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+3
-1
@@ -38,6 +38,8 @@ Resources/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# LFS: everything under Source/ThirdParty/
|
||||
Source/ThirdParty/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
# Except
|
||||
Source/ThirdParty/**/*.Build.cs filter= diff= merge= text
|
||||
|
||||
# LFS: everything under Handbook/dist/
|
||||
Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
@@ -47,4 +49,4 @@ Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# LFS: sgum-packager Linux and Windows binaries
|
||||
Packager/sgum-packager filter=lfs diff=lfs merge=lfs -text
|
||||
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
|
||||
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
[FilterPlugin]
|
||||
/Config/FilterPlugin.ini
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.epub
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.pdf
|
||||
/Documentation/the-senseglove-unreal-engine-handbook.zip
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
+114
-94
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (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
|
||||
# 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_DIR := $(SG_PLUGIN_DIR)/Documentation
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_HTML_DIR_NAME := html
|
||||
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
|
||||
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
|
||||
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
|
||||
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
|
||||
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
|
||||
SG_DOCUMENTATION_PACK_DIR_NAME := pack
|
||||
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
|
||||
|
||||
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
|
||||
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
|
||||
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
|
||||
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
|
||||
|
||||
SG_BROWSER_BINARY_PATH_LINUX := $(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_RSYNC_BIN_PATH_WINDOWS := C:\Program Files\cwrsync\bin
|
||||
@@ -224,6 +226,7 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
|
||||
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
|
||||
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
|
||||
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
|
||||
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
|
||||
|
||||
################################################################################
|
||||
@@ -283,6 +286,7 @@ 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)')
|
||||
|
||||
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
|
||||
|
||||
@@ -332,6 +336,7 @@ info:
|
||||
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
|
||||
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
|
||||
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
|
||||
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
|
||||
@echo " - Git Branch : $(SG_GIT_BRANCH)"
|
||||
@echo " - Git Tag : $(SG_GIT_TAG)"
|
||||
@echo " - Git Commit : $(SG_GIT_COMMIT)"
|
||||
@@ -360,16 +365,17 @@ clean:
|
||||
.PHONY: install-build-deps
|
||||
install-build-deps:
|
||||
@echo "Installing build dependencies if they have not already been installed..."
|
||||
@cargo install mdbook --vers "^0.4" --locked
|
||||
@cargo install mdbook --version "0.4.49" --locked
|
||||
@cargo install xq --vers "^0.4" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.6" --locked
|
||||
@cargo install mdbook-pdf --vers "^0.1" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.7" --locked
|
||||
@cargo install mdbook-pdf --vers "0.1.11" --locked
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Installing mdbook-pdf-outline..."
|
||||
@python -m venv $(VIRTUAL_ENV) \
|
||||
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
|
||||
&& pip install mdbook-pdf-outline 2>/dev/null
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev cac03b7f4b151f106f7f05b13da4c33fc098dd2c --locked
|
||||
|
||||
################################################################################
|
||||
# Make Targets - mdBook
|
||||
@@ -456,6 +462,7 @@ _mdbook_serve:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
@@ -488,13 +495,14 @@ _mdbook_build:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
|
||||
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_VERSION='$(SG_GIT_VERSION)' \
|
||||
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
|
||||
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
|
||||
@@ -519,24 +527,30 @@ _pack:
|
||||
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
|
||||
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR)
|
||||
@mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE)
|
||||
@mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
|
||||
.PHONY: _deploy
|
||||
_deploy:
|
||||
@@ -552,7 +566,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_DIR)" \
|
||||
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
|
||||
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
|
||||
--perms \
|
||||
@@ -561,13 +575,19 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \
|
||||
"$(SG_HANDBOOK_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)
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
|
||||
@ssh \
|
||||
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
|
||||
@@ -580,96 +600,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
|
||||
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
|
||||
| sort -r; \
|
||||
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp
|
||||
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
} > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
|
||||
@mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
|
||||
@echo "Current revisions:"
|
||||
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
|
||||
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@while read dir; \
|
||||
do \
|
||||
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_FAVICON_FILE) \
|
||||
"$(SG_HANDBOOK_FAVICON_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
+1
-1
@@ -88,4 +88,4 @@ SG_RSYNC_SSH_BINARY_PATH_WINDOWS := $(SG_RSYNC_BIN_PATH_WINDOWS)\ssh.exe
|
||||
|
||||
### make pack
|
||||
|
||||
This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to the Unreal Engine Marketplace.
|
||||
This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to [Fab](https://www.fab.com/).
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -43,6 +43,7 @@ escape_string() {
|
||||
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
|
||||
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
|
||||
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
|
||||
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
|
||||
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
|
||||
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
|
||||
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
|
||||
@@ -70,6 +71,7 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
|
||||
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
#echo "BOOK: ${BOOK}" >&2
|
||||
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
|
||||
|
||||
echo "${PARSED_BOOK}" | xq '.'
|
||||
echo "${PARSED_BOOK}" | xq '.'
|
||||
+7
-1
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (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
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -49,6 +49,12 @@ use-default-preprocessors = true
|
||||
after = [ "index", "links" ]
|
||||
command = "sh ./bin/sg-preprocessor.sh"
|
||||
|
||||
[output.epub]
|
||||
no-section-label = false
|
||||
curly-quotes = true
|
||||
epub-version = 3
|
||||
footnote-backrefs = true
|
||||
|
||||
[output.html]
|
||||
additional-css = ["styles/custom.css"]
|
||||
additional-js = []
|
||||
|
||||
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
|
||||
|
||||
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
|
||||
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's 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]
|
||||
> 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.
|
||||
|
||||
+26
-7
@@ -11,15 +11,24 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
# 🚀 Getting Started
|
||||
|
||||
- [Installation](getting-started/installation/README.md)
|
||||
- [Through 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 the Epic Games Launcher](getting-started/installation/epic-games-launcher.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)
|
||||
- [SenseCom](getting-started/sensecom/README.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md)
|
||||
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md)
|
||||
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
|
||||
- [Bluetooth Low Energy](getting-started/sensecom/bluetooth-low-energy/README.md)
|
||||
- [SenseCom on Android](getting-started/sensecom/bluetooth-low-energy/android.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-low-energy/gnu-linux.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md)
|
||||
- [Bluetooth Serial](getting-started/sensecom/bluetooth-serial/README.md)
|
||||
- [SenseCom on Android](getting-started/sensecom/bluetooth-serial/android.md)
|
||||
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-serial/gnu-linux/README.md)
|
||||
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/bluetooth-serial/gnu-linux/blueman-bluetooth-manager.md)
|
||||
- [Connect to Nova gloves using Command-line](getting-started/sensecom/bluetooth-serial/gnu-linux/command-line.md)
|
||||
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-serial/microsoft-windows.md)
|
||||
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
|
||||
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
|
||||
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
|
||||
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
|
||||
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
|
||||
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
|
||||
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
|
||||
@@ -56,16 +65,23 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
|
||||
- [SenseGlove Console Commands](misc/console-commands/README.md)
|
||||
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
|
||||
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
|
||||
- [Upgrade Guide](misc/upgrade-guide/README.md)
|
||||
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
|
||||
- [Third-Party Tutorials](misc/optimize-higher-fps/third-party-tutorials/README.md)
|
||||
|
||||
# 🛠️ Advanced Topics
|
||||
|
||||
- [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/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)
|
||||
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
|
||||
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
|
||||
- [Third-Party Integrations](advanced-topics/openxr/third-party-integrations/README.md)
|
||||
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
|
||||
|
||||
# 🔌 Low-Level API
|
||||
|
||||
@@ -86,7 +102,10 @@ Welcom to the SenseGlove Unreal Engine Handbook!
|
||||
- [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md)
|
||||
- [Third-Party Licenses](license/third-party.md)
|
||||
- [SenseGlove SDK License](license/senseglove-sdk.md)
|
||||
- [Boost C++ Libraries](license/boost-cpp-libraries.md)
|
||||
- [SGBLE and SGBLExx Rust Dependencies Licenses](license/sgble-sgblexx-rust-dependencies.md)
|
||||
- [Boost C++ Libraries License](license/boost-cpp-libraries.md)
|
||||
- [{fmt} Formatting Library License](license/fmt-formatting-library.md)
|
||||
- [Loguru Logging Library License](license/loguru-loggin-library.md)
|
||||
- [Serial Communication Library License](license/serial-communication-library.md)
|
||||
|
||||
-----------
|
||||
|
||||
@@ -4,6 +4,34 @@ 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.
|
||||
|
||||
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).
|
||||
|
||||
- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
|
||||
|
||||
@@ -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:
|
||||
|
||||

|
||||
|
||||
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:
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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`.
|
||||
|
||||

|
||||
|
||||
6. Inside this function's event graph add a `Get Hand Tracking State` node from `SenseGlove > Tracking > XR Tracker > Get Hand Tracking State`.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
11. Well, now the full implementation for the `Draw Hand` function insde the `VRPawn` should look something like this:
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
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@@ -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.
|
||||
|
||||

|
||||
|
||||
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...`.
|
||||
|
||||

|
||||
|
||||
5. Choose the Unreal Engine's `APawn` class as the parent class for the new C++ pawn class.
|
||||
|
||||

|
||||
|
||||
6. Name the new pawn 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.
|
||||
|
||||

|
||||
|
||||
9. In the new `Reparent blueprint` window choose `DebugPawn` as the new parent.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
BIN
Binary file not shown.
@@ -1,61 +1,75 @@
|
||||
# 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
|
||||
USTRUCT(BlueprintType)
|
||||
struct FXRMotionControllerData
|
||||
{
|
||||
GENERATED_USTRUCT_BODY();
|
||||
GENERATED_USTRUCT_BODY();
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
bool bValid = false;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FName DeviceName;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FGuid ApplicationInstanceID;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
EXRVisualType DeviceVisualType = EXRVisualType::Controller;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
bool bValid = false;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FName DeviceName;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FGuid ApplicationInstanceID;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
EXRVisualType DeviceVisualType = EXRVisualType::Controller;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
EControllerHand HandIndex = EControllerHand::Left;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
EControllerHand HandIndex = EControllerHand::Left;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
|
||||
|
||||
// Vector representing an object being held in the player's hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector GripPosition = FVector(0.0f);
|
||||
// Quaternion representing an object being held in the player's hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat GripRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
// Vector representing an object being held in the player's hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector GripPosition = FVector(0.0f);
|
||||
// Quaternion representing an object being held in the player's hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat GripRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
|
||||
// For handheld controllers, gives a vector for pointing at objects
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector AimPosition = FVector(0.0f);
|
||||
// For handheld controllers, gives a quaternion for pointing at objects
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat AimRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
// For handheld controllers, gives a vector for pointing at objects
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector AimPosition = FVector(0.0f);
|
||||
// For handheld controllers, gives a quaternion for pointing at objects
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat AimRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
|
||||
// For handheld controllers, gives a vector for representing the hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector PalmPosition = FVector(0.0f);
|
||||
// For handheld controllers, gives a quaternion for representing the hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat PalmRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
// For handheld controllers, gives a vector for representing the hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FVector PalmPosition = FVector(0.0f);
|
||||
// For handheld controllers, gives a quaternion for representing the hand
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
FQuat PalmRotation = FQuat(EForceInit::ForceInitToZero);
|
||||
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<FVector> HandKeyPositions;
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<FQuat> HandKeyRotations;
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<float> HandKeyRadii;
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<FVector> HandKeyPositions;
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<FQuat> HandKeyRotations;
|
||||
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
TArray<float> HandKeyRadii;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
bool bIsGrasped = false;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "XR")
|
||||
bool bIsGrasped = false;
|
||||
};
|
||||
```
|
||||
|
||||
@@ -71,68 +85,88 @@ But, fear not, we've got you covered!
|
||||
|
||||
### Structure Members of FXRMotionControllerData
|
||||
|
||||
1. **bValid**
|
||||
- **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.
|
||||
|
||||
2. **DeviceName**
|
||||
- **DeviceName**
|
||||
- **Type**: `FName`
|
||||
- **Description**: The name of the device.
|
||||
- **Usage**: Identifies which motion controller device the data is coming from, useful when multiple devices are in use.
|
||||
|
||||
3. **ApplicationInstanceID**
|
||||
- **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.
|
||||
|
||||
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`
|
||||
- **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.
|
||||
|
||||
5. **GripPosition**
|
||||
- **GripPosition**
|
||||
- **Type**: `FVector`
|
||||
- **Description**: The position of the grip in world coordinates.
|
||||
- **Usage**: Provides the 3D coordinates of the controller's grip, essential for positioning the virtual representation of the controller.
|
||||
|
||||
6. **GripRotation**
|
||||
- **GripRotation**
|
||||
- **Type**: `FQuat`
|
||||
- **Description**: The rotation of the grip in world coordinates.
|
||||
- **Usage**: Provides the orientation of the controller's grip, allowing for accurate rotation and alignment in the virtual space.
|
||||
|
||||
7. **AimPosition**
|
||||
- **AimPosition**
|
||||
- **Type**: `FVector`
|
||||
- **Description**: The position of the aim point in world coordinates.
|
||||
- **Usage**: Specifies where the controller is aiming, useful for aiming or pointing actions.
|
||||
|
||||
8. **AimRotation**
|
||||
- **AimRotation**
|
||||
- **Type**: `FQuat`
|
||||
- **Description**: The rotation of the aim point in world coordinates.
|
||||
- **Usage**: Determines the orientation of the aim direction, important for actions like shooting or selecting objects in VR.
|
||||
|
||||
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>`
|
||||
- **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.
|
||||
|
||||
10. **HandKeyRotations**
|
||||
- **HandKeyRotations**
|
||||
- **Type**: `TArray<FQuat>`
|
||||
- **Description**: An array of quaternions representing key rotations of the hand.
|
||||
- **Usage**: Complements the hand key positions with rotational data, ensuring accurate representation of hand movements.
|
||||
|
||||
11. **HandKeyRadii**
|
||||
- **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.
|
||||
|
||||
12. **bIsGrasped**
|
||||
- **bIsGrasped**
|
||||
- **Type**: `bool`
|
||||
- **Description**: A boolean indicating whether the controller is currently grasping an object.
|
||||
- **Usage**: Determines if the user is holding something, affecting interactions and animations.
|
||||
|
||||
### Organization of FXRMotionControllerData
|
||||
|
||||
The structure is organized to encapsulate all relevant data needed for 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
|
||||
|
||||
@@ -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.
|
||||
|
||||
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
|
||||
/**
|
||||
@@ -150,32 +184,32 @@ Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints,
|
||||
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
|
||||
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;
|
||||
@@ -217,7 +251,7 @@ So, getting the any joint's position or rotation is as easy as casting the enum
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure that MotionControllerData.HandKeyPositions has the rotation data
|
||||
// Ensure that MotionControllerData.HandKeyRotations has the rotation data
|
||||
// for 26 joints!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
|
||||
== EHandKeypointCount,
|
||||
|
||||
@@ -1,5 +1,19 @@
|
||||
# Consuming FXRMotionControllerData in Blueprint
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
|
||||
> `FXRMotionControllerData` since at the time of their release no
|
||||
> `FXRHandTrackingState` was available.
|
||||
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
|
||||
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
|
||||
> `FXRHandTrackingState` instead. This is because this version of UE has
|
||||
> deprecated `FXRMotionControllerData` in favor of the
|
||||
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
|
||||
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
|
||||
> hand tracking data. From `5.5` onward, these responsibilities have been
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
|
||||
|
||||
## Drawing and Animating Virtual Hands
|
||||
@@ -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.
|
||||
|
||||

|
||||

|
||||
|
||||
@@ -1,5 +1,19 @@
|
||||
# Consuming FXRMotionControllerData in C++
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
|
||||
> `FXRMotionControllerData` since at the time of their release no
|
||||
> `FXRHandTrackingState` was available.
|
||||
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
|
||||
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
|
||||
> `FXRHandTrackingState` instead. This is because this version of UE has
|
||||
> deprecated `FXRMotionControllerData` in favor of the
|
||||
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
|
||||
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
|
||||
> hand tracking data. From `5.5` onward, these responsibilities have been
|
||||
> separated into the two distinct structs, providing clearer and more
|
||||
> specialized handling of each.
|
||||
|
||||
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
|
||||
|
||||
## Drawing and Animating Virtual Hands
|
||||
@@ -47,30 +61,30 @@ using UnrealBuildTool;
|
||||
|
||||
public class VirtualHandCpp : ModuleRules
|
||||
{
|
||||
public VirtualHandCpp(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
|
||||
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"
|
||||
});
|
||||
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");
|
||||
// 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
|
||||
}
|
||||
// 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()
|
||||
class VIRTUALHANDCPP_API ADebugPawn : public APawn
|
||||
{
|
||||
GENERATED_BODY()
|
||||
GENERATED_BODY()
|
||||
|
||||
private:
|
||||
// The virtual hand drawing settings.
|
||||
UPROPERTY(EditDefaultsOnly, Category="DebugPawn",
|
||||
meta=(AllowPrivateAccess="false"))
|
||||
FSGDebugGizmoSettings HandDrawingSettings;
|
||||
// The virtual hand drawing settings.
|
||||
UPROPERTY(EditDefaultsOnly, Category="DebugPawn",
|
||||
meta=(AllowPrivateAccess="false"))
|
||||
FSGDebugGizmoSettings HandDrawingSettings;
|
||||
|
||||
public:
|
||||
// Sets default values for this pawn's properties
|
||||
ADebugPawn();
|
||||
// Sets default values for this pawn's properties
|
||||
ADebugPawn();
|
||||
|
||||
protected:
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// Called to bind functionality to input
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) 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;
|
||||
// The method responsible for drawing a virtual hand.
|
||||
void DrawHand(EControllerHand Hand) const;
|
||||
};
|
||||
```
|
||||
|
||||
@@ -137,116 +151,116 @@ private:
|
||||
// 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 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,
|
||||
};
|
||||
// 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();
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void ADebugPawn::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
// Attempt at drawing the left/right virtual hands every frame.
|
||||
DrawHand(EControllerHand::Left);
|
||||
DrawHand(EControllerHand::Right);
|
||||
// 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);
|
||||
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;
|
||||
}
|
||||
// Get the world and cache it, if it's null we return early.
|
||||
UWorld* World{GetWorld()};
|
||||
if (!IsValid(World))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FXRMotionControllerData MotionControllerData;
|
||||
const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData(
|
||||
World, Hand, MotionControllerData);
|
||||
FXRMotionControllerData MotionControllerData;
|
||||
const bool bGotMotionControllerData = FSGXRTracker::GetMotionControllerData(
|
||||
World, Hand, MotionControllerData);
|
||||
|
||||
// Return if the struct data is invalid!
|
||||
if (!bGotMotionControllerData || !MotionControllerData.bValid)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Return if the struct data is invalid!
|
||||
if (!bGotMotionControllerData || !MotionControllerData.bValid)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Return if the device is not being tracked!
|
||||
if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Return if the device is not being tracked!
|
||||
if (MotionControllerData.TrackingStatus == ETrackingStatus::NotTracked)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure that MotionControllerData.DeviceVisualType is a hand!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType
|
||||
== EXRVisualType::Hand,
|
||||
TEXT("Invalid DeviceVisualType type!")))
|
||||
{
|
||||
}
|
||||
// Ensure that MotionControllerData.DeviceVisualType is a hand!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.DeviceVisualType
|
||||
== EXRVisualType::Hand,
|
||||
TEXT("Invalid DeviceVisualType type!")))
|
||||
{
|
||||
}
|
||||
|
||||
// Ensure that MotionControllerData.HandKeyPositions has the position data
|
||||
// for 26 joints!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num()
|
||||
== EHandKeypointCount,
|
||||
TEXT("Invalid HandKeyPositions count!")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Ensure that MotionControllerData.HandKeyPositions has the position data
|
||||
// for 26 joints!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num()
|
||||
== EHandKeypointCount,
|
||||
TEXT("Invalid HandKeyPositions count!")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure that MotionControllerData.HandKeyPositions has the rotation data
|
||||
// for 26 joints!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
|
||||
== EHandKeypointCount,
|
||||
TEXT("Invalid HandKeyRotations count!")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Ensure that MotionControllerData.HandKeyRotations has the rotation data
|
||||
// for 26 joints!
|
||||
if (!ensureAlwaysMsgf(MotionControllerData.HandKeyRotations.Num()
|
||||
== EHandKeypointCount,
|
||||
TEXT("Invalid HandKeyRotations count!")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Iterate over the hand joint positions and rotations!
|
||||
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
|
||||
{
|
||||
const FVector& JointPosition{
|
||||
MotionControllerData.HandKeyPositions[JointIndex]
|
||||
};
|
||||
const FQuat& JointRotation{
|
||||
MotionControllerData.HandKeyRotations[JointIndex]
|
||||
};
|
||||
// Iterate over the hand joint positions and rotations!
|
||||
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
|
||||
{
|
||||
const FVector& JointPosition{
|
||||
MotionControllerData.HandKeyPositions[JointIndex]
|
||||
};
|
||||
const FQuat& JointRotation{
|
||||
MotionControllerData.HandKeyRotations[JointIndex]
|
||||
};
|
||||
|
||||
// Draw a single joint's gizmo!
|
||||
// Please note that we could alternatively:
|
||||
// Use FSGDebugCube::Draw() to draw a cube.
|
||||
// Or use the FSGDebugVirtualHand::Draw() method and pass the
|
||||
// MotionControllerData directly to draw the virtual hand
|
||||
// all at once without iterating the joints. But, that's not
|
||||
// goal of this tutorial.
|
||||
FSGDebugGizmo::Draw(World, JointPosition, JointRotation, HandDrawingSettings);
|
||||
}
|
||||
// Draw a single joint's gizmo!
|
||||
// Please note that we could alternatively:
|
||||
// Use FSGDebugCube::Draw() to draw a cube.
|
||||
// Or use the FSGDebugVirtualHand::Draw() method and pass the
|
||||
// MotionControllerData directly to draw the virtual hand
|
||||
// all at once without iterating the joints. But, that's not
|
||||
// goal of this tutorial.
|
||||
FSGDebugGizmo::Draw(World, JointPosition, JointRotation, HandDrawingSettings);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
|
||||
|
||||

|
||||

|
||||
|
||||
@@ -0,0 +1,265 @@
|
||||
# Third-Party OpenXR Integrations
|
||||
|
||||
The **SenseGlove Unreal Engine Plugin** registers itself as an `OpenXRHandTracking` provider, making it a fully compatible, drop-in replacement for Epic’s own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
|
||||
|
||||
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
|
||||
|
||||
> [!IMPORTANT]
|
||||
> As explained in the
|
||||
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
|
||||
> section, it’s entirely possible to build your own custom hand interaction
|
||||
> system without relying on
|
||||
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
|
||||
> or any third-party OpenXR-compatible interaction plugin altogether.
|
||||
>
|
||||
> If your project requires finer-grained control than what these solutions
|
||||
> offer, the tutorials in that section will guide you through understanding the
|
||||
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
|
||||
> fully tailored interaction system from the ground up in a few hours.
|
||||
|
||||
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
|
||||
|
||||
> [!NOTE]
|
||||
> Since most hand-tracking systems are not capable of haptics feedback,
|
||||
> integrating SenseGlove's haptic feedback requires a small amount of additional
|
||||
> effort.
|
||||
>
|
||||
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
|
||||
> so triggering haptic feedback is as simple as calling a function.
|
||||
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
|
||||
> section below.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you're using a third-party OpenXR hand interaction system, configuring the
|
||||
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
|
||||
> will likely have no effect, and your hand offsets may appear at the incorrect
|
||||
> location in the scene.
|
||||
>
|
||||
> This is because those settings are only recognized by SenseGlove’s native
|
||||
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
|
||||
> Most third-party plugins are unaware of these settings. As a result, you'll
|
||||
> need to figure out how to manually apply the appropriate offsets within your
|
||||
> chosen OpenXR hand interaction system.
|
||||
>
|
||||
> For example, the VRE plugin provide similar configurations in their plugin's
|
||||
> settings section. For more information refer to the
|
||||
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
|
||||
> below.
|
||||
|
||||
## Comparison of Supported OpenXR Hand-Interaction Systems
|
||||
|
||||
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|
||||
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
|
||||
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
|
||||
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
|
||||
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially – requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
|
||||
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
|
||||
|
||||
## VR Expansion Plugin
|
||||
|
||||
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
|
||||
|
||||
Designed to extend Unreal’s capabilities for virtual reality, VRE offers a modular set of tools covering:
|
||||
|
||||
- Multiplayer and networking
|
||||
- Locomotion systems
|
||||
- Object gripping and interaction
|
||||
- Custom movement and physics handling
|
||||
|
||||
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
|
||||
|
||||
> [!NOTE]
|
||||
> For support and assistance with the VRE plugin, you can join
|
||||
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
|
||||
> known for being responsive and supportive.
|
||||
|
||||
### SGVRETemplate Demo Scene
|
||||
|
||||
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
|
||||
|
||||
This repository includes UE `5.4`–compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseGlove provides this demo to demonstrate the potential for integrating
|
||||
> with third-party OpenXR-based hand interaction systems.
|
||||
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
|
||||
> such, **we do not offer official support for it**.
|
||||
>
|
||||
> For help with the VRE plugin, refer to its documentation at
|
||||
> [**vreue4.com**](https://vreue4.com/) and consider joining the
|
||||
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
|
||||
> which is active, supportive, and very responsive.
|
||||
|
||||
### SGVRETemplate Modifications
|
||||
|
||||
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
|
||||
|
||||
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
|
||||
|
||||
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
|
||||
|
||||
#### Blueprint Changes
|
||||
|
||||
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
|
||||
|
||||
> [!NOTE]
|
||||
> If you'd like to implement your own haptic functions, the most convenient
|
||||
> approach is to
|
||||
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
|
||||
> Once you have the glove instance, applying haptic feedback is as simple as
|
||||
> calling the appropriate function.
|
||||
>
|
||||
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
|
||||
> Wrist-squeeze.
|
||||
>
|
||||
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
|
||||
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
|
||||
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
|
||||
> the glove.
|
||||
>
|
||||
> Each of these functions can be called directly on the glove instance to
|
||||
> trigger the desired haptic feedback.
|
||||
|
||||
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
|
||||
|
||||
#### C++ Changes
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
|
||||
|
||||
```cpp
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
|
||||
float HandAnimationProgress = 0.0f;
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
|
||||
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = 0.0f;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
|
||||
|
||||
```cpp
|
||||
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (HandType == EControllerHand::Right)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
The following function was also updated; from:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Changing Wrist-Tracker Offsets
|
||||
|
||||
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
|
||||
|
||||
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
|
||||
|
||||
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
|
||||
|
||||
#### Changing Motion Source
|
||||
|
||||
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
|
||||
|
||||
#### Adding More Gestures
|
||||
|
||||
In the `GraspingHandManny` Blueprint, we’ve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
|
||||
|
||||
It’s helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, we’ve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
|
||||
|
||||
#### Video Summary
|
||||
|
||||
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
### SGVRETemplate Demo Calibration Scene
|
||||
|
||||
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, you’ll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
|
||||
@@ -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>
|
||||
+584
-179
File diff suppressed because it is too large
Load Diff
@@ -7,7 +7,7 @@
|
||||
│
|
||||
├── 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
|
||||
│
|
||||
@@ -62,78 +62,126 @@
|
||||
└── ThirdParty (3rd-party dependencies)
|
||||
│
|
||||
├── android (.jar file Java libraries for Android)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── include (header files)
|
||||
│ │
|
||||
│ ├── boost
|
||||
│ │
|
||||
│ ├── SenseGlove
|
||||
│ │ │
|
||||
│ │ ├── Connect (SGConnect headers)
|
||||
│ │ │
|
||||
│ │ └── Core (SGCoreCpp headers)
|
||||
│ │
|
||||
│ └── serial
|
||||
│ └── SenseGlove
|
||||
│ │
|
||||
│ ├── BLE (SGBLE headers)
|
||||
│ │
|
||||
│ ├── Common (SGCommon headers)
|
||||
│ │
|
||||
│ ├── Connect (SGConnect headers)
|
||||
│ │
|
||||
│ ├── Core (SGCore headers)
|
||||
│ │
|
||||
│ └── Log (SGLog headers)
|
||||
│
|
||||
└── lib (platform-specific pre-built binary dependencies)
|
||||
│
|
||||
├── android
|
||||
│ │
|
||||
│ └── r25b (Android NDK r25b dependencies for UE 5.1+)
|
||||
│ │
|
||||
│ ├── arm64 (64-bit ARM variant of Android)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── x64 (64-bit x86-64 variant of Android)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── linux
|
||||
│ │
|
||||
│ ├── v21 (UE 5.2 Linux dependencies)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── v22 (UE 5.3 and 5.4 Linux dependencies)
|
||||
│ │
|
||||
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── x86-64 (dependencies targeting x86-64 Linux architecture)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
└── win64
|
||||
│
|
||||
├── msvc142 (Microsoft Visual Studio 2019 dependencies)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
└── msvc143 (Microsoft Visual Studio 2022 dependencies)
|
||||
│
|
||||
├── debug
|
||||
│
|
||||
└── release
|
||||
├── lib (platform-specific pre-built binary dependencies)
|
||||
│ │
|
||||
│ ├── android
|
||||
│ │ │
|
||||
│ │ └── r25b (Android NDK r25b dependencies for UE 5.1+)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (64-bit ARM variant of Android)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (64-bit x86-64 variant of Android)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ ├── linux
|
||||
│ │ │
|
||||
│ │ ├── rustc (GNU/Linux binary dependencies built with Rust)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ ├── v22 (5.4 GNU/Linux dependencies)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ ├── v23 (UE 5.5 GNU/Linux dependencies)
|
||||
│ │ │ │
|
||||
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │ │
|
||||
│ │ │ │ ├── debug
|
||||
│ │ │ │ │
|
||||
│ │ │ │ └── release
|
||||
│ │ │ │
|
||||
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── v25 (UE 5.6 GNU/Linux dependencies)
|
||||
│ │ │
|
||||
│ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── windows
|
||||
│ │
|
||||
│ ├── v143 (Microsoft Visual Studio 2022 dependencies)
|
||||
│ │ │
|
||||
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
|
||||
│ │
|
||||
│ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries)
|
||||
│
|
||||
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers)
|
||||
│
|
||||
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries)
|
||||
│
|
||||
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries)
|
||||
│
|
||||
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries)
|
||||
```
|
||||
|
||||
@@ -9,6 +9,11 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
|
||||
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
|
||||
|
||||
### Third-Party OpenXR Integration Demos
|
||||
|
||||
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
|
||||
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
|
||||
|
||||
## Tutorials
|
||||
|
||||
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
|
||||
@@ -25,3 +30,21 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Setting up VIVE Focus 3 & VIVE Wrist Trackers in Unreal Engine](https://youtu.be/SGmQevkzsY4)
|
||||
- [SGBasicDemo: setup throwing objects and physics settings for the real and virtual hands](https://youtu.be/K9Qr_LqgTcY)
|
||||
- [SGBasicDemo v2: upgrading your projects to the SenseGlove Unreal Engine Plugin v2.0.0](https://youtu.be/VbWfoep-Hsg)
|
||||
|
||||
## Third-Party Tutorials
|
||||
|
||||
### OpenXR Tutorials
|
||||
|
||||
- [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine](https://youtu.be/67v-sEhidvM)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 1](https://youtu.be/TPEA1GJr_kU)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 2](https://youtu.be/xEnuephuNmw)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### Android (Meta Quest / HTC VIVE) Tutorials
|
||||
|
||||
- [Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode](https://youtu.be/EClbEbNcl4k)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### VR Optimization
|
||||
|
||||
- [Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)](https://youtu.be/67CZqMrAOns)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
## Planned Features Completion Status
|
||||
|
||||
### Implemented as of v2.1.0
|
||||
### Implemented as of v2.7.x
|
||||
|
||||
- [X] Full SenseGlove low-level core API access through Unreal C++.
|
||||
- [X] Full SenseGlove low-level core API access through Blueprint.
|
||||
@@ -13,9 +13,10 @@
|
||||
- [X] Support for GNU/Linux x64 as a deployment platform.
|
||||
- [X] Support for GNU/Linux AArch64 as a deployment platform.
|
||||
- [X] Support for Android as a deployment platform.
|
||||
- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
|
||||
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
|
||||
- [X] Support for Oculus Quest 2, Oculus Quest Pro, Oculus Quest 3, and Oculus Quest 3s.
|
||||
- [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
|
||||
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
|
||||
- [X] Support for both Bluetooth Serial and Bluetooth Low Energy.
|
||||
- [X] On-device calibration for Android without the need for SenseCom.
|
||||
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
|
||||
- [X] A customizable Grab component that could be added to any actor.
|
||||
@@ -28,16 +29,20 @@
|
||||
- [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] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
|
||||
- [X] FXRMotionControllerData compatible hand animation system.
|
||||
- [X] FXRMotionControllerData compatible wrist tracking system.
|
||||
- [X] FXRMotionControllerData compatible hand interaction manipulation system.
|
||||
- [X] `FXRMotionControllerData` compatible hand animation system on UE versions `5.2`, `5.3`, and `5.4`.
|
||||
- [X] `FXRHandTrackingState` compatible hand animation system on UE versions `5.5+`.
|
||||
- [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] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
|
||||
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
|
||||
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
|
||||
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
|
||||
- [X] `ViveOpenXR` plugin compatibility.
|
||||
|
||||
### Upcoming features planned for the v2.2.0 release
|
||||
|
||||
### Upcoming features planned for the v2.8.x release
|
||||
|
||||
### Planned features long-term
|
||||
|
||||
|
||||
@@ -1,21 +1,24 @@
|
||||
## 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** |
|
||||
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------------------------:|:------------------------:|
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
|
||||
| **5.3** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
|
||||
| **5.2** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.1 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
|
||||
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|
||||
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.7** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.2 | ✅ v2.7.2 |
|
||||
| **5.6** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.2 | ✅ v2.7.2 |
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.2 | ✅ v2.7.2 |
|
||||
| **5.4** | ❌ | ❌ | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.2 | ⚠️ v2.7.2 |
|
||||
| **5.3** | ❌ | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.3 | ⚠️ v2.6.3 |
|
||||
| **5.2** | ❌ | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x (r25b) | ❓ | ⚠️ v2.4.2 | ⚠️ v2.4.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
|
||||
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
|
||||
* <code>✅</code> Supported
|
||||
* <code>⚠️</code> Not supported by the latest release and might be lacking features
|
||||
* <code>⚠️</code> End-of-life (EOL) release that is not supported anymore and might be lacking features
|
||||
* <code>❌</code> Not supported at all
|
||||
* <code>❓</code> Unknown or untested
|
||||
|
||||
@@ -25,3 +28,5 @@ Remarks:
|
||||
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
|
||||
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
|
||||
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
|
||||
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
|
||||
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
|
||||
|
||||
@@ -1,41 +1,20 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
|
||||
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
|
||||
> OpenXR extension the plugin won't output any glove data.
|
||||
|
||||
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
|
||||
|
||||

|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
|
||||
|
||||
> [!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.
|
||||
## Standalone Mode
|
||||
|
||||
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.
|
||||
|
||||

|
||||
## Third-Party Tutorials
|
||||
|
||||
> [!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.`
|
||||
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
|
||||
|
||||
BIN
Binary file not shown.
+77
@@ -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.
|
||||
|
||||

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

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

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

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

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
+113
@@ -0,0 +1,113 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
|
||||
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
|
||||
> would suffice for functional glove data retrieval using OpenXR,
|
||||
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
|
||||
> won't work on Android without the `Meta XR` plugin availability.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
|
||||
|
||||
> [!CAUTION]
|
||||
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
|
||||
> support Unreal Engine `5.4`, and its support will be removed in future minor
|
||||
> or major releases. This is important to keep in mind if your target
|
||||
> development and deployment platform is HTC VIVE in Standalone Mode.
|
||||
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
|
||||
> plugin since December 6, 2024. Their
|
||||
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
|
||||
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
|
||||
> Unreal Engine `5.3` and `5.4`.
|
||||
> [HTC VIVE PCVR Mode](../pcvr-mode/index.html#htc-vive) is unaffected and will
|
||||
> remain fully functional because, on Microsoft Windows, it is supported via the
|
||||
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
|
||||
> which is bundled with Unreal Engine and officially maintained by Epic Games.
|
||||
> If you still intend to target HTC in Standalone Mode, you are welcome to
|
||||
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
|
||||
> retain HTC Standalone Mode support. However, please keep in mind that once
|
||||
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
|
||||
> `5.4` is no longer supported, the latest release of the plugin supporting UE
|
||||
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
|
||||
> point in the future HTC releases a new version of their ViveOpenXR plugin that
|
||||
> supports any Unreal Engine version we actively support,+
|
||||
> [in accordance with our support policy and Platform Support Matrix](../../../appendix/platform-support-matrix.html),
|
||||
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
|
||||
|
||||
### ViveOpenXR Plugin
|
||||
|
||||
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

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

|
||||
|
||||

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

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

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

|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
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@@ -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>
|
||||
BIN
Binary file not shown.
@@ -2,13 +2,13 @@
|
||||
|
||||
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).
|
||||
- Through [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal).
|
||||
- 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).
|
||||
- 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:
|
||||
|
||||
- [Installation through the Epic Games Launcher](epic-games-launcher.md)
|
||||
- [Installation through Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md)
|
||||
- [Installation via the Epic Games Launcher](epic-games-launcher.md)
|
||||
- [Installation via Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md)
|
||||
|
||||
## Video Tutorials
|
||||
|
||||
|
||||
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@@ -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.
|
||||
|
||||

|
||||

|
||||
|
||||
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/).
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
 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.
|
||||
|
||||

|
||||
> [!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.
|
||||

|
||||
|
||||

|
||||
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.
|
||||

|
||||
|
||||

|
||||
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.
|
||||

|
||||
|
||||

|
||||
10. You'll be prompted to choose a compatible engine version. Select your desired engine version from the list, then click `Install`.
|
||||
|
||||

|
||||
|
||||
11. The Epic Games Launcher will show the plugin's download and installation progress. Please wait for it to complete.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||
|
||||
> [!WARNING]
|
||||
> 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 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 an older version that is no longer available on [Fab](https://www.fab.com/).
|
||||
- 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.
|
||||
- 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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
> [!NOTE]
|
||||
> 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.
|
||||
|
||||

|
||||

|
||||
|
||||
## 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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||

|
||||

|
||||
|
||||
## 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).
|
||||
|
||||

|
||||

|
||||
|
||||
## 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.
|
||||
|
||||

|
||||

|
||||
|
||||
After confirming, the build process will start automatically, and a dialog indicating the build progress will be shown:
|
||||
|
||||

|
||||

|
||||
|
||||
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`:
|
||||
|
||||

|
||||

|
||||
|
||||
A dialog will pop up shows you the progress of generating the Visual Studio project files:
|
||||
|
||||

|
||||

|
||||
|
||||
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.
|
||||
|
||||
|
||||
@@ -2,6 +2,14 @@
|
||||
|
||||
SenseCom (short for SenseGlove Communications) is a background program that runs alongside your Unreal Engine application. Its primary function is to discover, and connect to SenseGlove devices on your system, exchanging data with them, much like a "SteamVR for Haptic Gloves." The SenseGlove Unreal Engine Plugin relies on SenseCom to communicate with any SenseGlove hardware.
|
||||
|
||||
Communication between your application and the physical gloves are possible via either [Bluetooth Low Energy (a.k.a. Bluetooth LE, colloquially BLE, formerly marketed as Bluetooth Smart)](bluetooth-low-energy/), or [Bluetooth Serial (a.k.a. BT Serial)](bluetooth-serial/) depending on the type and model of your glove, or the firmware version.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseCom is required only for communication on Windows or Linux. For
|
||||
> standalone Android devices, the communication functionality is embedded
|
||||
@@ -10,4 +18,4 @@ SenseCom (short for SenseGlove Communications) is a background program that runs
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
> please.
|
||||
@@ -0,0 +1,18 @@
|
||||
# SenseCom (Bluetooth Low Energy)
|
||||
|
||||
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
@@ -0,0 +1,10 @@
|
||||
# SenseCom on Android (Bluetooth Low Energy)
|
||||
|
||||
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
|
||||
|
||||
As a result, in Standalone-mode, unlike PCVR-mode where BLE gloves do not require pairing at the operating system level and connections are managed by SenseCom, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
|
||||
|
||||
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
|
||||
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
|
||||
|
||||
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
|
||||
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LFS
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@@ -0,0 +1,115 @@
|
||||
# SenseCom on GNU/Linux (Bluetooth Low Energy)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer.
|
||||
|
||||
```sh
|
||||
$ unzip SenseCom-main.zip -d /some/path/
|
||||
```
|
||||
|
||||
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
|
||||
|
||||
```sh
|
||||
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
|
||||
```
|
||||
|
||||
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -ahl
|
||||
|
||||
total 20M
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
|
||||
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
|
||||
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
|
||||
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
|
||||
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
|
||||
```
|
||||
|
||||
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
|
||||
|
||||
```sh
|
||||
$ chmod a+x SenseCom.x86_64
|
||||
```
|
||||
|
||||
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
|
||||
|
||||
```sh
|
||||
$ ls -l SenseCom.x86_64
|
||||
|
||||
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
|
||||
```
|
||||
|
||||
7. Make sure the glove is powered on.
|
||||
|
||||
8. Time to run the SenseCom executable:
|
||||
|
||||
```
|
||||
$ ./SenseCom.x86_64
|
||||
|
||||
[UnityMemory] Configuration Parameters - Can be set up in boot.config
|
||||
"memorysetup-bucket-allocator-granularity=16"
|
||||
"memorysetup-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-bucket-allocator-block-count=1"
|
||||
"memorysetup-main-allocator-block-size=16777216"
|
||||
"memorysetup-thread-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-main-allocator-block-size=16777216"
|
||||
"memorysetup-gfx-thread-allocator-block-size=16777216"
|
||||
"memorysetup-cache-allocator-block-size=4194304"
|
||||
"memorysetup-typetree-allocator-block-size=2097152"
|
||||
"memorysetup-profiler-bucket-allocator-granularity=16"
|
||||
"memorysetup-profiler-bucket-allocator-bucket-count=8"
|
||||
"memorysetup-profiler-bucket-allocator-block-size=4194304"
|
||||
"memorysetup-profiler-bucket-allocator-block-count=1"
|
||||
"memorysetup-profiler-allocator-block-size=16777216"
|
||||
"memorysetup-profiler-editor-allocator-block-size=1048576"
|
||||
"memorysetup-temp-allocator-size-main=4194304"
|
||||
"memorysetup-job-temp-allocator-block-size=2097152"
|
||||
"memorysetup-job-temp-allocator-block-size-background=1048576"
|
||||
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
|
||||
"memorysetup-temp-allocator-size-background-worker=32768"
|
||||
"memorysetup-temp-allocator-size-job-worker=262144"
|
||||
"memorysetup-temp-allocator-size-preload-manager=262144"
|
||||
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
|
||||
"memorysetup-temp-allocator-size-audio-worker=65536"
|
||||
"memorysetup-temp-allocator-size-cloud-worker=32768"
|
||||
"memorysetup-temp-allocator-size-gfx=262144"
|
||||
Loading in SingleInstance mode
|
||||
```
|
||||
|
||||

|
||||
|
||||
9. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
|
||||
|
||||

|
||||
|
||||
10. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
|
||||
|
||||

|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
11. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
|
||||
|
||||

|
||||
|
||||
12. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
|
||||
|
||||

|
||||
|
||||
13. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
|
||||
|
||||

|
||||
BIN
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BIN
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user