4 +88,4 @@ SG_RSYNC_SSH_BINARY_PATH_WINDOWS := $(SG_RSYNC_BIN_PATH_WINDOWS)\ssh.exe
### make pack ### make pack
This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to the Unreal Engine Marketplace. This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to [Fab](https://www.fab.com/).
+4 -2
View File
@@ -5,7 +5,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -43,6 +43,7 @@ escape_string() {
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}") SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}") SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}") SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}") SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}") SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}") SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
@@ -70,6 +71,7 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") | . | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") | gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") | gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2 #echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2 #echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
echo "${PARSED_BOOK}" | xq '.' echo "${PARSED_BOOK}" | xq '.'
+7 -1
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -49,6 +49,12 @@ use-default-preprocessors = true
after = [ "index", "links" ] after = [ "index", "links" ]
command = "sh ./bin/sg-preprocessor.sh" command = "sh ./bin/sg-preprocessor.sh"
[output.epub]
no-section-label = false
curly-quotes = true
epub-version = 3
footnote-backrefs = true
[output.html] [output.html]
additional-css = ["styles/custom.css"] additional-css = ["styles/custom.css"]
additional-js = [] additional-js = []
+2 -2
View File
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis. This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well. Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
> [!TIP] > [!TIP]
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on the UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin) as well. > Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
+10 -2
View File
@@ -11,8 +11,8 @@ Welcom to the SenseGlove Unreal Engine Handbook!
# 🚀 Getting Started # 🚀 Getting Started
- [Installation](getting-started/installation/README.md) - [Installation](getting-started/installation/README.md)
- [Through the Epic Games Launcher](getting-started/installation/epic-games-launcher.md) - [Via the Epic Games Launcher](getting-started/installation/epic-games-launcher.md)
- [Through Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md) - [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) - [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
- [SenseCom](getting-started/sensecom/README.md) - [SenseCom](getting-started/sensecom/README.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md) - [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md)
@@ -20,6 +20,9 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.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) - [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) - [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md) - [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md) - [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md) - [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
@@ -56,6 +59,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Console Commands](misc/console-commands/README.md) - [SenseGlove Console Commands](misc/console-commands/README.md)
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md) - [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
- [Upgrade Guide](misc/upgrade-guide/README.md) - [Upgrade Guide](misc/upgrade-guide/README.md)
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md) - [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
@@ -63,9 +67,13 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/README.md) - [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/README.md)
- [OpenXR](advanced-topics/openxr/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)
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md) - [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md) - [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md) - [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API # 🔌 Low-Level API
+28 -2
View File
@@ -4,6 +4,32 @@ The SenseGlove Unreal Engine Plugin has provided OpenXR-compatible hand tracking
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. 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` 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` retrieved from the `IXTrackingSystem::GetMotionControllerData()` method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` which guarantees the retrieved `FXRMotionControllerData` is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that. 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.
In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md). > [!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]
> 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 `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
@@ -0,0 +1,216 @@
# Consuming FXRHandTrackingState
> [!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:
```cpp
USTRUCT(BlueprintType)
struct FXRHandTrackingState
{
GENERATED_USTRUCT_BODY();
// The state is valid if poses have ever been provided.
UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bValid = false;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FName DeviceName;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FGuid ApplicationInstanceID;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EXRSpaceType XRSpaceType = EXRSpaceType::UnrealWorldSpace;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EControllerHand Hand = EControllerHand::Left;
UPROPERTY(BlueprintReadOnly, Category = "XR")
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FVector> HandKeyLocations;
// 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;
};
```
Which on the Blueprint side it looks like this:
![FXRHandTrackingState Blueprint representation](consuming-fxrhandtrackingstate-blueprint-representation.png "FXRHandTrackingState Blueprint representation")
But, fear not, we've got you covered!
## FXRHandTrackingState in Unreal Engine
`FXRHandTrackingState` is a structure in Unreal Engine designed to hold detailed information about the state of a hand-tracking device at a given moment. This structure is essential for handling hand-tracking 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 FXRHandTrackingState
- **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 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.
- **XRSpaceType**
- **Type**: `EXRSpaceType`
- **Description**: Enum specifying the type of XR space being used (e.g., unreal world or tracking space).
- **Usage**: Specifies the coordinate system the XR Device is tracking itself in.
- **Hand**
- **Type**: `EControllerHand`
- **Description**: Enum indicating which hand is being tracked (left or right).
- **Usage**: Helps identify whether the hand-tracking 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 hand-tracking device.
- **Usage**: Shows whether the hand-tracking device is being tracked accurately, with possible statuses like `Tracked`, `NotTracked`, etc.
- **HandKeyLocations**
- **Type**: `TArray<FVector>`
- **Description**: An array of vectors representing key locations of the hand.
- **Usage**: Provides detailed locations 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 locations 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.
### Organization of FXRHandTrackingState
The structure is organized to encapsulate all relevant data needed for hand-tracking in a coherent and accessible manner. Boolean flag `bValid` provides quick checks on the state of the controller data. Identifiers `DeviceName` and `ApplicationInstanceID` ensure the correct association of data. Arrays `HandKeyLocations`, `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 hands are actively being tracked or they are 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 `HandKeyLocations` and `HandKeyRotations` fields of the `FXRHandTrackingState` struct.
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```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 location or rotation is as easy as casting the enum value and passing it as the array index.
```cpp
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = FSGXRTracker::GetHandTrackingState(
GetWorld(), EXRSpaceType::UnrealWorldSpace, EControllerHand::Left, 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;
}
static constexpr int32 PalmIndex = static_cast<int32>(EHandKeypoint::Palm);
const FVector& PalmLocation{
HandTrackingState.HandKeyLocations[PalmIndex]
};
const FRotator& PalmRotation{
HandTrackingState.HandKeyRotations[PalmIndex].Rotator()
};
```
The equivalent Blueprint code for the above looks something like this:
![Get a joint location and rotation from FXRHandTrackingState in Blueprint](consuming-fxrhandtrackingstate-blueprint-get-joint-location-rotation.png "Get a joint location and rotation from FXRHandTrackingState 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 FXRHandTrackingState 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 FXRHandTrackingState](./) 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-fxrhandtrackingstate-blueprint-add-draw-hand-function.png "Adding the Blueprint Draw Hand function")
6. Inside this function's event graph add a `Get Hand Tracking State` node from `SenseGlove > Tracking > XR Tracker > Get Hand Tracking State`.
![Adding the Get Hand Tracking State node](consuming-fxrhandtrackingstate-blueprint-add-get-hand-tracking-state-node.png "Adding the Get Hand Tracking State node")
7. Then connect the functions `Hand` input parameter to the `Get Hand Tracking State`'s `Hand` input and right-click on the `OutHandTrackingState` parameter and use the `Break XRHandTrackingState` node to break the struct to it's fields.
![Breaking the XR Hand Tracking State Data node](consuming-fxrhandtrackingstate-blueprint-break-xr-hand-tracking-state.png "Breaking the XR Hand Tracking State node")
8. After this, we need to perform data validation by checking the return status of the `Get Hand Tracking State` function and `FXRHandTrackingState`'s `Valid` field. Then, we check if the hand-tracking 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.
![FXRHandTrackingState validation](consuming-fxrhandtrackingstate-blueprint-validation.png "FXRHandTrackingState 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 `FXRHandTrackingState` to the `DebugVirtualHand::Draw` function! But, since the point of this tutorial is to learn how to consume the `FXRHandTrackingState` 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-fxrhandtrackingstate-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 `FXRHandTrackingState` 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-fxrhandtrackingstate-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-fxrhandtrackingstate-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-fxrhandtrackingstate-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.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -0,0 +1,259 @@
# Consuming FXRHandTrackingState 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 FXRHandTrackingState](./) 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-fxrhandtrackingstate-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-fxrhandtrackingstate-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-fxrhandtrackingstate-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-fxrhandtrackingstate-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-fxrhandtrackingstate-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-fxrhandtrackingstate-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;
}
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = FSGXRTracker::GetHandTrackingState(
World, EXRSpaceType::UnrealWorldSpace, Hand, 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;
}
// Iterate over the hand joint locations and rotations!
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
{
const FVector& JointLocation{
HandTrackingState.HandKeyLocations[JointIndex]
};
const FQuat& JointRotation{
HandTrackingState.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
// HandTrackingState directly to draw the virtual hand
// all at once without iterating the joints. But, that's not
// goal of this tutorial.
FSGDebugGizmo::Draw(World, JointLocation, 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.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -1,61 +1,75 @@
# Consuming FXRMotionControllerData # Consuming FXRMotionControllerData
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward: > [!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 ```cpp
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FXRMotionControllerData struct FXRMotionControllerData
{ {
GENERATED_USTRUCT_BODY(); GENERATED_USTRUCT_BODY();
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bValid = false; bool bValid = false;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FName DeviceName; FName DeviceName;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FGuid ApplicationInstanceID; FGuid ApplicationInstanceID;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
EXRVisualType DeviceVisualType = EXRVisualType::Controller; EXRVisualType DeviceVisualType = EXRVisualType::Controller;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
EControllerHand HandIndex = EControllerHand::Left; EControllerHand HandIndex = EControllerHand::Left;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked; ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
// Vector representing an object being held in the player's hand // Vector representing an object being held in the player's hand
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector GripPosition = FVector(0.0f); FVector GripPosition = FVector(0.0f);
// Quaternion representing an object being held in the player's hand // Quaternion representing an object being held in the player's hand
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat GripRotation = FQuat(EForceInit::ForceInitToZero); FQuat GripRotation = FQuat(EForceInit::ForceInitToZero);
// For handheld controllers, gives a vector for pointing at objects // For handheld controllers, gives a vector for pointing at objects
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector AimPosition = FVector(0.0f); FVector AimPosition = FVector(0.0f);
// For handheld controllers, gives a quaternion for pointing at objects // For handheld controllers, gives a quaternion for pointing at objects
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat AimRotation = FQuat(EForceInit::ForceInitToZero); FQuat AimRotation = FQuat(EForceInit::ForceInitToZero);
// For handheld controllers, gives a vector for representing the hand // For handheld controllers, gives a vector for representing the hand
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FVector PalmPosition = FVector(0.0f); FVector PalmPosition = FVector(0.0f);
// For handheld controllers, gives a quaternion for representing the hand // For handheld controllers, gives a quaternion for representing the hand
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
FQuat PalmRotation = FQuat(EForceInit::ForceInitToZero); FQuat PalmRotation = FQuat(EForceInit::ForceInitToZero);
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc). // The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FVector> HandKeyPositions; TArray<FVector> HandKeyPositions;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc). // The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FQuat> HandKeyRotations; TArray<FQuat> HandKeyRotations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc). // The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<float> HandKeyRadii; TArray<float> HandKeyRadii;
UPROPERTY(BlueprintReadOnly, Category = "XR") UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bIsGrasped = false; bool bIsGrasped = false;
}; };
``` ```
@@ -71,68 +85,88 @@ But, fear not, we've got you covered!
### Structure Members of FXRMotionControllerData ### Structure Members of FXRMotionControllerData
1. **bValid** - **bValid**
- **Description**: A boolean flag indicating whether the data is valid or not. - **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. - **Usage**: This is used to check if the motion controller data is correctly initialized and can be used for further processing.
2. **DeviceName** - **DeviceName**
- **Type**: `FName` - **Type**: `FName`
- **Description**: The name of the device. - **Description**: The name of the device.
- **Usage**: Identifies which motion controller device the data is coming from, useful when multiple devices are in use. - **Usage**: Identifies which motion controller device the data is coming from, useful when multiple devices are in use.
3. **ApplicationInstanceID** - **ApplicationInstanceID**
- **Type**: `FString` - **Type**: `FString`
- **Description**: A unique identifier for the application instance. - **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. - **Usage**: Helps in differentiating data from different instances of an application, ensuring the correct instance processes the data.
4. **TrackingStatus** - **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` - **Type**: `EXRTrackingStatus`
- **Description**: Enum indicating the tracking status of the motion controller. - **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. - **Usage**: Shows whether the controller is being tracked accurately, with possible statuses like `Tracked`, `NotTracked`, etc.
5. **GripPosition** - **GripPosition**
- **Type**: `FVector` - **Type**: `FVector`
- **Description**: The position of the grip in world coordinates. - **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. - **Usage**: Provides the 3D coordinates of the controller's grip, essential for positioning the virtual representation of the controller.
6. **GripRotation** - **GripRotation**
- **Type**: `FQuat` - **Type**: `FQuat`
- **Description**: The rotation of the grip in world coordinates. - **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. - **Usage**: Provides the orientation of the controller's grip, allowing for accurate rotation and alignment in the virtual space.
7. **AimPosition** - **AimPosition**
- **Type**: `FVector` - **Type**: `FVector`
- **Description**: The position of the aim point in world coordinates. - **Description**: The position of the aim point in world coordinates.
- **Usage**: Specifies where the controller is aiming, useful for aiming or pointing actions. - **Usage**: Specifies where the controller is aiming, useful for aiming or pointing actions.
8. **AimRotation** - **AimRotation**
- **Type**: `FQuat` - **Type**: `FQuat`
- **Description**: The rotation of the aim point in world coordinates. - **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. - **Usage**: Determines the orientation of the aim direction, important for actions like shooting or selecting objects in VR.
9. **HandKeyPositions** - **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>` - **Type**: `TArray<FVector>`
- **Description**: An array of vectors representing key positions of the hand. - **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. - **Usage**: Provides detailed positions of key points on the hand, useful for precise hand tracking and interaction.
10. **HandKeyRotations** - **HandKeyRotations**
- **Type**: `TArray<FQuat>` - **Type**: `TArray<FQuat>`
- **Description**: An array of quaternions representing key rotations of the hand. - **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. - **Usage**: Complements the hand key positions with rotational data, ensuring accurate representation of hand movements.
11. **HandKeyRadii** - **HandKeyRadii**
- **Type**: `TArray<float>` - **Type**: `TArray<float>`
- **Description**: An array of floats representing the radii of key points of the hand. - **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. - **Usage**: Gives the size of the hand key points, aiding in collision detection and interaction fidelity.
12. **bIsGrasped** - **bIsGrasped**
- **Type**: `bool` - **Type**: `bool`
- **Description**: A boolean indicating whether the controller is currently grasping an object. - **Description**: A boolean indicating whether the controller is currently grasping an object.
- **Usage**: Determines if the user is holding something, affecting interactions and animations. - **Usage**: Determines if the user is holding something, affecting interactions and animations.
### Organization of FXRMotionControllerData ### Organization of FXRMotionControllerData
The structure is organized to encapsulate all relevant data needed for 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. 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 ### Processing the Data for Drawing and Animating a Virtual Hand
@@ -140,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc. 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/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows: Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp ```cpp
/** /**
@@ -150,32 +184,32 @@ Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints,
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EHandKeypoint : uint8 enum class EHandKeypoint : uint8
{ {
Palm, Palm,
Wrist, Wrist,
ThumbMetacarpal, ThumbMetacarpal,
ThumbProximal, ThumbProximal,
ThumbDistal, ThumbDistal,
ThumbTip, ThumbTip,
IndexMetacarpal, IndexMetacarpal,
IndexProximal, IndexProximal,
IndexIntermediate, IndexIntermediate,
IndexDistal, IndexDistal,
IndexTip, IndexTip,
MiddleMetacarpal, MiddleMetacarpal,
MiddleProximal, MiddleProximal,
MiddleIntermediate, MiddleIntermediate,
MiddleDistal, MiddleDistal,
MiddleTip, MiddleTip,
RingMetacarpal, RingMetacarpal,
RingProximal, RingProximal,
RingIntermediate, RingIntermediate,
RingDistal, RingDistal,
RingTip, RingTip,
LittleMetacarpal, LittleMetacarpal,
LittleProximal, LittleProximal,
LittleIntermediate, LittleIntermediate,
LittleDistal, LittleDistal,
LittleTip LittleTip
}; };
const int32 EHandKeypointCount = static_cast<int32>(EHandKeypoint::LittleTip) + 1; const int32 EHandKeypointCount = static_cast<int32>(EHandKeypoint::LittleTip) + 1;
@@ -217,7 +251,7 @@ So, getting the any joint's position or rotation is as easy as casting the enum
return; return;
} }
// Ensure that MotionControllerData.HandKeyPositions has the rotation data // Ensure that MotionControllerData.HandKeyRotations has the rotation data
// for 26 joints! // for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num() if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
== EHandKeypointCount, == EHandKeypointCount,
@@ -1,5 +1,19 @@
# Consuming FXRMotionControllerData in Blueprint # 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. Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
## Drawing and Animating Virtual Hands ## Drawing and Animating Virtual Hands
@@ -48,4 +62,4 @@ Before continuing this section, please ensure you've studied the [Consuming FXRM
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. 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-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands") ![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -1,5 +1,19 @@
# Consuming FXRMotionControllerData in C++ # 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. Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
## Drawing and Animating Virtual Hands ## Drawing and Animating Virtual Hands
@@ -47,30 +61,30 @@ using UnrealBuildTool;
public class VirtualHandCpp : ModuleRules public class VirtualHandCpp : ModuleRules
{ {
public VirtualHandCpp(ReadOnlyTargetRules Target) : base(Target) public VirtualHandCpp(ReadOnlyTargetRules Target) : base(Target)
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] PrivateDependencyModuleNames.AddRange(new string[]
{ {
"InputDevice", "InputDevice",
"OpenXRHMD", "OpenXRHMD",
"SenseGloveBuildHacks", "SenseGloveBuildHacks",
"SenseGloveDebug", "SenseGloveDebug",
"SenseGloveSettings", "SenseGloveSettings",
"SenseGloveTracking" "SenseGloveTracking"
}); });
// Uncomment if you are using Slate UI // Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features // Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem"); // PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
} }
} }
``` ```
@@ -93,32 +107,32 @@ public class VirtualHandCpp : ModuleRules
UCLASS() UCLASS()
class VIRTUALHANDCPP_API ADebugPawn : public APawn class VIRTUALHANDCPP_API ADebugPawn : public APawn
{ {
GENERATED_BODY() GENERATED_BODY()
private: private:
// The virtual hand drawing settings. // The virtual hand drawing settings.
UPROPERTY(EditDefaultsOnly, Category="DebugPawn", UPROPERTY(EditDefaultsOnly, Category="DebugPawn",
meta=(AllowPrivateAccess="false")) meta=(AllowPrivateAccess="false"))
FSGDebugGizmoSettings HandDrawingSettings; FSGDebugGizmoSettings HandDrawingSettings;
public: public:
// Sets default values for this pawn's properties // Sets default values for this pawn's properties
ADebugPawn(); ADebugPawn();
protected: protected:
// Called when the game starts or when spawned // Called when the game starts or when spawned
virtual void BeginPlay() override; virtual void BeginPlay() override;
public: public:
// Called every frame // Called every frame
virtual void Tick(float DeltaTime) override; virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input // Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private: private:
// The method responsible for drawing a virtual hand. // The method responsible for drawing a virtual hand.
void DrawHand(EControllerHand Hand) const; void DrawHand(EControllerHand Hand) const;
}; };
``` ```
@@ -137,116 +151,116 @@ private:
// Sets default values // Sets default values
ADebugPawn::ADebugPawn() ADebugPawn::ADebugPawn()
{ {
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. // 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; PrimaryActorTick.bCanEverTick = true;
// Set the default virtual hand drawing settings. // Set the default virtual hand drawing settings.
HandDrawingSettings = FSGDebugGizmoSettings{ HandDrawingSettings = FSGDebugGizmoSettings{
1.0f, 1.0f,
FColor{255, 0, 0, 255}, FColor{255, 0, 0, 255},
FColor{0, 255, 0, 255}, FColor{0, 255, 0, 255},
FColor{0, 0, 255, 255}, FColor{0, 0, 255, 255},
false, false,
1.1f, 1.1f,
0, 0,
0.2f, 0.2f,
}; };
} }
// Called when the game starts or when spawned // Called when the game starts or when spawned
void ADebugPawn::BeginPlay() void ADebugPawn::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
} }
// Called every frame // Called every frame
void ADebugPawn::Tick(float DeltaTime) void ADebugPawn::Tick(float DeltaTime)
{ {
Super::Tick(DeltaTime); Super::Tick(DeltaTime);
// Attempt at drawing the left/right virtual hands every frame. // Attempt at drawing the left/right virtual hands every frame.
DrawHand(EControllerHand::Left); DrawHand(EControllerHand::Left);
DrawHand(EControllerHand::Right); DrawHand(EControllerHand::Right);
} }
// Called to bind functionality to input // Called to bind functionality to input
void ADebugPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) void ADebugPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{ {
Super::SetupPlayerInputComponent(PlayerInputComponent); Super::SetupPlayerInputComponent(PlayerInputComponent);
} }
void ADebugPawn::DrawHand(const EControllerHand Hand) const void ADebugPawn::DrawHand(const EControllerHand Hand) const
{ {
// Get the world and cache it, if it's null we return early. // Get the world and cache it, if it's null we return early.
UWorld* World{GetWorld()}; UWorld* World{GetWorld()};
if (!IsValid(World)) if (!IsValid(World))
{ {
return; return;
} }
FXRMotionControllerData MotionControllerData; FXRMotionControllerData MotionControllerData;
const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData( const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData(
World, Hand, MotionControllerData); World, Hand, MotionControllerData);
// Return if the struct data is invalid! // Return if the struct data is invalid!
if (!bGotMotionControllerData || !MotionControllerData.bValid) if (!bGotMotionControllerData || !MotionControllerData.bValid)
{ {
return; return;
} }
// Return if the device is not being tracked! // Return if the device is not being tracked!
if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked) if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked)
{ {
return; return;
} }
// Ensure that MotionControllerData.DeviceVisualType is a hand! // Ensure that MotionControllerData.DeviceVisualType is a hand!
if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType
== EXRVisualType::Hand, == EXRVisualType::Hand,
TEXT("Invalid DeviceVisualType type!"))) TEXT("Invalid DeviceVisualType type!")))
{ {
} }
// Ensure that MotionControllerData.HandKeyPositions has the position data // Ensure that MotionControllerData.HandKeyPositions has the position data
// for 26 joints! // for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num()
== EHandKeypointCount, == EHandKeypointCount,
TEXT("Invalid HandKeyPositions count!"))) TEXT("Invalid HandKeyPositions count!")))
{ {
return; return;
} }
// Ensure that MotionControllerData.HandKeyPositions has the rotation data // Ensure that MotionControllerData.HandKeyRotations has the rotation data
// for 26 joints! // for 26 joints!
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num() if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
== EHandKeypointCount, == EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!"))) TEXT("Invalid HandKeyRotations count!")))
{ {
return; return;
} }
// Iterate over the hand joint positions and rotations! // Iterate over the hand joint positions and rotations!
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex) for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
{ {
const FVector& JointPosition{ const FVector& JointPosition{
MotionControllerData.HandKeyPositions[JointIndex] MotionControllerData.HandKeyPositions[JointIndex]
}; };
const FQuat& JointRotation{ const FQuat& JointRotation{
MotionControllerData.HandKeyRotations[JointIndex] MotionControllerData.HandKeyRotations[JointIndex]
}; };
// Draw a single joint's gizmo! // Draw a single joint's gizmo!
// Please note that we could alternatively: // Please note that we could alternatively:
// Use FSGDebugCube::Draw() to draw a cube. // Use FSGDebugCube::Draw() to draw a cube.
// Or use the FSGDebugVirtualHand::Draw() method and pass the // Or use the FSGDebugVirtualHand::Draw() method and pass the
// MotionControllerData directly to draw the virtual hand // MotionControllerData directly to draw the virtual hand
// all at once without iterating the joints. But, that's not // all at once without iterating the joints. But, that's not
// goal of this tutorial. // goal of this tutorial.
FSGDebugGizmo::Draw(World, JointPosition, JointRotation, HandDrawingSettings); 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. 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-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands") ![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -0,0 +1,34 @@
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
- Adding custom debugging gizmos to improve development and testing workflows.
- Visualizing debug virtual hands by incorporating the custom gizmos.
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
This guide will help you take your VR projects to the next level with polished and practical implementations.
**Part 1**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
</div>
**Part 2**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
</div>
+171 -1
View File
@@ -5,6 +5,176 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.4.0] - 2025-02-14
This minor release brings various improvements and, notably, the first version to add support for VIVE standalone mode with ViveOpenXR compatibility.
### Added
- Added the ePub version of the SenseGlove Unreal Engine Handbook.
- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
- Introduced compatibility with the `ViveOpenXR` plugin.
- Added the `FSGPluginUtils` utility class for other plugins or modules availability detection such as `Meta XR` and `ViveOpenXR`.
- Added various HTC HMDs auto-detection support on Android.
- Added support for HTC VIVE Focus Vision HMD auto-detection.
- Added support for HTC Vive Wrist Trackers support on Android using the official `ViveOpenXR` plugin's OpenXR positional tracking provider `OpenXRViveWristTracker`.
- Added enum `ESGOpenXRPositionalTrackingProvider`.
- Added the `OpenXRPositionalTrackingProvider` option to the plugin's wrist-tracker settings to either manually set the positional tracking provider or auto-detect it based on a combination of tracker hardware settings, targeted platform, available OpenXR plugins, or the auto-detected HMD hardware.
### Fixed
- Fix a critical issue where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
- `FSGArrayUtils` optimizations that affect the plugin performance as a whole.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Now the motion sources for the wrist-tracking hardware or hand-tracking are queried and populated dynamically rather than relying on the hardcoded `EControllerHand` enum. This allows the SenseGlove Unreal Engine Plugin to integrate better into other plugins such as `ViveOpenXR`, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware.
- `FSGWristTrackingSettings::LeftHandMotionSource` and `FSGWristTrackingSettings::RightHandMotionSource` types have changed from `EControllerHand` to `FName`.
- Bumped the SenseGlove libraries to `v2.105.3-97ea18cb`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.5.0-7df1183`.
- Bumped the copyright years.
- This is the last release to support Unreal Engine `5.2`. From `v2.5.x` onwards only UE `5.3` and newer will be supported.
- The `ESGViveHMDDetectionPriority` enum items have changed and are no longer backward-compatible.
### Deprecated
- This is the last minor release to support Unreal Engine `5.2` and its support will be removed from the next minor or major releases.
### Documentation
- Reintroduced the Handbook in ePub format.
- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation, and added the `ViveOpenXR`-compatibile instructions as well.
- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
- Clarified [how to set up the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
- Added [HTC VIVE specific optimization tips for running in standalone mode](../misc/optimize-higher-fps/#htc-vive-specific-optimizations-in-standalone-mode)
- Fixed a few broken URLs caused by bad markdown formatting.
- Applied various Handbook Makefile fixes.
- Clarified the HTC VIVE standalone support status in the platform support matrix.
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
- Additional minor fixes and improvements that may not be listed here.
- List the VRExpansionPlugin demo in the [Extra Resources](../appendix/extra-resources.html) section.
## [2.3.2] - 2025-01-28
This patch release addresses a critical issue backported from the upcoming `2.4.x` release to `2.3.x`.
### Fixed
- Fix a critical issue backported from the upcoming `2.4.x` release where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
## [2.3.1] - 2024-11-27
This patch release addresses a few issues with SenseGlove Sockets Editor.
### Fixed
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The SenseGlove Sockets Editor now calculates hand bone reference transforms using the current virtual hand mesh being edited, rather than the reference mesh, when adding SenseGlove sockets.
## [2.3.0] - 2024-11-13
This minor release includes some improvements and adds official Unreal Engine `5.5` Fab support.
### Added
- Added `USGAndroidPermissions` to the `SenseGloveAndroid` module, enhancing the plugin's permission request process on Android. Now, a pop-up prompts the user to grant permissions, preventing silent crashes when permissions haven't been granted beforehand.
- Added Unreal Engine `5.5` Fab support.
### Fixed
- Fix UE `5.5` deprecation warnings inside `USGVirtualHandComponent`.
- Additional minor fixes and improvements that may not be listed here.
## [2.2.2] - 2024-11-08
This patch release addresses a few issues with both glove and hand-tracking.
### Fixed
- Fixed a chain of critical bugs that gets triggered due to `GloveConnectivityCheckInterval` getting passed as seconds to the engine rather than milliseconds. Thus, the default or any large value for `GloveConnectivityCheckInterval` causes noticeable long delays between glove-connectivity-check intervals and consequently renders the hand-tracking state invalid in certain situations when the `bFallbackToHandTrackingIfNoGloveDetected` option is false.
## [2.2.1] - 2024-10-23
This patch release focuses exclusively on updates to the documentation.
### Documentation
- Updated all URLs, screenshots, and tutorials to reflect the transition from the Unreal Engine Marketplace to Fab, Epics new unified content marketplace.
- Revised documentation now points to the new home of the SenseGlove Unreal Engine Plugin on Fab, ensuring users have access to the latest resources and information.
## [2.2.0] - 2024-10-22
This is a minor release with some breaking API and ABI changes, focusing mainly on migrating away from the deprecated `FXRMotionControllerData` in favor of `FXRMotionControllerState` and `FXRHandTrackingState` on Unreal Engine `5.5+`.
### Added
- Completed support for the upcoming Unreal Engine `5.5` release.
- Added `USGVirtualHandComponent::GetMotionControllerState()` and the equivalent Blueprint function`UVirtualHandComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
- Added `USGVirtualHandComponent::GetHandTrackingState()` and the equivalent Blueprint function `UVirtualHandComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
- Added `USGWristTrackerComponent::GetMotionControllerState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
- Added `USGWristTrackerComponent::GetHandTrackingState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
- Added a variant of `FSGDebugVirtualHand::Draw()` and the equivalent Blueprint function `USGDebugVirtualHandKismetLibrary::Draw_FXRHandTrackingState()` which accept `FXRHandTrackingState` on UE `5.5+`.
- Added the new member `bTracked` to the `FSGXRHandState` struct.
- Added `FSGXRTracker::GetMotionControllerState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetMotionControllerState()`.
- Added `FSGXRTracker::GetHandTrackingState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetHandTrackingState()`.
### Fixed
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Replaced all internal usages of the `FXRMotionControllerData` struct with either `FXRMotionControllerState` or `FXRHandTrackingState` on UE `5.5+`.
- Deprecated `USGVirtualHandComponent::GetMotionControllerData()` on UE `5.5+`.
- Deprecated `USGWristTrackerComponent::GetMotionControllerData()` on UE `5.5+`.
- Deprecated the variant of `FSGDebugVirtualHand::Draw()` which accepts `FXRMotionControllerData` as a parameter on UE `5.5+`.
- Renamed `USGDebugVirtualHandKismetLibrary::Draw` to `USGDebugVirtualHandKismetLibrary::Draw_FXRMotionControllerData` for more clarification.
- Renamed an `FSGXRHandState` member from `bReceivedJointPoses` to `bHasReceivedJointPoses`.
- Changed the `FSGXRTracker::GetAllKeypointStates()` signature on UE `5.5+` to match the `IHandTracker` interface API changes.
- The animation system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
- The wrist tracking system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
- The hand interaction manipulation on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
- The virtual hand debugging system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
### Documentation
- Added the documentation on consuming the `FXRHandTrackingState` struct in both Blueprint and C++.
- Updated the documentation on consuming the `FXRMotionControllerData` struct.
- Additional minor documentation fixes and improvements that may not be listed here.
## [2.1.4] - 2024-10-22
This is a bugfix release that delivers some documentation fixes.
### Documentation
- Updated the documentation on consuming the `FXRMotionControllerData` struct.
- Additional minor documentation fixes and improvements that may not be listed here.
## [2.1.3] - 2024-10-11
This bugfix release centers on adding initial support for the upcoming Unreal Engine `5.5`.
### Added
- Added initial support for the upcoming Unreal Engine `5.5` release. Please note that, while the plugin is functional, a few adjustments are still required to address deprecation warnings. Specifically, the `FXRMotionControllerData` struct needs to be replaced with the newly introduced `FXRMotionControllerState` and `FXRHandTrackingState` structs, along with adjustments to adhere to the new hand-tracking API changes.
- Added support for Epic Native Toolchain `v23`.
### Fixed
- Fix a bug inside `USGVirtualHandComponent::PostEditChangeProperty()` where the get member name check happens against the wrong class and member names.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The SenseGlove libraries have been updated to `v2.105.0-02a2e508`.
## [2.1.2] - 2024-09-02 ## [2.1.2] - 2024-09-02
This is a bugfix release that addresses a few non-critical issues and documentation fixes. This is a bugfix release that addresses a few non-critical issues and documentation fixes.
@@ -706,4 +876,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added ### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux. - Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
+1 -1
View File
@@ -7,7 +7,7 @@
├── Documentation (this will be generated by running the <code>make</code> command inside the Handbook directory) ├── Documentation (this will be generated by running the <code>make</code> command inside the Handbook directory)
├── Handbook (this is the mdBook source code, used to generate the Documentation folder and not distributed to the Unreal Engine Marketplace) ├── Handbook (this is the mdBook source code, used to generate the Documentation folder and not distributed to [Fab](https://www.fab.com/))
├── Resources ├── Resources
+4
View File
@@ -9,6 +9,10 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp) - [Example 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) - [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
### OpenXR Integration Demos
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
## Tutorials ## Tutorials
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw) - [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
@@ -1,6 +1,6 @@
## Planned Features Completion Status ## Planned Features Completion Status
### Implemented as of v2.1.0 ### Implemented as of v2.4.x
- [X] Full SenseGlove low-level core API access through Unreal C++. - [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint. - [X] Full SenseGlove low-level core API access through Blueprint.
@@ -13,8 +13,8 @@
- [X] Support for GNU/Linux x64 as a deployment platform. - [X] Support for GNU/Linux x64 as a deployment platform.
- [X] Support for GNU/Linux AArch64 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 Android as a deployment platform.
- [X] Support for Oculus Quest 2 and Oculus Quest Pro. - [X] Support for Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3.
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 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 HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- [X] On-device calibration for Android without the need for SenseCom. - [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands. - [X] Haptic feedback including force feedback, buzz, and thumper commands.
@@ -28,16 +28,20 @@
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch. - [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired. - [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support. - [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [X] FXRMotionControllerData compatible hand animation system. - [X] `FXRMotionControllerData` compatible hand animation system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] FXRMotionControllerData compatible wrist tracking system. - [X] `FXRHandTrackingState` compatible hand animation system on UE versions `5.5+`.
- [X] FXRMotionControllerData compatible hand interaction manipulation system. - [X] `FXRMotionControllerData` compatible wrist tracking system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] `FXRHandTrackingState` compatible wrist tracking system on UE versions `5.5+`.
- [X] `FXRMotionControllerData` compatible hand interaction manipulation system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] `FXRHandTrackingState` compatible hand interaction manipulation system on UE versions `5.5+`.
- [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected. - [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor. - [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation. - [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly. - [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
- [X] `ViveOpenXR` plugin compatibility.
### Upcoming features planned for the v2.2.0 release ### Upcoming features planned for the v2.5.x release
### Planned features long-term ### Planned features long-term
@@ -1,18 +1,19 @@
## Platform Support Matrix ## Platform Support Matrix
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE Stand-alone (Android NDK)** | **UE Marketplace Version** | **Azure DevOps Version** | | | **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** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------------------------:|:------------------------:| |:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.4** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 | | **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.3** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 | | **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 |
| **5.2** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 | | **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.1 | ⚠️ v2.0.2 | | **5.2** | ❌ | v2.4.x | v2.4.x | v2.4.x | v2.4.x | v2.4.x (r25b) | ❓ | ✅ v2.4.0 | v2.4.0 |
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 | | **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
| **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 | | **5.0** | | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | | ⚠️ v1.0.4 | | **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 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 | | **4.26** | ⚠️ 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 | | **4.25** | ⚠️ 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 | | **4.24** | ⚠️ 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 | | **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> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features * <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -25,3 +26,5 @@ Remarks:
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games. * Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully. * [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level. * All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
@@ -1,41 +1,16 @@
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets # Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
> [!IMPORTANT] > [!IMPORTANT]
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires > Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this > the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
> OpenXR extension the plugin won't output any glove data. > 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. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor. 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.
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section: ## PCVR Mode
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking") For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
> [!CAUTION] ## Standalone Mode
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled: For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
> [!CAUTION]
> As noted in the
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
> rendering it unusable.
>
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
@@ -0,0 +1,77 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
## Meta Quest Link App
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
> [!IMPORTANT]
> Enabling `Developer runtime features` in the Meta Quest Link requires a
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
> If you are not signed in using a Meta Developer Account, this option won't
> be shown to you inside Meta Quest Link.
> [!CAUTION]
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin](enable-openxrvivetracker-plugin.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin")
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
### VIVE Business Streaming App
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
### SteamVR App
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
![SteamVR - Manage Trackers - Setting the motion source for left and right hands](steamvr-manage-trackers.png "SteamVR - Manage Trackers - Setting the motion source for left and right hands")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,87 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
> [!IMPORTANT]
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
> would suffice for functional glove data retrieval using OpenXR,
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
> won't work on Android without the `Meta XR` plugin availability.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
### ViveOpenXR Plugin
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin](enable-openxr-viveopenxr-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin")
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
> [!IMPORTANT]
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
> your HTC VIVE in Standalone mode won't be possible, whether you enable
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
> a 2D app.
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt](viveopenxr-plugin-settings-enable-hand-interaction-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt")
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt](viveopenxr-plugin-settings-enable-wrist-tracker-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt")
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,17 @@
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
@@ -2,13 +2,13 @@
The SenseGlove Unreal Engine Plugin could be installed using various methods: The SenseGlove Unreal Engine Plugin could be installed using various methods:
- Through [the Epic Games Launcher](https://store.epicgames.com/en-US/download) by navigating to [the SenseGlove Unreal Engine Plugin landing page on the Unreal Engine Marketplace](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin). - Via [the Epic Games Launcher](https://store.epicgames.com/en-US/download) by navigating to [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099).
- Through [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). - Via [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal).
In the following chapters, we discover each of those methods: In the following chapters, we discover each of those methods:
- [Installation through the Epic Games Launcher](epic-games-launcher.md) - [Installation via the Epic Games Launcher](epic-games-launcher.md)
- [Installation through Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md) - [Installation via Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md)
## Video Tutorials ## Video Tutorials
@@ -1,46 +1,68 @@
# Plugin Installation through the Epic Games Launcher # Plugin Installation via the Epic Games Launcher
Before we start the plugin installation through [the Epic Games Launcher](https://store.epicgames.com/en-US/download) please make sure you have [a signed-in Epic Games account on your installed Epic Games Launcher and a supported Unreal Engine version already installed](https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine). The supported engine versions are listed on [the Platform Support Matrix](../../appendix/platform-support-matrix.md). Before beginning the plugin installation via [the Epic Games Launcher](https://store.epicgames.com/en-US/download), ensure you have [signed into your Epic Games account on the Epic Games Launcher](https://store.epicgames.com/en-US/download) and that you have a [supported version of Unreal Engine installed](https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine). Supported engine versions can be found in the [Platform Support Matrix](../../appendix/platform-support-matrix.md).
1. Run the Epic Games Launcher. 1. Run the Epic Games Launcher.
![Plugin installation through the Epic Games Launcher - step 1](epic-games-launcher-001.png "Plugin installation through the Epic Games Launcher - step 1") ![Plugin installation via the Epic Games Launcher - The Unreal Engine home in the Epic Games Launcher](epic-games-launcher-unreal-engine-home.png "Plugin installation via the Epic Games Launcher - The Unreal Engine home in the Epic Games Launcher")
2. Navigate to the `Marketplace` tab. 2. Navigate to the `Fab` tab and click `Start exploring` button which in turn opens your default web browser pointing to the [Fab home page](https://www.fab.com/).
![Plugin installation through the Epic Games Launcher - step 2](epic-games-launcher-002.png "Plugin installation through the Epic Games Launcher - step 2") ![Plugin installation via the Epic Games Launcher - The Fab tab in the Epic Games Launcher](epic-games-launcher-fab-tab.png "Plugin installation via the Epic Games Launcher - The Fab tab in the Epic Games Launcher")
3. On the `Marketplace` tab, inside the search box, start typing `SenseGlove` which filters the plugin matching that search phrase in real-time. Select `The SenseGlove Unreal Engine Plugin`. 3. On the [Fab home page](https://www.fab.com/), enter the term `SenseGlove` in the search box and press Enter. Alternatively, you can go directly to the [SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) directly instead of taking the above two steps.
![Plugin installation through the Epic Games Launcher - step 3](epic-games-launcher-003.png "Plugin installation through the Epic Games Launcher - step 3") ![Plugin installation via the Epic Games Launcher - Searching for the term SenseGlove on the Fab home page](epic-games-launcher-fab-search-senseglove.png "Plugin installation via the Epic Games Launcher - Searching for the term SenseGlove on the Fab home page")
4. Once on [the SenseGlove Unreal Engine Plugin marketplace page](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin), click on the `Install to Engine` button. 4. Click on the `SenseGlove Unreal Engine Plugin` in the search results to navigate to its dedicated page.
![Plugin installation through the Epic Games Launcher - step 4](epic-games-launcher-004.png "Plugin installation through the Epic Games Launcher - step 4") ![Plugin installation via the Epic Games Launcher - The Fab search results for the term SenseGlove](epic-games-launcher-fab-search-results.png "Plugin installation via the Epic Games Launcher - The Fab search results for the term SenseGlove")
5. You'll be prompted to choose a compatible engine version. Select your desired engine version and hit this `Install` button. 5. On the [SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) click the `Download` button.
![Plugin installation through the Epic Games Launcher - step 5](epic-games-launcher-005.png "Plugin installation through the Epic Games Launcher - step 5") ![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin home page on Fab](epic-games-launcher-fab-senseglove-home-page.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin home page on Fab")
6. The launcher will show the download and installation progress. Please wait for it to finish. 6. If this is your first download from Fab, you will need to agree to the Fab End User License Agreement (EULA) before proceeding.
![Plugin installation through the Epic Games Launcher - step 6](epic-games-launcher-006.png "Plugin installation through the Epic Games Launcher - step 6") ![Plugin installation via the Epic Games Launcher - Fab End User License Agreement (EULA) prompt](epic-games-launcher-fab-eula-agreement.png "Plugin installation via the Epic Games Launcher - Fab End User License Agreement (EULA) prompt")
7. While the download and installation are in progress you can see the progress in more detail by clicking on the `Downloads` section on the sidebar. 7. After clicking `Download`, a pop-up will notify you that the plugin is available in your Vault in the Epic Games Launcher, or the Fab UE5 Plugin.
![Plugin installation through the Epic Games Launcher - step 7](epic-games-launcher-007.png "Plugin installation through the Epic Games Launcher - step 7") > [!NOTE]
> According to the
> [Fab launch announcement](https://www.unrealengine.com/en-US/blog/fab-epics-new-unified-content-marketplace-launches-today):
>
> The Fab integration in UEFN is undergoing maintenance and will be back online shortly, and the Fab integration in the Unreal Engine 5 Editor is coming soon.
8. Once the download and installation are done, you can head to the `Library` tab to verify the installation. In case you have lots of assets or plugins installed, you could search the term `SenseGlove` inside the search box for the `Vault` section and you should be able to see that the SenseGlove Unreal Engine Plugin has been added to your vault. ![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin download pop-up on Fab](epic-games-launcher-fab-senseglove-download.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin download pop-up on Fab")
![Plugin installation through the Epic Games Launcher - step 8](epic-games-launcher-008.png "Plugin installation through the Epic Games Launcher - step 8") 8. Go back to the Epic Games Launcher, navigate to the `Library` tab, and in the `Fab Library` section, click the `Refresh Fab items` button.
9. If you click on the `Installed Plugins` link under the engine you've just installed the plugin to, you should be able to see the SenseGlove Unreal Engine Plugin listed as installed. ![Plugin installation via the Epic Games Launcher - Refreshing Fab items in the Epic Games Launcher](epic-games-launcher-fab-library-refresh.png "Plugin installation via the Epic Games Launcher - Refreshing Fab items in the Epic Games Launcher")
![Plugin installation through the Epic Games Launcher - step 9](epic-games-launcher-009.png "Plugin installation through the Epic Games Launcher - step 9") 9. Once the Fab library is refreshed and synchronized, use the Vault search box to find the `SenseGlove Unreal Engine Plugin`. Click the `Install to Engine` button.
10. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level. ![Plugin installation via the Epic Games Launcher - Searching the Vault for the term SenseGlove](epic-games-launcher-fab-library-search-senseglove.png "Plugin installation via the Epic Games Launcher - Searching the Vault for the term SenseGlove")
![Plugin installation through the Epic Games Launcher - step 10](epic-games-launcher-010.png "Plugin installation through the Epic Games Launcher - step 10") 10. You'll be prompted to choose a compatible engine version. Select your desired engine version from the list, then click `Install`.
![Plugin installation via the Epic Games Launcher - Installing the SenseGlove Unreal Plugin to a specifc Engine version](epic-games-launcher-fab-install-plugin.png "Plugin installation via the Epic Games Launcher - Installing the SenseGlove Unreal Plugin to a specifc Engine version")
11. The Epic Games Launcher will show the plugin's download and installation progress. Please wait for it to complete.
![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin download and installation progress](epic-games-launcher-fab-senseglove-download-install-progress.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin download and installation progress")
12. While the download and installation are in progress, you can see the progress in more details by clicking on the `Downloads` section on the sidebar.
![Plugin installation via the Epic Games Launcher - Viewing the SenseGlove Unreal Plugin download and installation progress in details](epic-games-launcher-fab-senseglove-download-install-progress-details.png "Plugin installation via the Epic Games Launcher - Viewing the SenseGlove Unreal Plugin download and installation progress in details")
13. Once the download and installation are complete, verify its installation by clicking `Installed Plugins` under the engine you've just installed it to. The SenseGlove plugin should appear as installed among other currently installed plugins.
![Plugin installation via the Epic Games Launcher - Verifying the SenseGlove Unreal Plugin installation](epic-games-launcher-fab-verify-install.png "Plugin installation via the Epic Games Launcher - Verifying the SenseGlove Unreal Plugin installation")
14. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level.
![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin installation path](epic-games-launcher-fab-install-path.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin installation path")
> [!WARNING] > [!WARNING]
> Please note that it is best practice to install the plugin either at the > Please note that it is best practice to install the plugin either at the
@@ -1,9 +1,9 @@
# Plugin Installation through Microsoft Azure DevOps Repositories # Plugin Installation via Microsoft Azure DevOps Repositories
While [plugin installation through the Epic Games Launcher](epic-games-launcher.md) is the most convenient method for most users to obtain and install the latest version of [the SenseGlove Unreal Engine Plugin marketplace page](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin), there might be valid reasons to instead download and install the plugin directly from [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps Repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). These reasons may include: While [plugin installation via the Epic Games Launcher](epic-games-launcher.md) is the most convenient method for most users to obtain and install the latest version of [the SenseGlove Unreal Engine Plugin via Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099), there might be valid reasons to instead download and install the plugin directly from [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps Repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). These reasons may include:
- Downloading an older version that is no longer available on [the Unreal Engine Marketplace](https://www.unrealengine.com/marketplace/en-US/store). - Downloading an older version that is no longer available on [Fab](https://www.fab.com/).
- Downloading a recent version that has been submitted to the Unreal Engine Marketplace, but is still awaiting approval and publication by the Unreal Engine Marketplace Team. - Downloading a recent version that has been submitted to Fab, but is still awaiting approval and publication by the Fab Team.
- Downloading an under-development, unstable release of the plugin for testing purposes. - Downloading an under-development, unstable release of the plugin for testing purposes.
- Or, any other specific needs that require direct access to the repository. - Or, any other specific needs that require direct access to the repository.
@@ -17,11 +17,11 @@ To download a specific version of the plugin, follow these steps:
2. Locate the branch dropdown menu at the top of the page, just below the navigation bar, and next to the `Copy to clipboard` icon. There you'll find a dropdown menu. By default, it usually selects the [master](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBmaster&_a=contents) branch. 2. Locate the branch dropdown menu at the top of the page, just below the navigation bar, and next to the `Copy to clipboard` icon. There you'll find a dropdown menu. By default, it usually selects the [master](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBmaster&_a=contents) branch.
![Plugin Installation through Microsoft Azure DevOps Repositories - The branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown.png "Plugin Installation through Microsoft Azure DevOps Repositories - The branch dropdown menu") ![Plugin Installation via Microsoft Azure DevOps Repositories - The branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown.png "Plugin Installation via Microsoft Azure DevOps Repositories - The branch dropdown menu")
3. Use the dropdown menu to choose a desired branch containing the source code for a specific version of Unreal Engine or a specific release of the plugin marked with a release tag. 3. Use the dropdown menu to choose a desired branch containing the source code for a specific version of Unreal Engine or a specific release of the plugin marked with a release tag.
![Plugin Installation through Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown-choose-tag.png "Plugin Installation through Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu") ![Plugin Installation via Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown-choose-tag.png "Plugin Installation via Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu")
> [!NOTE] > [!NOTE]
> A branch named with engine version numbers, such as `5.4`, `5.3`, etc., > A branch named with engine version numbers, such as `5.4`, `5.3`, etc.,
@@ -49,7 +49,7 @@ To download a specific version of the plugin, follow these steps:
4. After selecting your desired branch or tag, click on the kebab menu (three vertical dots) located at the top right of the screen and choose `Download as Zip` to obtain the source code for that branch or tag. 4. After selecting your desired branch or tag, click on the kebab menu (three vertical dots) located at the top right of the screen and choose `Download as Zip` to obtain the source code for that branch or tag.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip](microsoft-azure-devops-repositories-download-branch-tag-zip.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip](microsoft-azure-devops-repositories-download-branch-tag-zip.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip")
## Download a Specific Version for a Specifc Unreal Engine Version ## Download a Specific Version for a Specifc Unreal Engine Version
@@ -57,17 +57,17 @@ As mentioned earlier, due to breaking changes between Unreal Engine versions, it
1. First, choose the appropriate branch for your desired Unreal Engine version from the branch dropdown menu, as discussed earlier. Then navigate to the `History` tab. 1. First, choose the appropriate branch for your desired Unreal Engine version from the branch dropdown menu, as discussed earlier. Then navigate to the `History` tab.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab](microsoft-azure-devops-repositories-specific-version-history.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab](microsoft-azure-devops-repositories-specific-version-history.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab")
2. Look through the commit history for a commit message that says `bump the plugin version to vX.X.X` as all releases are finalized with this exact commit message and the plugin version. Next, click on the commit message for the version you are looking for. 2. Look via the commit history for a commit message that says `bump the plugin version to vX.X.X` as all releases are finalized with this exact commit message and the plugin version. Next, click on the commit message for the version you are looking for.
3. Once you've selected the correct commit, click on the `Browse Files` button next to the kebab menu (three vertical dots) at the top right of the screen. 3. Once you've selected the correct commit, click on the `Browse Files` button next to the kebab menu (three vertical dots) at the top right of the screen.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit](microsoft-azure-devops-repositories-specific-version-release-commit.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit](microsoft-azure-devops-repositories-specific-version-release-commit.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit")
4. You should now be in the `Content` tab, with the branch dropdown menu displaying the commit hash instead of a branch name or tag. Click on the kebab menu (three vertical dots) again, and select `Download as Zip`. This will give you a zip file containing the exact release you need, compatible with your chosen Unreal Engine version. 4. You should now be in the `Content` tab, with the branch dropdown menu displaying the commit hash instead of a branch name or tag. Click on the kebab menu (three vertical dots) again, and select `Download as Zip`. This will give you a zip file containing the exact release you need, compatible with your chosen Unreal Engine version.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip](microsoft-azure-devops-repositories-specific-version-download-zip.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip](microsoft-azure-devops-repositories-specific-version-download-zip.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip")
## Download the Bleeding-edge Development Branch ## Download the Bleeding-edge Development Branch
@@ -86,7 +86,7 @@ As mentioned earlier, due to breaking changes between Unreal Engine versions, it
Downloading the [`dev`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBdev&_a=contents) branch is as easy as choosing the `dev` branch from the branch dropdown menu (as discussed earlier) and then choosing `Download as Zip` from the kebab menu (three vertical dots). Downloading the [`dev`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBdev&_a=contents) branch is as easy as choosing the `dev` branch from the branch dropdown menu (as discussed earlier) and then choosing `Download as Zip` from the kebab menu (three vertical dots).
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch](microsoft-azure-devops-repositories-download-dev.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch](microsoft-azure-devops-repositories-download-dev.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch")
## Installation ## Installation
@@ -211,11 +211,11 @@ MyCppProject
For a Blueprint-only project, on Microsoft Windows simply double-clicking the project's `.uproject` file should present you with a pop-up informing you that some binary modules are missing. For a Blueprint-only project, on Microsoft Windows simply double-clicking the project's `.uproject` file should present you with a pop-up informing you that some binary modules are missing.
![Plugin Installation through Microsoft Azure DevOps Repositories - Missing Modules dialog](microsoft-azure-devops-repositories-missing-modules.png "Plugin Installation through Microsoft Azure DevOps Repositories - Missing Modules dialog") ![Plugin Installation via Microsoft Azure DevOps Repositories - Missing Modules dialog](microsoft-azure-devops-repositories-missing-modules.png "Plugin Installation via Microsoft Azure DevOps Repositories - Missing Modules dialog")
After confirming, the build process will start automatically, and a dialog indicating the build progress will be shown: After confirming, the build process will start automatically, and a dialog indicating the build progress will be shown:
![Plugin Installation through Microsoft Azure DevOps Repositories - Building missing modules progress dialog](microsoft-azure-devops-repositories-building-missing-modules.png "Plugin Installation through Microsoft Azure DevOps Repositories - Building missing modules progress dialog") ![Plugin Installation via Microsoft Azure DevOps Repositories - Building missing modules progress dialog](microsoft-azure-devops-repositories-building-missing-modules.png "Plugin Installation via Microsoft Azure DevOps Repositories - Building missing modules progress dialog")
Once finished successfully, the project will be loaded. Once finished successfully, the project will be loaded.
@@ -224,11 +224,11 @@ Once finished successfully, the project will be loaded.
For C++ projects, on Microsoft Windows, right-click on your C++ `.uproject` file and choose `Generate Visual Studio project files`: For C++ projects, on Microsoft Windows, right-click on your C++ `.uproject` file and choose `Generate Visual Studio project files`:
![Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files](microsoft-azure-devops-repositories-generate-visual-studio-project-files.png "Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files") ![Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files](microsoft-azure-devops-repositories-generate-visual-studio-project-files.png "Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files")
A dialog will pop up shows you the progress of generating the Visual Studio project files: A dialog will pop up shows you the progress of generating the Visual Studio project files:
![Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress](microsoft-azure-devops-repositories-generate-visual-studio-project-files-progress.png "Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress") ![Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress](microsoft-azure-devops-repositories-generate-visual-studio-project-files-progress.png "Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress")
Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor. Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor.
@@ -3,3 +3,47 @@
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail. To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/). For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
## Prerequisites
Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
## Meta Quest 2 Controller
For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller](senseglove-wrist-tracking-settings-meta-quest-2-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller")
## Meta Quest Pro Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller](senseglove-wrist-tracking-settings-meta-quest-pro-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller")
## Meta Quest 3 Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller](senseglove-wrist-tracking-settings-meta-quest-3-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller")
## HTC VIVE Tracker
For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker](senseglove-wrist-tracking-settings-htc-vive-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker")
## HTC VIVE Focus 3 Wrist Tracker
The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
### PCVR Mode
When running in PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)")
### Standalone Mode
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)")
+3 -1
View File
@@ -3,6 +3,8 @@
``` ```
SENSEGLOVE SDK LICENSE SENSEGLOVE SDK LICENSE
Copyright (c) 2020 - 2025 SenseGlove
Purchase of the Product does not entitle you to ownership or a license to any Purchase of the Product does not entitle you to ownership or a license to any
software generated by SenseGlove for use with the Product (the “Software”). software generated by SenseGlove for use with the Product (the “Software”).
To the extent that SenseGlove, in its sole discretion, grants you access to any To the extent that SenseGlove, in its sole discretion, grants you access to any
@@ -29,4 +31,4 @@ conditions as to quality, fitness for purpose, non-infringement, performance or
correspondence with description and we do not offer any warranties or guarantees correspondence with description and we do not offer any warranties or guarantees
in relation to the Software installation, configuration or error/defect in relation to the Software installation, configuration or error/defect
correction. correction.
``` ```
@@ -5,6 +5,8 @@ The SenseGlove Unreal Engine Handbook is licensed under the terms of the CC BY (
``` ```
Attribution 4.0 International Attribution 4.0 International
Copyright (c) 2020 - 2025 SenseGlove
======================================================================= =======================================================================
Creative Commons Corporation ("Creative Commons") is not a law firm and Creative Commons Corporation ("Creative Commons") is not a law firm and
@@ -398,4 +400,4 @@ the avoidance of doubt, this paragraph does not form part of the
public licenses. public licenses.
Creative Commons may be contacted at creativecommons.org. Creative Commons may be contacted at creativecommons.org.
``` ```
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
``` ```
MIT License MIT License
Copyright (c) 2020 - 2024 SenseGlove Copyright (c) 2020 - 2025 SenseGlove
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
@@ -26,4 +26,4 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.
``` ```
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please. Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
@@ -17,16 +17,13 @@ Here are a few important notes to consider:
</div> </div>
> [!CAUTION] > [!CAUTION]
> As noted in the > As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release > `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin— > function. Without this OpenXR extension, the plugin won't output any glove
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt > data.
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin, > Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
> rendering it unusable. > and `OpenXRHandTracking` plugins. However, for this to function on Android
> > in standalone mode in conjunction with other plugins such as `Meta XR` or
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.` > `ViveOpenXR` plugins, or
> > [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
> This also means that although the SenseGlove Unreal Engine Plugin is able to > [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
> produce FXRMotionControllerData for SenseGlove devices just fine, the
> hand-tracking on Android won't work. So, the fallback to hand-tracking
> mechanism on Android is broken at the moment.
@@ -0,0 +1,29 @@
# Third-Party Tutorials: Android Standalone Mode Deployment
## Build and Deploy Unreal Engine 5.5 Projects to Android and Meta Quest 2/3 in Standalone Mode
This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
- Meta Quest 3S
- Meta Quest 3
- Meta Quest Pro
- Meta Quest 2
- HTC VIVE Focus Vision
- HTC VIVE XR Elite
- HTC VIVE Focus 3
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
+1
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@@ -5,6 +5,7 @@
| Handbook Revision | {{ #sg-handbook-revision }} | | Handbook Revision | {{ #sg-handbook-revision }} |
| Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) | | Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) |
| Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) | | Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) |
| Handbook ePub URL | [{{ #sg-handbook-epub-url }}]({{ #sg-handbook-epub-url }}) |
| Git Branch | {{ #sg-git-branch }} | | Git Branch | {{ #sg-git-branch }} |
| Git Tag | {{ #sg-git-tag }} | | Git Tag | {{ #sg-git-tag }} |
| Git Commit | {{ #sg-git-commit }} | | Git Commit | {{ #sg-git-commit }} |
@@ -30,6 +30,167 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project") ![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project")
## HTC VIVE Specific Optimizations in Standalone Mode
Headsets like the HTC VIVE Focus 3 and Focus Vision have larger framebuffers, higher eye-buffer size, wider fields of view (FOV), and varying refresh rates compared to HMDs like the Meta Quest series. As a result, performance can differ when running the same content across these devices.
### Setting a Custom Pixel Density
If performance on the Focus 3 or Focus Vision is lower than on the Quest, we recommend adjusting the **Pixel Density** to approximately `0.8` (or a value suited to your content). This reduces the eye buffer size, and matches the resolution of Quest 2, hence increasing FPS:
![HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density](htc-vive-specific-optimizations-standalone-mode-set-pixel-density.png "HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density")
### Setting a Lower Refresh Rate
The `ViveOpenXR` plugin provides various Blueprint functions to query the supported refresh rates and adjust the current refresh rate according to your needs:
![HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions](htc-vive-specific-optimizations-standalone-mode-viveopenxr-refresh-rate-blueprint-functions.png "HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions")
But, before you'd be able to make these adjustments you have to enable the relevant settings by navigating to `Edit > Project Settings > Plugins > Vive OpenXR` and ensure the `Enable Display Refresh Rate` option is checked. This option enables the OpenXR extension `XR_FB_display_refresh_rate` support which allows your application to dynamically adjust the display refresh rate in order to improve the overall user experience. Please note that You need to restart the engine to apply new settings after changing this setting.
![HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt](htc-vive-specific-optimizations-standalone-mode-enable-display-refresh-rate-editor-restart-prompt.png "HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt")
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
![HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates](htc-vive-specific-optimizations-standalone-mode-enumerate-display-refresh-rates.png "HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates")
At the moment with most devices it returns `75.0` and `90.0` hz values.
To change the current display refresh rate use the Blueprint function `Request Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-request-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate")
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-get-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate")
If you're looking to squeeze more performance out of your HTC VIVE HMD in standalone mode, consider lowering the target refresh rate from `90hz` to `75hz`. This can help reduce GPU workload and improve overall stability while still maintaining a somewhat smooth experience.
### HTC VIVE Optimal Rendering Settings
As a last resort consider adding the following rendering settings to your project's `DefaultEngine.ini` under the `/Script/Engine.RendererSettings` section and experiment with them until you obtain your desired results:
```ini
[/Script/Engine.RendererSettings]
r.Mobile.DisableVertexFog=True
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.AllowSoftwareOcclusion=False
r.Mobile.VirtualTextures=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=False
r.VirtualTexturedLightmaps=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
r.VT.EnableCompressZlib=True
r.VT.EnableCompressCrunch=False
r.ClearCoatNormal=False
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.DistanceFieldBuild.EightBit=False
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.CustomDepthTemporalAAJitter=True
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.EyeAdaptation.EditorOnly=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.SSGI.Enable=False
r.AntiAliasingMethod=3
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=0
r.Velocity.EnableVertexDeformation=0
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=True
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=False
vr.ODSCapture=False
r.MeshStreaming=False
r.WireframeCullThreshold=5.000000
r.RayTracing=False
r.RayTracing.UseTextureLod=False
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportAtmosphericFog=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=False
r.SkinCache.CompileShaders=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.AllowDistanceFieldShadows=True
r.Mobile.AllowMovableDirectionalLights=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.Mobile.EnableMovableSpotlights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.LightPropagationVolume=False
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
r.Mobile.PlanarReflectionMode=0
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
VisualizeCalibrationColorMaterialPath=None
VisualizeCalibrationCustomMaterialPath=None
VisualizeCalibrationGrayscaleMaterialPath=None
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=2
r.OpenGL.ForceDXC=0
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
```
## Game User Settings and Engine Scalability Settings ## Game User Settings and Engine Scalability Settings
Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself. Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself.

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