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555 Commits
Author SHA1 Message Date
Mamadou Babaei e5fe8b7359 bump the plugin version to v2.7.3 2026-02-17 13:56:49 +01:00
Mamadou Babaei 3a478a3adf bump mdBook to v0.5.2 2026-02-17 13:53:05 +01:00
Mamadou Babaei 1463024e6a bump the plugin version to v2.7.2 2026-02-17 13:23:42 +01:00
Mamadou Babaei 5f7af8ea0c fix incorrect toolchain linkage for ue 5.7 linux arm64 builds 2026-02-17 13:23:41 +01:00
Mamadou Babaei 1d76b6279e bump the plugin version to v2.7.1 2025-12-09 13:57:34 +01:00
Mamadou Babaei 2aa54b17bd work around a panick during handbook's pdf generation 2025-12-09 13:57:34 +01:00
Mamadou Babaei e772d27470 work around a ue 5.5 regression (UE-212224) while sensecom is running and gloves are connected 2025-12-09 13:27:10 +01:00
Mamadou Babaei f4c2e9d8d7 bump the plugin version to v2.7.0 2025-11-18 04:13:39 +01:00
Mamadou Babaei b2d3a5072e fix a runuat build issues on ue 5.4 2025-11-18 04:13:39 +01:00
Mamadou Babaei fb8ec95e4e add a new android deployment third-party tutorial for ue 5.7 2025-11-18 03:56:28 +01:00
Mamadou Babaei 092217a21b list ue 5.7 in the sgum-packager configuration file and update ndk paths for ue 5.6.1 2025-11-18 03:56:28 +01:00
Mamadou Babaei c7826e8e5e update the platform support matrix to refelect the latest support status 2025-11-18 03:56:27 +01:00
Mamadou Babaei 3bf5748bbe add htc standalone mode deprecation warnings to the upcoming v2.7.x changelog and the relevant htc standalone mode sections in the docs 2025-11-18 03:56:27 +01:00
Mamadou Babaei c17077d314 keep removed 5.7 changes inside SGXRTracker implementation file conditionally, in order to reduce maintenance burden 2025-11-18 03:56:27 +01:00
Mamadou Babaei b9acec48e7 revert offloading senseglove glove data retrieval api calls to timers and restore calls from tickcomponent functions 2025-11-18 03:56:26 +01:00
Mamadou Babaei 05ce3301aa Revert "get rid of SGPawn::Tick, introduce SGPawn::HandVelocitySamplerFramerate, and make hand velocity sampler timer-based instead of tick-based"
This reverts commit 8dea65ed40.
2025-11-18 03:56:26 +01:00
Mamadou Babaei 62089dc2b4 remove support for FXRMotionControllerData on UE 5.7 as it has been obliterated by the upstream and apply necessary changes to make XR_EXT_hand_tracking work again on 5.7 2025-11-18 03:56:26 +01:00
Mamadou Babaei 286824eb5b bump senseglove libraries to v2.305.3-17a820b6e with support for Android NDK r27c and Epic Native/Cross Toolchains v26 2025-11-18 03:56:25 +01:00
Mamadou Babaei 47c9a000bf set default VibrotactileFrequency to 180 for optimal vibrotactile feedback 2025-11-18 03:56:20 +01:00
Mamadou Babaei da68b19c1e bump senseglove libraries to v2.304.1-fb2a464d6 2025-11-18 03:56:19 +01:00
Mamadou Babaei 094e924542 bump senseglove libraries to v2.304.0-ebcb93fc1 2025-11-18 03:56:18 +01:00
Mamadou Babaei b9bc5a4ccd replace QueueVibroLevels with SendCustomWaveform 2025-11-18 03:56:17 +01:00
Mamadou Babaei bb2fd82a8c whitespace fix 2025-11-18 03:56:16 +01:00
Mamadou Babaei d6239766d8 avoid calling senseglove glove data retrieval api from tickcomponent functions and instead offload those to background timers 2025-11-18 03:56:12 +01:00
Mamadou Babaei 32ab3928a5 return when ensure statements fail 2025-11-18 03:44:28 +01:00
Mamadou Babaei 007923d130 get rid of SGPawn::Tick, introduce SGPawn::HandVelocitySamplerFramerate, and make hand velocity sampler timer-based instead of tick-based 2025-11-18 03:44:28 +01:00
Mamadou Babaei 68000877ee rename FSGGloveTrackingSettings::GloveConnectivityCheckInterval to FSGGloveTrackingSettings::DataRetrievalRefreshRate 2025-11-18 03:44:28 +01:00
Mamadou Babaei d01d1cb25c apply third-party modules fixes 2025-11-18 03:44:27 +01:00
Mamadou Babaei 59b507e270 bump senseglove libraries to v2.303.0-4a2a57376 2025-11-18 03:44:27 +01:00
Mamadou Babaei 700e301b43 integrate sensglove libraries v2.301.0-c70bce637 and the required refactor to make it build/work 2025-11-18 03:44:25 +01:00
Mamadou Babaei 36e40fa626 drop ue 5.3 and msvc 2019 support and bump the senseglove libraries to v2.205.1-cb26979ed 2025-11-18 03:44:21 +01:00
Mamadou Babaei 85824f686a remove remnants of the long-removed Unreal Engine 5.2 from various *.Build.cs files 2025-11-18 03:44:17 +01:00
Mamadou Babaei 37c49f0d97 remove remnants of the long-removed Unreal Engine 5.2 from SenseGloveTracking module 2025-11-18 03:44:16 +01:00
Mamadou Babaei cf3b543650 remove remnants of long removed unreal 5.2 from third-party modules *.Build.cs files 2025-11-18 03:44:16 +01:00
Mamadou Babaei fadd5f783e re-add Source/ThirdParty/**/*.Build.cs to get tracked under git rather than lfs 2025-11-18 03:44:16 +01:00
Mamadou Babaei 027431963a delete Source/ThirdParty/**/*.Build.cs from lfs 2025-11-18 03:44:15 +01:00
Mamadou Babaei 37a3991286 fix a typo in function name SGDeviceList::SenseCommRunning() 2025-11-18 03:44:09 +01:00
Mamadou Babaei 982819372a bump the plugin version to v2.6.3 2025-06-27 18:35:10 +02:00
Mamadou Babaei c57cae9c6e add third-party openxr integration documentation section 2025-06-27 18:35:10 +02:00
Mamadou Babaei 784826b013 bump the plugin version to v2.6.2 2025-06-10 09:14:25 +02:00
Mamadou Babaei f9ab745267 add a vr optimization third-party tutorial 2025-06-10 09:14:25 +02:00
Mamadou Babaei 9ba19114d3 bump the plugin version to v2.6.1 2025-06-05 13:21:28 +02:00
Mamadou Babaei df8b8b28d3 changelog fixes 2025-06-05 12:40:22 +02:00
Mamadou Babaei e1d30c7637 bump senseglove libraries to v2.204.0-3a37b1977 2025-06-05 12:40:22 +02:00
Mamadou Babaei 227c654a43 fix a changelog typo 2025-06-05 12:40:14 +02:00
Mamadou Babaei 724e7caff2 bump the plugin version to v2.6.0 2025-06-04 02:35:50 +02:00
Mamadou Babaei 79ebb88ee4 fix a runuat build issue due to a missing header providing engine version macros 2025-06-04 02:35:50 +02:00
Mamadou Babaei 340cda6d09 deprecate ue 5.3 support 2025-06-04 02:35:50 +02:00
Mamadou Babaei dfe92f39f3 reoder changelog's last entry sections 2025-06-04 02:35:50 +02:00
Mamadou Babaei 9bd84cb85f revamp the ubt third-party dependency system 2025-06-04 02:35:50 +02:00
Mamadou Babaei 97846089e6 fix build issue with sgbackend by deleting the impl struct copy constructor and copy assignment operator 2025-06-04 02:35:50 +02:00
Mamadou Babaei 4194dbb57d fix a closing #endif directive comment 2025-06-04 02:35:50 +02:00
Mamadou Babaei 1c1ac35f08 minor code formatting fix 2025-06-04 02:35:50 +02:00
Mamadou Babaei 471cc7fb1f thread-safe sgbackend initialization 2025-06-04 02:35:50 +02:00
Mamadou Babaei a5b50b8b94 thread-safe sglog initialization 2025-06-04 02:35:50 +02:00
Mamadou Babaei 3e3a0e485a revamp sglog to use unreal's tuniqueptr instead of std::unique_ptr 2025-06-04 02:35:50 +02:00
Mamadou Babaei 8bf62bc4d4 fix critical deadlock between render and game threads in UE 5.6 when invoking IHeadMountedDisplay::GetHMDMonitorInfo() 2025-06-04 02:35:50 +02:00
Mamadou Babaei 1b9d19a46b fix sglog windows/msvc build issues caused by the recent sglog refactor 2025-06-04 02:35:50 +02:00
Mamadou Babaei 0df933ece5 update the changelog 2025-06-04 02:35:50 +02:00
Mamadou Babaei 5d1ef79607 add a missing header that causes build issues on linux aarch64 due to incomplete uaniminstance type 2025-06-04 02:35:50 +02:00
Mamadou Babaei 87660c3514 fix type conversion safety and consistency issues across all sglog formatters 2025-06-04 02:35:50 +02:00
Mamadou Babaei c8b4f2e706 fix unreal engine 5.6 string conversion build issues on linux 2025-06-04 02:35:50 +02:00
Mamadou Babaei e2ee4be579 Revert "bump embedded winpython distribution to v3.12.10"
This reverts commit 4fe067cf9a.
2025-06-04 02:35:49 +02:00
Mamadou Babaei 3b391495cf Revert "attempt at fixing handbook's broken make pack on windows by upgrading mdbook-pdf-outline"
This reverts commit 1be45f2cba.
2025-06-04 02:35:48 +02:00
Mamadou Babaei 68113216f3 attempt at fixing handbook's broken make pack on windows by upgrading mdbook-pdf-outline 2025-06-04 02:35:48 +02:00
Mamadou Babaei bab502aa64 bump the SenseGlove Unreal Engine Marketplace Packager to v0.6.0-4108c6f 2025-06-04 02:35:48 +02:00
Mamadou Babaei 65cd9ec2fe bump senseglove libraries to v2.203.0-f3d3e676 which migrates to C++20 2025-06-04 02:35:46 +02:00
Mamadou Babaei 4fae944ba0 bump embedded winpython distribution to v3.12.10 2025-06-04 02:35:45 +02:00
Mamadou Babaei cb234b56c9 lock the mdbook crate version to v0.49.0 2025-06-04 02:35:43 +02:00
Mamadou Babaei 76e2537451 bump senseglove libraries to v2.202.0-5d54da32 which fixes linux build issues for ue 5.5/5.6 by linking against libc++ instead of libstdc++ 2025-06-04 02:35:43 +02:00
Mamadou Babaei a154cf122f update the outdated directory structure section inside the handbook with the latest changes 2025-06-04 02:35:41 +02:00
Mamadou Babaei b6b8e61f87 bump the senseglove libraries to libraries to v2.201.0-edef7655 and replace epic native toolchain v24 with v25 2025-06-04 02:35:40 +02:00
Mamadou Babaei 6a0d054da1 bump the plugin version to v2.5.0 2025-05-09 16:49:37 +02:00
Mamadou Babaei 2279304dd6 fix bad warning emoji character inside the platform support matrix 2025-05-09 16:49:37 +02:00
Mamadou Babaei d0adccbe60 improve the changelog formatting as much as possible 2025-05-09 16:35:46 +02:00
Mamadou Babaei f71c39e38e mention ue 5.2 and epic native toolchain v21 removal in the changelog 2025-05-09 16:35:46 +02:00
Mamadou Babaei 290b62b886 minor punctuation fix 2025-05-09 16:35:46 +02:00
Mamadou Babaei a253cf4ff4 update the planned featured completion status with regards to the latest changes 2025-05-09 16:35:46 +02:00
Mamadou Babaei 25056f7e72 update the changelog 2025-05-09 16:35:45 +02:00
Mamadou Babaei 3a1f070ccc bump the SenseGlove libraries to the v2.200.0-0cb715d0 release with BLE (Bluetooth Low Energy) support 2025-05-09 16:35:45 +02:00
Mamadou Babaei 7b0164d86e remove ue 5.2 deployment from sgum-packager 2025-05-09 16:35:43 +02:00
Mamadou Babaei dbb826873a list the third-party tutorials inside the extra resources section in a categorized manner 2025-05-09 16:35:43 +02:00
Mamadou Babaei 6111281a3c minor handbook fixes 2025-05-09 16:35:43 +02:00
Mamadou Babaei 40448e4228 downgrade mdbook-epub crate to cac03b7f4b151f106f7f05b13da4c33fc098dd2c 2025-05-09 16:35:43 +02:00
Mamadou Babaei ccd0b23353 fix a broken handbook url 2025-05-09 16:35:43 +02:00
Mamadou Babaei 48f63202b1 revamp the sensecom instructions and divide it into ble and btserial sections 2025-05-09 16:35:43 +02:00
Mamadou Babaei ff3a852f8b bump mdbook-epub crate to the latest v0.4.x 2025-05-09 16:35:43 +02:00
Mamadou Babaei 5a5f155f05 fix a critical deadlock issue (UE-212224) in UE 5.5/5.6 during PipelinedFrameState acquisition 2025-05-09 16:35:43 +02:00
Mamadou Babaei 56b84142c1 bump the SenseGlove libraries to the v2.199.1-8de3deb9 experimental release with BLE (Bluetooth Low Energy) support 2025-05-09 16:35:43 +02:00
Mamadou Babaei cdb4cafb53 bump the SenseGlove libraries to the v2.199.0-b35c8158 experimental release with BLE (Bluetooth Low Energy) support 2025-05-09 16:35:41 +02:00
Mamadou Babaei 246fcbe724 mark ue 5.2 as out of support in the platform support matrix 2025-05-09 16:35:39 +02:00
Mamadou Babaei d8eaa3eab8 bump the senseglove libraries to the latest experimental ble builds 2025-05-09 16:35:39 +02:00
Mamadou Babaei a1b76ab079 add missing changelogs from the previous commit 2025-05-09 16:35:37 +02:00
Mamadou Babaei fee091f6f5 revamp android backend initialization error handling and bump the senseglove libraries to the latest experimental ble builds 2025-05-09 16:35:36 +02:00
Mamadou Babaei a0f2f4a4d8 list the license section inside the overview section as well 2025-05-09 16:35:35 +02:00
Mamadou Babaei ad7d67f4cf fix a main menu title missing keyword 2025-05-09 16:35:35 +02:00
Mamadou Babaei e6c57e0e4c a minor punctuation fix in the changelog 2025-05-09 16:35:35 +02:00
Mamadou Babaei 5e35407420 add sgble and sgblexx rust dependency licenses 2025-05-09 16:35:34 +02:00
Mamadou Babaei c46f936f19 bump the senseglove libraries to a ble-aware version that resolves android build issues 2025-05-09 16:35:34 +02:00
Mamadou Babaei 322469a7fd bump sgconnect for android to an experimental unreleased ble-aware implementation 2025-05-09 16:35:32 +02:00
Mamadou Babaei 7bcbc90a26 bump senseglove libraries to a yet to be versioned, experimental release, with ble support 2025-05-09 16:35:31 +02:00
Mamadou Babaei 032f384c1a add initial support for epic native toolchain v24 2025-05-09 16:35:29 +02:00
Mamadou Babaei 44980e9b51 bump the senseglove libraries to v2.106.0-d5361a48 2025-05-09 16:35:29 +02:00
Mamadou Babaei 379dbb42fa bump the plugin version to v2.4.2 2025-02-17 13:29:25 +01:00
Mamadou Babaei 6f41d220ec list the third-party tutorials with a description in their corresponding parent sections 2025-02-17 13:29:25 +01:00
Mamadou Babaei 1e482713af bump the plugin version to v2.4.1 2025-02-14 15:26:42 +01:00
Mamadou Babaei 6012226144 fix a bug that breaks the custom styles on the release urls 2025-02-14 15:07:36 +01:00
Mamadou Babaei 5e62734f7f apply a minor handbook makefile fix 2025-02-14 15:07:36 +01:00
Mamadou Babaei 35523339aa bump the plugin version to v2.4.0 2025-02-14 12:21:18 +01:00
Mamadou Babaei 7526a0a453 update the list of supported hmds in the planned features completion status 2025-02-14 12:10:44 +01:00
Mamadou Babaei 704e097099 remove meta xr plugin compatibility from the planned features completion status 2025-02-14 12:10:44 +01:00
Mamadou Babaei 1e15b9d5e9 fix documentation errors and confusions 2025-02-14 12:10:44 +01:00
Mamadou Babaei ca2ebba95a list the vrexpansion plugin demo in the extra resources section 2025-02-14 12:10:44 +01:00
Mamadou Babaei 1cebc95377 Revert "experiment with a hacky approach to make metaxr work"
This reverts commit f3bc6502e4.
2025-02-14 12:10:44 +01:00
Mamadou Babaei 061d596905 Revert "add SetupMetaXRAvailability during the build time to define WITH_METAXR"
This reverts commit e2c50e9c77.
2025-02-14 12:10:44 +01:00
Mamadou Babaei 55fe1f0d0d remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note 2025-02-14 12:10:44 +01:00
Mamadou Babaei 534dec9d97 remove metaxr compatibility notes from the changelog for this release 2025-02-14 12:10:44 +01:00
Mamadou Babaei 4b417a8288 minor changelog fixes 2025-02-14 12:10:44 +01:00
Mamadou Babaei 0044ce3a59 minor documentation fixes 2025-02-14 12:10:43 +01:00
Mamadou Babaei 6ac42d3ff4 add notes in regards to pcvr and standlone modes support for vive and meta hmds 2025-02-14 12:10:43 +01:00
Mamadou Babaei 0aa64784d6 fix the platform support matrix formatting 2025-02-14 12:10:43 +01:00
Mamadou Babaei d304aaab7a add a deprecation note for ue 5.2 2025-02-14 12:10:43 +01:00
Mamadou Babaei a0db9ea832 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:10:43 +01:00
Mamadou Babaei 7e64bdf031 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:10:37 +01:00
Mamadou Babaei 435a12c176 add a few third-party tutorials 2025-02-14 12:10:34 +01:00
Mamadou Babaei 29b1e14838 minor url fix 2025-02-14 12:10:34 +01:00
Mamadou Babaei 778cb3c5d8 experiment with a hacky approach to make metaxr work 2025-02-14 12:10:34 +01:00
Mamadou Babaei d793e19a67 add SetupMetaXRAvailability during the build time to define WITH_METAXR 2025-02-14 12:10:34 +01:00
Mamadou Babaei f220d127a9 fix the changelog's grammatical issues and typos 2025-02-14 12:10:33 +01:00
Mamadou Babaei 39d39eae6e add missing headers to solve runuat build issues 2025-02-14 12:10:33 +01:00
Mamadou Babaei d78c2f7a26 add htc vive optimal rendering settings 2025-02-14 12:10:33 +01:00
Mamadou Babaei 441559e910 add htc vive specific optimization tips for running in standalone mode 2025-02-14 12:10:33 +01:00
Mamadou Babaei f1768ce4a0 update viveopenxr XR_EXT_hand_tracking and wrist-tracking documentation with more accurate details 2025-02-14 12:10:33 +01:00
Mamadou Babaei f14fd8c155 add initial ultimate tracker and OpenXRXrTracker support which is not fully functional 2025-02-14 12:10:33 +01:00
Mamadou Babaei ebb11654cc bring the wrist-tracking hardware setup and XR_EXT_hand_tracking documentation on par with the recent changes 2025-02-14 12:10:33 +01:00
Mamadou Babaei 5ab645009f clear up debug logs 2025-02-14 12:10:33 +01:00
Mamadou Babaei 214e93d2c2 add support for htc vive wrist trackers on android 2025-02-14 12:10:33 +01:00
Mamadou Babaei 89dc1098cf fix a comment formatting 2025-02-14 12:10:33 +01:00
Mamadou Babaei 3c72def67d fix a typo 2025-02-14 12:10:33 +01:00
Mamadou Babaei 2af9abd2bb add support for htc vive focus vision hmd auto-detection and various htc hmds auto-detection support on android 2025-02-14 12:10:33 +01:00
Mamadou Babaei 96b4949472 optimize FSGArrayUtils by pre-allocating memory instead of growing by every emplace_back or add 2025-02-14 12:10:33 +01:00
Mamadou Babaei 90744cbedb fix a comment 2025-02-14 12:10:33 +01:00
Mamadou Babaei bd643588b4 use fixed-width integers 2025-02-14 12:10:33 +01:00
Mamadou Babaei 135af2bed1 clarify how to setup the VIVE Wrist Trackers in various configurations 2025-02-14 12:10:33 +01:00
Mamadou Babaei d2fd2a6486 add ue 5.2 deprectation notes to the changelog 2025-02-14 12:10:32 +01:00
Mamadou Babaei f785b5a801 minor comment fixes 2025-02-14 12:10:32 +01:00
Mamadou Babaei f442d169fb remove redundant sgxrtracker code 2025-02-14 12:10:32 +01:00
Mamadou Babaei e302d90678 use engine api to set the tracking motion source 2025-02-14 12:10:32 +01:00
Mamadou Babaei 3b2f6517b6 fix the non-editor build issues caused by the recent motion sources refactor 2025-02-14 12:10:32 +01:00
Mamadou Babaei 3eb7d0e64b refactor the way we populate and utilize motion sources for viveopenxr compatibility 2025-02-14 12:10:32 +01:00
Mamadou Babaei 6a018e495c remove redundant dependency module 2025-02-14 12:10:32 +01:00
Mamadou Babaei 29374562a4 add the FSGPluginUtils utility class for other plugins or modules availability detection such as Meta XR and ViveOpenXR 2025-02-14 12:10:32 +01:00
Mamadou Babaei 40233ec643 mention meta xr and viveopenxr plugins compatibility in the planned features completion status 2025-02-14 12:10:32 +01:00
Mamadou Babaei c3a64bed13 revamp the Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets and Deploying to Android (Standalone) documentation and the Meta XR-compatibile and ViveOpenXR-compatibile instructions 2025-02-14 12:10:32 +01:00
Mamadou Babaei 194aee6f4c add FSGConnectJNI::Initialize() and FSGCoreJNI::Initialize() return codes to Android logs for detailed debugging purposes through adb logcat 2025-02-14 12:10:32 +01:00
Mamadou Babaei 1579f07e57 add a missing url 2025-02-14 12:10:32 +01:00
Mamadou Babaei f98580b809 apply some minor changelog fixes 2025-02-14 12:10:32 +01:00
Mamadou Babaei 75661087f4 update the changelog with the unreleased changes 2025-02-14 12:10:32 +01:00
Mamadou Babaei a825ca9cf3 use ue 5.5 header github links in the fxrmotioncontrollerdata page since its removal is likey in ue 5.6 2025-02-14 12:10:31 +01:00
Mamadou Babaei 7634982206 fixed a few broken URLs caused by bad markdown formatting 2025-02-14 12:10:31 +01:00
Mamadou Babaei 253d136b00 update the changelog with the unreleased changes 2025-02-14 12:10:31 +01:00
Mamadou Babaei 027b0037a9 bump the SenseGlove Unreal Engine Marketplace Packager v0.5.0-7df1183 2025-02-14 12:10:31 +01:00
Mamadou Babaei 80d4a00344 make the handbook scp operations safer by utilizing quotes 2025-02-14 12:10:31 +01:00
Mamadou Babaei 211945fb77 reintroduce Michael-F-Bryan/mdbook-epub backend for the handbook as its issue #115 have been solved 2025-02-14 12:10:31 +01:00
Mamadou Babaei 48416d9a95 make the handbook makefile safer by wrapping files/folder navigations/operations in quotes 2025-02-14 12:10:31 +01:00
Mamadou Babaei fcf664bf06 remove a redundant copy from the handbook makefile 2025-02-14 12:10:31 +01:00
Mamadou Babaei 1ab817a575 remove redundant steps from the handbook makefile 2025-02-14 12:10:31 +01:00
Mamadou Babaei 93b4175d02 remove unused variable SG_DOCUMENTATION_EPUB_DIR from the handbook makefile 2025-02-14 12:10:31 +01:00
Mamadou Babaei 2651d3cca6 migrate the documentation changelogs for the next unreleased version to its own section 2025-02-14 12:10:30 +01:00
Mamadou Babaei d7f750070c bump the mdbook-alerts crate to v0.7.x 2025-02-14 12:10:30 +01:00
Mamadou Babaei aa443e173c bump the SenseGlove libraries to v2.105.3-97ea18cb 2025-02-14 12:10:30 +01:00
Mamadou Babaei 3bf32a11f1 update the changelog with unreleased changes 2025-02-14 12:10:29 +01:00
Mamadou Babaei 6bb1752a1e bump the SenseGlove Unreal Engine Marketplace Packager v0.4.1-e39a4f4 2025-02-14 12:10:29 +01:00
Mamadou Babaei d562fc6684 fix the changelog formatting 2025-02-14 12:10:29 +01:00
Mamadou Babaei dd1c6f5160 bump the copyright years 2025-02-14 12:10:29 +01:00
Mamadou Babaei 1bbad4338f clarify htc vive stand-alone support status in the platform support matrix 2025-02-14 12:10:29 +01:00
Mamadou Babaei 49c089f599 bump the plugin version to v2.3.2 2025-01-28 14:55:49 +01:00
Mamadou Babaei 49a5a45420 fix a critical issue where HandStates->GetTransform(KeyPoint) was incorrectly resolving to (&HandStates[0])->GetTransform(KeyPoint), causing both hands to use the left hand's wrist transform under specific conditions 2025-01-28 14:55:49 +01:00
Mamadou Babaei 22f2d6db87 bump the plugin version to v2.3.1 2024-11-27 10:11:49 +01:00
Mamadou Babaei 9d98a6cd0a do an ensure check instead of silently ignoring the non-existent joint 2024-11-27 10:11:49 +01:00
Mamadou Babaei 1b7203ce13 calculate the bone ref transforms using the current mesh rather than the reference mesh 2024-11-27 10:11:49 +01:00
Mamadou Babaei 4f82b60310 white space and code formatting fixes 2024-11-27 10:11:49 +01:00
Mamadou Babaei 0b0bf4279e bump the plugin version to v2.3.0 2024-11-14 00:31:24 +01:00
Mamadou Babaei a76e8e3457 fix ue 5.5 deprecation warnings inside USGVirtualHandComponent 2024-11-14 00:26:41 +01:00
Mamadou Babaei afc8a8bcb1 fix rocket build issues by adding missing the headers 2024-11-14 00:26:41 +01:00
Mamadou Babaei 2f5613b039 list AndroidPermission plugin as a dependency 2024-11-14 00:26:41 +01:00
Mamadou Babaei ef837f7453 remove comments that probably pasted by mistake 2024-11-14 00:26:41 +01:00
Mamadou Babaei 4f8d3005a1 revamp the way the plugin requests permisions on Android by showing a pop-up to the user rather than silently crashing if those permisions were not already given 2024-11-14 00:26:41 +01:00
Mamadou Babaei c47f35039d implement the android permissions singleton responsible for requesting android permissions and checking those 2024-11-14 00:26:41 +01:00
Mamadou Babaei fdfed91611 re-order the required permissions alphabetically inside the android upl file 2024-11-14 00:26:41 +01:00
Mamadou Babaei 6f0cb6f333 make the USGBackend constructor private 2024-11-14 00:26:41 +01:00
Mamadou Babaei acc9fec267 remove USGBackend class config specifier 2024-11-14 00:26:40 +01:00
Mamadou Babaei 5cee6d2e00 apply a minor formatting fix to the changelog 2024-11-14 00:26:40 +01:00
Mamadou Babaei 22b69c1417 bump the plugin version to v2.2.2 2024-11-08 12:24:42 +01:00
Mamadou Babaei 2fac04f00d fix a chain of glove and hand-tracking bugs that render the hand-tracking state invalid at certain times 2024-11-08 12:24:42 +01:00
Mamadou Babaei 458fc47f0d bump the plugin version to v2.2.1 2024-10-23 14:50:26 +02:00
Mamadou Babaei 3f30140ed2 revise documentation to point to fab instead of ue marketplace 2024-10-23 14:50:26 +02:00
Mamadou Babaei 30c3cfc368 bump the plugin version to v2.2.0 2024-10-22 06:56:42 +02:00
Mamadou Babaei 8e599900dc remove ue 5.5+ code that causes build failure and cannot be wrapped inside if/def/end preprocessors due to lack of its support in uht 2024-10-22 06:56:42 +02:00
Mamadou Babaei bbf119421b list ue 5.5 in the sgum-packager configuration file 2024-10-22 06:56:42 +02:00
Mamadou Babaei d4fb9c1c7a include Runtime/Launch/Resources/Version.h only where it matters 2024-10-22 06:56:42 +02:00
Mamadou Babaei 72bedcb7ff add the documentation on consuming the FXRHandTrackingState struct in both Blueprint and C++ 2024-10-22 06:56:42 +02:00
Mamadou Babaei 986f6eb4fc minor formatting fix 2024-10-22 06:56:42 +02:00
Mamadou Babaei e3e30be55e change SG_BROWSER_BINARY_PATH_LINUX binary path 2024-10-22 06:56:41 +02:00
Mamadou Babaei d1743d3c1a migrate away from the deprecated FXRMotionControllerData in favor of FXRMotionControllerState and FXRHandTrackingState on UE 5.5+ 2024-10-22 06:56:34 +02:00
Mamadou Babaei fdfe6382d2 bump the plugin version to v2.1.4 2024-10-22 05:30:15 +02:00
Mamadou Babaei e776c101bc add the missing release title to the v2.1.3 changelog entry 2024-10-22 05:30:15 +02:00
Mamadou Babaei a53eec9bba update the documentation on consuming the FXRMotionControllerData struct 2024-10-22 05:30:15 +02:00
Mamadou Babaei a195f746ad bump the plugin version to v2.1.3 2024-10-11 12:31:20 +02:00
Mamadou Babaei ea5fe2f59c update the platform support matrix and also add a note in regards to fab and ue marketplace transition 2024-10-11 12:31:20 +02:00
Mamadou Babaei f8b68ae855 add the planned features for the v2.2.x release series 2024-10-11 12:31:20 +02:00
Mamadou Babaei fe7b203490 silence another ue 5.5 deprecation warning with a temporary workaround for the time being 2024-10-11 12:31:20 +02:00
Mamadou Babaei 3157ed7655 avoid mentioning the patch releases in the planned features completion status page 2024-10-11 12:31:20 +02:00
Mamadou Babaei 71ee5eeb57 address a few ue 5.5 deprecation warnings 2024-10-11 12:31:20 +02:00
Mamadou Babaei ab3827334c add a missing header 2024-10-11 12:31:20 +02:00
Mamadou Babaei 391f7f0c63 add support for epic native toolchain v23 2024-10-11 12:31:20 +02:00
Mamadou Babaei 07da3fbeaa bump the senseglove libraries to v2.105.2-f2de4b89 2024-10-11 12:31:19 +02:00
Mamadou Babaei 534e8cc49c fix code formatting 2024-10-11 12:31:19 +02:00
Mamadou Babaei 7def08f734 remove a redundant header 2024-10-11 12:31:19 +02:00
Mamadou Babaei e1d109e2af fix a bug inside USGVirtualHandComponent::PostEditChangeProperty() where the get member name check happens against the wrong class and member names 2024-10-11 12:31:19 +02:00
Mamadou Babaei 38baaecbd8 fix a grammatical typo in a comment 2024-10-11 12:31:19 +02:00
Mamadou Babaei 2333245563 bump the plugin version to v2.1.2 2024-09-02 19:38:32 +02:00
Mamadou Babaei ca500a6c4d update the changelog 2024-09-02 19:38:32 +02:00
Mamadou Babaei acb8c0fe35 update the changelog 2024-09-02 19:38:32 +02:00
Mamadou Babaei d4fce1b131 fix a few virtual hand component visibility issues 2024-09-02 19:38:32 +02:00
Mamadou Babaei 06bd28d5b1 fix the non-existent default hand-mesh warnings polluting the logs when packaging the game 2024-09-02 19:38:32 +02:00
Mamadou Babaei 89f4be7b96 update the changelog 2024-09-02 19:38:32 +02:00
Mamadou Babaei ebe50bab8c fix the wrong script name for USXRTrackerKismetLibrary 2024-09-02 19:38:31 +02:00
Mamadou Babaei 3c30a36d5e fix the wrong script name for USGHMDTrackerKismetLibrary 2024-09-02 19:38:31 +02:00
Mamadou Babaei 9f29e37f0e expand the clickable area on the handbook index page revision buttons 2024-09-02 19:38:31 +02:00
Mamadou Babaei b0b54d2843 an overview title fix to match the summary file 2024-09-02 19:38:31 +02:00
Mamadou Babaei 42e62cf862 bump the SenseGlove Unreal Engine Plugin to v2.1.1 2024-08-18 01:46:50 +02:00
Mamadou Babaei 971944bcd0 fix documentation typos 2024-08-18 01:46:50 +02:00
Mamadou Babaei f4f08f3377 fix a bug where SG_GIT_IS_SHALLOW_CLONE while building the handbook is always set to yes even if it's not a shadow clone 2024-08-18 01:32:50 +02:00
Mamadou Babaei 3be9ab5a2b removed android ndk r25 armv7 and x86 dependencies brought back by mistake while merging v2.1.0 from the dev branch to the master branch 2024-08-18 00:55:30 +02:00
Mamadou Babaei 82ca84d22d fix a bug that causes a handbook revision mismatch when deploying the handbook from the dev branch 2024-08-18 00:28:32 +02:00
Mamadou Babaei f421967cd3 fix the messed up changelog file caused by cherry-picking merge conflicts between the dev branch and the master branch 2024-08-18 00:10:37 +02:00
Mamadou Babaei 0211f2a26a bump the plugin version to v2.1.0 2024-08-16 19:55:23 +02:00
Mamadou Babaei c742956045 fix build issues caused by cherry-pick order between v2.0.x and v2.1.x releases; the dev branch already contains these fixes 2024-08-16 19:55:23 +02:00
Mamadou Babaei 803616c30f extract the git version from the remote repo when it's a shallow clone to allow the sgum-packager work with release branches 2024-08-16 19:09:24 +02:00
Mamadou Babaei f5efa73373 determine the value of mdbook site-url from the makefile instead of hardcoding it per branch 2024-08-16 18:01:09 +02:00
Mamadou Babaei abb2b3cb23 fix ue 5.4 runuat build issues inside the sggrabcomponent caused by missing headers 2024-08-16 18:01:09 +02:00
Mamadou Babaei c6ea16de57 fix a broken url 2024-08-16 18:01:09 +02:00
Mamadou Babaei 02176c2809 add make pack to the output of make help 2024-08-16 18:01:09 +02:00
Mamadou Babaei 32542e6e02 fix a broken url 2024-08-16 18:01:09 +02:00
Mamadou Babaei 011091b578 fix a url 2024-08-16 18:01:09 +02:00
Mamadou Babaei ab312297da add topic: Upgrade Guide 2024-08-16 18:01:09 +02:00
Mamadou Babaei ed6e9ecc8d add the sub-topic: Optimizing Unreal Projects for Mobile 2024-08-16 18:01:09 +02:00
Mamadou Babaei 02d8e5630a formatting fixes 2024-08-16 18:01:09 +02:00
Mamadou Babaei f8921c61c7 add topic: Optimizing Your Project for Higher FPS 2024-08-16 18:01:09 +02:00
Mamadou Babaei 37a0d2af28 lock cargo dependencies for the hadbook to pecific major/minor releases and not patch releases 2024-08-16 18:01:08 +02:00
Mamadou Babaei 2078b0e9c0 clarify the note about how the separation of the real and virtual hand rendering is broken 2024-08-16 18:01:08 +02:00
Mamadou Babaei 7d0a8df2e0 fix a typo 2024-08-16 18:01:08 +02:00
Mamadou Babaei 76de50c2a9 remove troublesome inline keywords added by jetbrains rider 2024-08-16 18:01:08 +02:00
Mamadou Babaei c7d65057f9 mark the separation of the real and virtual hand rendering as broken and a note to the known issues section 2024-08-16 18:01:08 +02:00
Mamadou Babaei 7da14e0cc3 fix a few bugs that does affect the real hand collision events because of SetVisibility and redundant checking against grabbed actor 2024-08-16 18:01:08 +02:00
Mamadou Babaei 3974c8ac6f replace SGPawn::FImpl::EnableActorPhysics() and SGPawn::FImpl::DisableActorPhysics() with USGGrabComponent::SimulatePhysics() 2024-08-16 18:01:08 +02:00
Mamadou Babaei 5f81430677 enable bGravityEnabled, bSimulatePhysics, and call WakeRigidBody on grab component's owning actor at BeginPlay() if bAffectPhysicsState is enabled 2024-08-16 18:01:08 +02:00
Mamadou Babaei 3cef149d4f document Configuring the SGPawn and Plugin Virtual Hand Mesh Settings as the final step in setting up the virtual hand meshes 2024-08-16 18:01:08 +02:00
Mamadou Babaei 56be3efeff fix a typo 2024-08-16 18:01:08 +02:00
Mamadou Babaei b2e442087a use the value of GrabAttachPointSocketName from the plugin settings as default for USGGrabComponent's AttachmentSocketName uproperty 2024-08-16 18:01:08 +02:00
Mamadou Babaei 00ebf773b1 add the sgbasicdemo-openxr repository to the examples and demo projects section 2024-08-16 18:01:08 +02:00
Mamadou Babaei 8c38a4de66 minor fix 2024-08-16 18:01:08 +02:00
Mamadou Babaei 68411f2430 add video tutorials 2024-08-16 18:01:08 +02:00
Mamadou Babaei 7f58a42693 add the contents for setting up the grab/release, and the touch systems 2024-08-16 18:01:08 +02:00
Mamadou Babaei e09a8ebfec add another android note 2024-08-16 18:01:08 +02:00
Mamadou Babaei ceace2ebac fix the display name for various overloads of the Blueprint-exposed function Queue Command Vibro Level to expose sensible display names. 2024-08-16 18:01:08 +02:00
Mamadou Babaei 18db75ad78 a changelog fix 2024-08-16 18:01:08 +02:00
Mamadou Babaei ac5c6ae5b4 fix a topic title 2024-08-16 18:01:07 +02:00
Mamadou Babaei 967424ba22 minor fix 2024-08-16 18:01:07 +02:00
Mamadou Babaei ea5c483be4 add topic: Deploying to Android (Standalone) 2024-08-16 18:01:07 +02:00
Mamadou Babaei 10f735c6eb add a note in regards to meta xr and vive openxr plugins incompatibility 2024-08-16 18:01:07 +02:00
Mamadou Babaei a23cd0234d add instructions: Setting up the SenseGlove Grab and Touch Sockets 2024-08-16 18:01:07 +02:00
Mamadou Babaei 8a3ca10d75 remove irrelevant section as it's already set up by the plugin automatically 2024-08-16 18:01:07 +02:00
Mamadou Babaei a33404ad71 mention a relevant video tutorial 2024-08-16 18:01:07 +02:00
Mamadou Babaei a3f259665b close the div tag properly 2024-08-16 18:01:07 +02:00
Mamadou Babaei c071a2fe2b add the instructions for: Setting up the Rigid Bodies 2024-08-16 18:01:07 +02:00
Mamadou Babaei c45cc23eb0 fix license titles 2024-08-16 18:01:07 +02:00
Mamadou Babaei 58a4474d3b add instructions for importing / exporting compatible virtual hand meshes 2024-08-16 18:01:07 +02:00
Mamadou Babaei d06c894e2f minor fix 2024-08-16 18:01:07 +02:00
Mamadou Babaei 6321488112 update the overview section 2024-08-16 18:01:07 +02:00
Mamadou Babaei 5f49aa8ef7 add the content for setting up the wrist tracking hardware section 2024-08-16 18:01:06 +02:00
Mamadou Babaei e153152087 add important notes for setting up the wrist tracker and virtual hands 2024-08-16 18:01:06 +02:00
Mamadou Babaei 54d129ab06 add the complete documentation for setting up the senseglove default classes 2024-08-16 18:01:06 +02:00
Mamadou Babaei 26b8e4b6f8 fix a build issue on ue 5.2 2024-08-16 18:01:06 +02:00
Mamadou Babaei 4d97c8c673 apply summary.md changes to the overview page 2024-08-16 18:01:06 +02:00
Mamadou Babaei 3f7d550c98 fix borken links 2024-08-16 18:01:06 +02:00
Mamadou Babaei e10a781a66 add more topics to the menu 2024-08-16 18:01:06 +02:00
Mamadou Babaei 5537e71606 minor fix 2024-08-16 18:01:06 +02:00
Mamadou Babaei fe94a8fbd8 add the introduction to the senseglove default classes 2024-08-16 18:01:06 +02:00
Mamadou Babaei 144a9c0edb fix the wrong content path 2024-08-16 18:01:06 +02:00
Mamadou Babaei 46b8f9c2ae fix README.md broken links 2024-08-16 18:01:06 +02:00
Mamadou Babaei 3f0210faa1 add a caution for bvalidateifdefaultclassesaresgcompliant 2024-08-16 18:01:06 +02:00
Mamadou Babaei 03ab918151 fix a typo 2024-08-16 18:01:06 +02:00
Mamadou Babaei bfbdd17afa add the console commands SG_GetEngineScalabilitySettings and SG_SetEngineScalabilitySettings 2024-08-16 18:01:06 +02:00
Mamadou Babaei b297f15765 add the license terms for the handbook 2024-08-16 18:01:06 +02:00
Mamadou Babaei 40aaadddf5 add the boilerplate for setting up the senseglove default classes 2024-08-16 18:01:06 +02:00
Mamadou Babaei 5149d2418c fix broken links in the overview page by adding .. to the relative urls 2024-08-16 18:01:06 +02:00
Mamadou Babaei b861b8cd16 fix broken index/readme.md links in the overview page 2024-08-16 18:01:06 +02:00
Mamadou Babaei 5c16d1e368 minor fix 2024-08-16 18:01:06 +02:00
Mamadou Babaei b58c5e99e0 add the content for the overview page 2024-08-16 18:01:05 +02:00
Mamadou Babaei 66a544aae6 minor fix 2024-08-16 18:01:05 +02:00
Mamadou Babaei 26ee4bad2f complete the plugin configuration, settings, and overrides, sections 2024-08-16 18:01:05 +02:00
Mamadou Babaei f416d9ce7f improve the repo's main readme file 2024-08-16 18:01:05 +02:00
Mamadou Babaei 8c2305ff14 reference the handbook's extra resources 2024-08-16 18:01:05 +02:00
Mamadou Babaei 7b23442d92 bring on par the SGSettings blueprint api with the cpp api 2024-08-16 18:01:05 +02:00
Mamadou Babaei 7877319d13 add some custom css styles for better html formatting 2024-08-16 18:01:05 +02:00
Mamadou Babaei 5e492cb0ac add the plugin-settings section 2024-08-16 18:01:05 +02:00
Mamadou Babaei 1700c219a1 add a note about Hand and Body Tracking settings 2024-08-16 18:01:05 +02:00
Mamadou Babaei dea6cdab93 add the sensecom documentation 2024-08-16 18:01:05 +02:00
Mamadou Babaei 987a449015 add a caution in regards to broken meta quest hmds on steamvr 2024-08-16 18:01:05 +02:00
Mamadou Babaei 30ae8602c4 fix youtube video urls 2024-08-16 18:01:05 +02:00
Mamadou Babaei 1db3a8f0a2 whitespace fix 2024-08-16 18:01:05 +02:00
Mamadou Babaei 1d5b3dcd17 add the low level api documentation 2024-08-16 18:01:05 +02:00
Mamadou Babaei a7993f85ab complete installation instructions 2024-08-16 18:01:05 +02:00
Mamadou Babaei 7172172656 Revert "move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings"
This reverts commit e16c1d216f.
2024-08-16 18:01:05 +02:00
Mamadou Babaei 0ac67ec791 move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings 2024-08-16 18:01:04 +02:00
Mamadou Babaei 3f0bf41ed9 add an important alert 2024-08-16 18:01:04 +02:00
Mamadou Babaei 56e9b60af7 minor fixes 2024-08-16 18:01:04 +02:00
Mamadou Babaei b88500c702 fix a broken link 2024-08-16 18:01:04 +02:00
Mamadou Babaei 29da844182 add instructions: Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets 2024-08-16 18:01:04 +02:00
Mamadou Babaei 0fcf070dc0 add topic: Extra Resources 2024-08-16 18:01:04 +02:00
Mamadou Babaei 4e5f8f954f add instructions: Safe and Reliable Glove Access in Blueprint 2024-08-16 18:01:04 +02:00
Mamadou Babaei 40a59950e3 center all youtube videos 2024-08-16 18:01:04 +02:00
Mamadou Babaei d4123af022 add instructions: Enabling The SenseGlove Unreal Engine Plugin and Veirfying the Plugin Version 2024-08-16 18:01:04 +02:00
Mamadou Babaei f2d6c657fc whitespace fix 2024-08-16 18:01:04 +02:00
Mamadou Babaei ae45886ee4 add the epic games launcher installation instructions 2024-08-16 18:01:04 +02:00
Mamadou Babaei da58d1b1e8 replace inline code blocks with back tilde inside the changelog 2024-08-16 18:01:04 +02:00
Mamadou Babaei a7a919a5f8 update the changelog 2024-08-16 18:01:04 +02:00
Mamadou Babaei 85aac52fa7 revamp the main readme file with the latest information and instructions 2024-08-16 18:01:04 +02:00
Mamadou Babaei c1d8432ac1 change the DocsURL from the old blueprint docs to the handbook 2024-08-16 18:01:04 +02:00
Mamadou Babaei f8d55ec440 improve the main index layout 2024-08-16 18:01:04 +02:00
Mamadou Babaei ef68e6ca44 make the main index generation code more readable 2024-08-16 18:01:04 +02:00
Mamadou Babaei fc0451f4a6 deploy the favicon to the main index as well 2024-08-16 18:01:03 +02:00
Mamadou Babaei 91ef8ede1d bump the SenseGlove Unreal Engine Marketplace Packager v0.4.0-a65bb20 2024-08-16 18:01:03 +02:00
Mamadou Babaei a14305e225 fix the windows cmd.exe issues with rename/copy and always use move when invoking the pack target 2024-08-16 18:01:03 +02:00
Mamadou Babaei 4491e38d67 remove the changelog.md file from filterplugin list and list the pdf and html documentation files 2024-08-16 18:01:03 +02:00
Mamadou Babaei b1e507a174 minor fixes 2024-08-16 18:01:03 +02:00
Mamadou Babaei c5a9540ed3 document for dependencies 2024-08-16 18:01:03 +02:00
Mamadou Babaei 0b3bb4f8ab mention the purpose of make pack in the handbook readme file 2024-08-16 18:01:03 +02:00
Mamadou Babaei 66b03bb907 add make pack target to the handbook makefile 2024-08-16 18:01:03 +02:00
Mamadou Babaei 3a9ef7c392 try to fix rsync error on windows: error in rsync protocol data stream (code 12) 2024-08-16 18:01:03 +02:00
Mamadou Babaei 9d847ee83c fix the windows rsync/git bash issue: the source and destination cannot both be remote 2024-08-16 18:01:03 +02:00
Mamadou Babaei 0f76d09f6b add a deployment note in regards to sourcing the deployment configurations on windows + git bash setups 2024-08-16 18:01:03 +02:00
Mamadou Babaei cb02cc75c9 introduce #sg-handbook-revision-url and #sg-handbook-revision-url + other preprocessor improvements 2024-08-16 18:01:03 +02:00
Mamadou Babaei c7c8ed1e3a add the initial implementation for the deploy target 2024-08-16 18:01:03 +02:00
Mamadou Babaei ff80b8f47b revamp the handbook make targets 2024-08-16 18:01:03 +02:00
Mamadou Babaei 51470fb345 fix the broken pdf toc generation on linux 2024-08-16 18:01:03 +02:00
Mamadou Babaei 97fcb0a5f8 replace all bitfield uproperties with booleans 2024-08-16 18:01:03 +02:00
Mamadou Babaei 434c2bc8a6 adjust the exclusion list to the latest repo structure overhaul 2024-08-16 18:01:02 +02:00
Mamadou Babaei 22e1be9e3a merge the pack branch into the plugin's source and add the sgum-packager v0.3.0 utility for automatic packaging and deployment to epic marketplace 2024-08-16 18:01:02 +02:00
Mamadou Babaei 145c57249e winpython fixes and fix pdf-outline generation on gentoo using a temporary python env 2024-08-16 18:01:01 +02:00
Mamadou Babaei 353358c45f minor fixes and clean up 2024-08-16 18:01:01 +02:00
Mamadou Babaei 9e5d0a0f69 replace inline code blocks with back tilde 2024-08-16 18:01:01 +02:00
Mamadou Babaei f2c23f42f3 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp tutorial 2024-08-16 18:01:01 +02:00
Mamadou Babaei 6fe2119ff1 set the default value of bValidateIfDefaultClassesAreSGCompliant to false 2024-08-16 18:01:01 +02:00
Mamadou Babaei 9955e91e4f crop the image edge 2024-08-16 18:01:01 +02:00
Mamadou Babaei 416fd959de add winpython and enable pdf-outline 2024-08-16 18:01:01 +02:00
Mamadou Babaei 8b3bf5f405 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint tutorial 2024-08-16 18:01:00 +02:00
Mamadou Babaei ce969cc955 fix a bug where tracking status not being set when the hand data is valid 2024-08-16 18:01:00 +02:00
Mamadou Babaei b8e8aae078 specify the browser binary path from the gnu-make file 2024-08-16 18:01:00 +02:00
Mamadou Babaei 8a233744ca formatting fix 2024-08-16 18:01:00 +02:00
Mamadou Babaei dcc3e574cf add partial content to Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md 2024-08-16 18:01:00 +02:00
Mamadou Babaei beba803f06 minor fix 2024-08-16 18:01:00 +02:00
Mamadou Babaei 48b1409574 add links to the ue source code from github 2024-08-16 18:01:00 +02:00
Mamadou Babaei 903358e3bb add the blueprint title line 2024-08-16 18:01:00 +02:00
Mamadou Babaei 10ed61c41f minor fix 2024-08-16 18:01:00 +02:00
Mamadou Babaei eed28d715d minor fix 2024-08-16 18:01:00 +02:00
Mamadou Babaei 8fb765c881 mention the pdf format as well 2024-08-16 18:01:00 +02:00
Mamadou Babaei cbec0ba928 add mdbook-pdf support which is able to print pdfs using chromedevtools protocol retaining images 2024-08-16 18:01:00 +02:00
Mamadou Babaei 9b50cdb4d5 remove cargo installs for typst-cli, mdbook-typst, and mdbook-epub 2024-08-16 18:00:59 +02:00
Mamadou Babaei de23582748 move the /assets/* content to their relative folders as it creates printing issues 2024-08-16 18:00:59 +02:00
Mamadou Babaei 395a8d5531 add the content for the Consuming FXRMotionControllerData section 2024-08-16 18:00:59 +02:00
Mamadou Babaei d254817a54 replace c++ standard int type definitions with the ones from unreal 2024-08-16 18:00:59 +02:00
Mamadou Babaei 74c1154688 remove the pdf and epub backend due to build errors and inability to show markdown images 2024-08-16 18:00:59 +02:00
Mamadou Babaei 23c8f306f8 consider the value of site-url when verifying the handbook revision and simplify the makefile code to do so as well 2024-08-16 18:00:59 +02:00
Mamadou Babaei ede46bb61c make the default site-url next 2024-08-16 18:00:59 +02:00
Mamadou Babaei 121647201c mention the pdf and epub formats as well and rename the pdf output filename 2024-08-16 18:00:59 +02:00
Mamadou Babaei 94e449942d rename a page 2024-08-16 18:00:59 +02:00
Mamadou Babaei b50b4ceb63 switch to typst-cli from crates.io instead of git 2024-08-16 18:00:58 +02:00
Mamadou Babaei 57888519f8 bump senseglove libraries to v2.104.1-55fddbd2 2024-08-16 18:00:58 +02:00
Mamadou Babaei bca28f8ad8 fix the inro notice 2024-08-16 18:00:58 +02:00
Mamadou Babaei 95fb1fde85 fix a table column header 2024-08-16 18:00:58 +02:00
Mamadou Babaei 98a9350bb4 remove edit-url-template from the book.toml file 2024-08-16 18:00:58 +02:00
Mamadou Babaei ef71116273 minor fix 2024-08-16 18:00:58 +02:00
Mamadou Babaei 25f3ff7ddf remove mdbook-lintcheck 2024-08-16 18:00:58 +02:00
Mamadou Babaei d92dd6a002 add github flavored markdown alerts to the handbook 2024-08-16 18:00:58 +02:00
Mamadou Babaei c69e81acdc add experimental mdbook plugins for epub and pdf generation 2024-08-16 18:00:58 +02:00
Mamadou Babaei 5862ecca13 fix the mdbook errors 2024-08-16 18:00:58 +02:00
Mamadou Babaei 4ec89cc69a add more change logs 2024-08-16 18:00:58 +02:00
Mamadou Babaei 70c2443a8a add more change logs 2024-08-16 18:00:57 +02:00
Mamadou Babaei 24f2661043 update the changelog with many of the recent changes 2024-08-16 18:00:57 +02:00
Mamadou Babaei 9e62356532 minor changelog fix 2024-08-16 18:00:57 +02:00
Mamadou Babaei 14677d8b5e add FSGDebugCube 2024-08-16 18:00:57 +02:00
Mamadou Babaei 6f63da7d2a reorganize the handbook structure and add new sections 2024-08-16 18:00:57 +02:00
Mamadou Babaei 6b3ba97b94 rename SGGameUserSettingSettings to SGGameUserSettingsSettings 2024-08-16 18:00:57 +02:00
Mamadou Babaei 3349f2ea09 rename SGHardwareBenchmarkSettings to SGHardwareBenchmarkingSettings 2024-08-16 18:00:57 +02:00
Mamadou Babaei 9ead63b06a apply the plugin settings when the user overrides the settings for the first time 2024-08-16 18:00:57 +02:00
Mamadou Babaei 351a1ccfe4 do not ensure as it's possible to get a nullpointer during component uninitialization 2024-08-16 18:00:57 +02:00
Mamadou Babaei 3470af3e39 re-implement the virtual hand settings overrides; and apply plenty of other improvements and bug fixes to the settings system; and introduce sgdebugcubesettings 2024-08-16 18:00:57 +02:00
Mamadou Babaei 55f4f546b5 rename verify-build-type target to verify-handbook-revision 2024-08-16 18:00:57 +02:00
Mamadou Babaei cdaa09403e rename verify-build-type target to verify-build-revision 2024-08-16 18:00:57 +02:00
Mamadou Babaei 5fa053d5b5 remove the motion source wrist tracking overrides from the wrist tracker component due to the fact that it's utilized only inside the underlying tracking module and overriding it has no effects 2024-08-16 18:00:57 +02:00
Mamadou Babaei 15cad0337c re-implement the wrist tracking settings overrides 2024-08-16 18:00:57 +02:00
Mamadou Babaei 97928ce80a rename bInIsVisibleWhenHandDataUnavailable to bInVisibleWhenHandDataUnavailable 2024-08-16 18:00:57 +02:00
Mamadou Babaei a7fb0e2644 apply some sgxrtracker enum parsing improvements 2024-08-16 18:00:57 +02:00
Mamadou Babaei bd3a3706d3 rename bIsVirtualHandVisible to bVirtualHandVisible 2024-08-16 18:00:57 +02:00
Mamadou Babaei f8583347af delete the engine utils default constructor and destructor 2024-08-16 18:00:57 +02:00
Mamadou Babaei bf2541b6cb add the editor utils class 2024-08-16 18:00:57 +02:00
Mamadou Babaei 1bccf91066 fix the debug virtual hand settings and logic 2024-08-16 18:00:57 +02:00
Mamadou Babaei 14ffd6bdd6 fix a comment 2024-08-16 18:00:57 +02:00
Mamadou Babaei 065cbbbdbb introduce the senseglove unreal engine handbook 2024-08-16 18:00:57 +02:00
Mamadou Babaei 9f397263c2 a const correctness fix 2024-08-16 18:00:57 +02:00
Mamadou Babaei 246673de5f make FSGXRTracker::GetMotionControllerData() behave the same as 5.4 on both 5.2 and 5.3 2024-08-16 18:00:57 +02:00
Mamadou Babaei 920c126a41 minor fix 2024-08-16 18:00:56 +02:00
Mamadou Babaei a01506eca2 update the changelog and clarify what happens when other openxr hand tracking provider's are enabled and the possible workarounds 2024-08-16 18:00:56 +02:00
Mamadou Babaei 4145599068 workaround the runuat 5.2/5.3 build issue due to missing IOpenXRHMD.h from epic public headers 2024-08-16 18:00:56 +02:00
Mamadou Babaei 546a4a8968 fix various runuat buiild issues 2024-08-16 18:00:56 +02:00
Mamadou Babaei 29f77fee83 break a circular dependency 2024-08-16 18:00:56 +02:00
Mamadou Babaei 9f8d5afca3 do not reigger OnGrabStateUpdated and OnTouchStateUpdated at all when the hand mesh is not valid or visible and also some other extra measures to make sure even if they are triggered they won't affect anything 2024-08-16 18:00:56 +02:00
Mamadou Babaei 82bf274f3a take into account the device visual type when updating the hand visibility 2024-08-16 18:00:56 +02:00
Mamadou Babaei 3cdb01d7e7 clarify the meta xr and vive openxr plugins incompatibility 2024-08-16 18:00:56 +02:00
Mamadou Babaei cb11ea6a99 rename variable 2024-08-16 18:00:56 +02:00
Mamadou Babaei 297aec2531 seprate the engine and senseglove module dependency lists 2024-08-16 18:00:56 +02:00
Mamadou Babaei d0b2ec380e implement our own GetMotionControllerData instead of using the one from the XRTrackingSystem as it only picks up the first hand tracking plugin in order to make sure at least internally we use the hand-tracking data from senseglove 2024-08-16 18:00:56 +02:00
Mamadou Babaei 54481effbd minor fixes 2024-08-16 18:00:56 +02:00
Mamadou Babaei 60cbdfd4c6 mark the SenseGlove settings as DefaultConfig 2024-08-16 18:00:56 +02:00
Mamadou Babaei 0303c58026 add more bluetooth permissions to be able to request access for nearby devices on android api level 32 in addition to 29 2024-08-16 18:00:56 +02:00
Mamadou Babaei b9f0348dcb add the gradle deprecation warnings 2024-08-16 18:00:56 +02:00
Mamadou Babaei a7ff19c34b never extend the content browser context menu if any skeletal mesh or skeltons selected at the same time 2024-08-16 18:00:56 +02:00
Mamadou Babaei 17774a6e23 clean up and remove the redundant asset type actions no longer required by the senseglove sockets editor 2024-08-16 18:00:56 +02:00
Mamadou Babaei fac8336d47 implement the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor 2024-08-16 18:00:56 +02:00
Mamadou Babaei deee186b5c update the implemented features list 2024-08-16 18:00:56 +02:00
Mamadou Babaei dce323ed53 revamp the whole settings system in order to unify the settings across various systems, modules, and api layers 2024-08-16 18:00:56 +02:00
Mamadou Babaei 33404072c8 make the virtual hand anim instance proxy safer 2024-08-16 18:00:56 +02:00
Mamadou Babaei 6a1c78d752 minor fix: get object by reference 2024-08-16 18:00:56 +02:00
Mamadou Babaei d8feeb63ec add the DebugVirtualHandSettings to the Debugging category 2024-08-16 18:00:55 +02:00
Mamadou Babaei 94e5025bf8 rename SGVirtualHandTrackingSettings to SGVirtualHandSettings 2024-08-16 18:00:55 +02:00
Mamadou Babaei 3ee08aefd4 remove the deperecated jcenter repository from the android upl file 2024-08-16 18:00:55 +02:00
Mamadou Babaei 526dc323cc mark the x86 and armeabi-v7a platforms as unsupported inside the android upl file 2024-08-16 18:00:55 +02:00
Mamadou Babaei abc953f7b8 fix a critical Android crash that happens where the default development hand meshes could not be found 2024-08-16 18:00:55 +02:00
Mamadou Babaei 91f87e8152 remove the hardcoded SG_HAND_MESH_YAW_CORRECTION_OFFSET and rely on FVirtualHandTrackingSettings::RootBoneRotationCorrection 2024-08-16 18:00:55 +02:00
Mamadou Babaei e0067e4bd9 update the changelog 2024-08-16 18:00:55 +02:00
Mamadou Babaei 0065cdc48d mention the wrist tracking hardware visualization bug as a known issue with the new openxr system 2024-08-16 18:00:55 +02:00
Mamadou Babaei 5640acfac7 fix runuat build issues for ue 5.4 caused by missing headers 2024-08-16 18:00:55 +02:00
Mamadou Babaei 5096714750 remove redundant header files 2024-08-16 18:00:55 +02:00
Mamadou Babaei 0a9c9a9f6a fix more runuat issues due to missing headers 2024-08-16 18:00:55 +02:00
Mamadou Babaei 832ac4c88a fix runuat build issues for ue 5.2 2024-08-16 18:00:55 +02:00
Mamadou Babaei 55fc74440b fix a crash when the wrist-tracker hardware set to auto-detection 2024-08-16 18:00:55 +02:00
Mamadou Babaei c982be561f fix a few build issues 2024-08-16 18:00:55 +02:00
Mamadou Babaei 50309f8c1e fix the wrong kismet library class name 2024-08-16 18:00:55 +02:00
Mamadou Babaei d40c64a78c formatting fix 2024-08-16 18:00:55 +02:00
Mamadou Babaei 1346412b14 update the changelog 2024-08-16 18:00:55 +02:00
Mamadou Babaei 64f8d12eb8 whitespace fix 2024-08-16 18:00:55 +02:00
Mamadou Babaei 0b28d519cf add missing header that contains engine version definitions 2024-08-16 18:00:55 +02:00
Mamadou Babaei a55e5651f7 drop the minimal api specifier 2024-08-16 18:00:55 +02:00
Mamadou Babaei 558b82d017 remove redundant headers 2024-08-16 18:00:55 +02:00
Mamadou Babaei ae71ea1bbe remove unnecessary initialization 2024-08-16 18:00:55 +02:00
Mamadou Babaei 525703a1fe whitespace fix 2024-08-16 18:00:55 +02:00
Mamadou Babaei 08835f8b16 fix wrong kismet script names and class exports 2024-08-16 18:00:54 +02:00
Mamadou Babaei 003e1cf34e remove the experimental bHandTrackingVisualizationAllowed feature 2024-08-16 18:00:54 +02:00
Mamadou Babaei 9cf900703f remove SetWristTrackingSettings from the FSGWristTrackerComponent's header file since it does not have any implementation 2024-08-16 18:00:54 +02:00
Mamadou Babaei 3990529aed perform a ensure before dereferencing 2024-08-16 18:00:54 +02:00
Mamadou Babaei 62dc516f97 formatting fix 2024-08-16 18:00:54 +02:00
Mamadou Babaei 5219c14a54 revamp the GetControllerOrientationAndPosition and GetWristTransform to use the same caluclations and get rid of bMotionSourceHandTracking in senseglove joint calculations 2024-08-16 18:00:54 +02:00
Mamadou Babaei 69cb065835 check if motioncontrollerdata is valid 2024-08-16 18:00:54 +02:00
Mamadou Babaei 2275872c44 remove the ability to override wrist tracking settings from the wrist tracker component 2024-08-16 18:00:54 +02:00
Mamadou Babaei 8008edcaf3 fix the how we determine the motion source inside the GetControllerOrientationAndPosition and GetControllerTrackingStatus for ue versions earlier than 5.3 2024-08-16 18:00:54 +02:00
Mamadou Babaei 5ae28a67f0 add htc vive stand-alone support status to the platform support matrix 2024-08-16 18:00:54 +02:00
Mamadou Babaei 7aa9a76882 fix ue 5.2 and 5.3 build issues 2024-08-16 18:00:54 +02:00
Mamadou Babaei a2f5bd4511 update the changelog and the readme 2024-08-16 18:00:54 +02:00
Mamadou Babaei dc15c18d23 update the changelog 2024-08-16 18:00:54 +02:00
Mamadou Babaei f5a48c5d9e add the editor user interface for adding the senseglove sockets 2024-08-16 18:00:54 +02:00
Mamadou Babaei 495d84e1eb temporarility change the way we calculate the wrist offset 2024-08-16 18:00:54 +02:00
Mamadou Babaei 15e42e2a36 remove SGWristTrackerVisualizationComponent 2024-08-16 18:00:54 +02:00
Mamadou Babaei 6fc9c91b4a fix a few wrist tracker issues and introduce SGWristTrackerVisualizationComponent 2024-08-16 18:00:54 +02:00
Mamadou Babaei 01f487a87c pass outer as the worldcontextobject to glovetracker::getinstance 2024-08-16 18:00:54 +02:00
Mamadou Babaei ce8a01dc05 make USGGloveTracker::GetInstance as flexible as possible 2024-08-16 18:00:54 +02:00
Mamadou Babaei a235723ed5 simplify getworld implementation 2024-08-16 18:00:54 +02:00
Mamadou Babaei c3a7be270b migrate the static getworld to sgengineutils 2024-08-16 18:00:54 +02:00
Mamadou Babaei fba4191f56 safer in-editor getworld without the polluting logs 2024-08-16 18:00:54 +02:00
Mamadou Babaei 85c7b769d1 fix the you are not the main thread and the editor is currently in a play mode errors 2024-08-16 18:00:54 +02:00
Mamadou Babaei 0c390eca9d fix the MarkRenderStateDirty data race condition by gathering as much as data only on the game thread 2024-08-16 18:00:53 +02:00
Mamadou Babaei addc8a7c53 introduce bValidateIfDefaultClassesAreSGCompliant 2024-08-16 18:00:53 +02:00
Mamadou Babaei e33984ae10 fix the blueprint category naming to adhere to the rest of the settings system 2024-08-16 18:00:53 +02:00
Mamadou Babaei 2f32ad1fe7 move hardware benchmarking settings to its own class 2024-08-16 18:00:53 +02:00
Mamadou Babaei f08c301710 disable bFallbackToHandTrackingIfNoGloveDetected by default 2024-08-16 18:00:53 +02:00
Mamadou Babaei 9105668819 fix a bug where sgpawn hand's finger collider interact with the world when the hand is not mesh visible 2024-08-16 18:00:53 +02:00
Mamadou Babaei 44848bf2dd add the USGVirtualHandComponent::OnHandVisibilityChanged() event 2024-08-16 18:00:53 +02:00
Mamadou Babaei 083157e6b9 try to disable collision alltogether when the hand mesh is not visible 2024-08-16 18:00:53 +02:00
Mamadou Babaei a931a1c798 update the changelog 2024-08-16 18:00:53 +02:00
Mamadou Babaei 474f70c049 improve the sgusersettings implementation by introducing custom enum item and more accuracy 2024-08-16 18:00:53 +02:00
Mamadou Babaei aa148ceff0 implement the game user settings system 2024-08-16 18:00:53 +02:00
Mamadou Babaei 389e09bc3f minor formatting fix 2024-08-16 18:00:53 +02:00
Mamadou Babaei 69d20fcf7e minor formatting fix 2024-08-16 18:00:53 +02:00
Mamadou Babaei 21451a35a5 add a partial workaround for a bug when the virtual hand inside the game is not visible but still have collisions with other objects inside the scene 2024-08-16 18:00:53 +02:00
Mamadou Babaei f8738fb594 add IsAMetaQuestDevice() and IsAHtcViveDevice() methods 2024-08-16 18:00:53 +02:00
Mamadou Babaei 9505ef06e8 fix vive pro detection issues by introducing additional device identifier 2024-08-16 18:00:53 +02:00
Mamadou Babaei 0b91264b10 removed the allbreaker virtual hand model as it's no longer compatible with the openxr integration 2024-08-16 18:00:53 +02:00
Mamadou Babaei 67e3b01583 fix android build issues 2024-08-16 18:00:53 +02:00
Mamadou Babaei 033bad1fa5 update the changelog 2024-08-16 18:00:53 +02:00
Mamadou Babaei 10166779ee remove minor ue 5.1 comments and hints 2024-08-16 18:00:53 +02:00
Mamadou Babaei ecae77e90a update the changelog 2024-08-16 18:00:53 +02:00
Mamadou Babaei 9cb77cafa5 implement bHandTrackingVisualizationAllowed 2024-08-16 18:00:53 +02:00
Mamadou Babaei c132a967f3 improve the wrist tracking code when using motion controllers 2024-08-16 18:00:53 +02:00
Mamadou Babaei a238887ac2 refactor the sgxrtracker internals to use transforms as pimpl methods args instead of a combination of fvectors/fquats 2024-08-16 18:00:52 +02:00
Mamadou Babaei dd5e8b68cf minor fixes, mostrly formatting 2024-08-16 18:00:52 +02:00
Mamadou Babaei 5c26a800f8 remove unused pimpl method 2024-08-16 18:00:52 +02:00
Mamadou Babaei 1a505cf21b remove dead code 2024-08-16 18:00:52 +02:00
Mamadou Babaei f2b7854a1a even more optimal fxrmotioncontroller data calculations that considers mesh when outputting senseglove data 2024-08-16 18:00:52 +02:00
Mamadou Babaei 332ed76089 document more unreleased changes 2024-08-16 18:00:52 +02:00
Mamadou Babaei 714c96b7c2 fix the wrong palm bone names on the allbreaker virtual hand models 2024-08-16 18:00:52 +02:00
Mamadou Babaei 3a132475c7 somewhat unfinished refactored sg bone calculations 2024-08-16 18:00:52 +02:00
Mamadou Babaei b88d3b7521 increase the default finger distal phalanges length 2024-08-16 18:00:52 +02:00
Mamadou Babaei 5f8f44095e add the senseglove debug kismet module 2024-08-16 18:00:52 +02:00
Mamadou Babaei c11f34ddef unfinished improvements based on the last commit 2024-08-16 18:00:52 +02:00
Mamadou Babaei 25299b812d attempt at calculating a hand model and feeding it to get hand pose 2024-08-16 18:00:52 +02:00
Mamadou Babaei 38c8362bdc refactor the way we calculate the mesh bone reference transforms to read from the settings system instead of the hardcoded values 2024-08-16 18:00:52 +02:00
Mamadou Babaei 7538b352da add the hard-coded hand defaulet reference bone transfomrs to the virtual hand settings 2024-08-16 18:00:52 +02:00
Mamadou Babaei c78c28fab2 openxr bugfixes and improvements + 1st attempt at calculating the fxrmotioncontrollerdata based off of the hand mesh 2024-08-16 18:00:52 +02:00
Mamadou Babaei f37c184d64 fix more UE 5.4 RunUAT build issues 2024-08-16 18:00:51 +02:00
Mamadou Babaei 8e6402b866 refactor the animation, wrist tracking, and hand interaction manipulation systems for FXRMotionControllerData compatibility 2024-08-16 18:00:51 +02:00
Mamadou Babaei 302e260bdd update the readme 2024-08-16 18:00:51 +02:00
Mamadou Babaei 20d7401054 implement the OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support 2024-08-16 18:00:51 +02:00
Mamadou Babaei 0abcc2adb0 rename sgheadmountdisplay to sgheadmounteddisplay 2024-08-16 18:00:51 +02:00
Mamadou Babaei 4a08dc6291 add extra null checks 2024-08-16 18:00:51 +02:00
Mamadou Babaei f055497672 add vive xr elite hmd auto-detection checkes and other vive headset detection bug fixes and improvements 2024-08-16 18:00:51 +02:00
Mamadou Babaei e5957164ea remove ASGVirtualHandActor 2024-08-16 18:00:51 +02:00
Mamadou Babaei 3de425ef6a make the sgsettings constructor private 2024-08-16 18:00:51 +02:00
Mamadou Babaei a6dc222013 bump senseglove libraries to v2.102.0-4a8bd81d and drop support for ue 5.1 and epic native toolchain v20 2024-08-16 18:00:51 +02:00
Mamadou Babaei 5f65384122 remove debug logs from FSGHeadMountDisplay::GetDeviceType() 2024-08-16 18:00:48 +02:00
Mamadou Babaei 5dfe41da0e check hmd auto-detection against various identifiers as the names returns from the engine is not reliable 2024-08-16 18:00:48 +02:00
Mamadou Babaei 23b4aae628 improve vive pro and vive focus 3 detection by utilizing optic resolution to distinguish them 2024-08-16 18:00:48 +02:00
Mamadou Babaei 2c823750c6 implement hmd and wrist tracker hardware auto-detection fallback when it's not set explicitly 2024-08-16 18:00:48 +02:00
Mamadou Babaei 565a2e4b3c bump the plugin version to v2.0.8 2024-07-16 00:30:08 +02:00
Mamadou Babaei 47aff0454c fix a bug where the sgpawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at cdo initialization time 2024-07-16 00:30:08 +02:00
Mamadou Babaei 95a4585624 bump the plugin version to v2.0.7 2024-05-29 12:48:25 +02:00
Mamadou Babaei 67a60917fe make the allbreaker assets compatible with ue 5.1+ again 2024-05-29 12:48:25 +02:00
Mamadou Babaei df9ebf14b4 bump the plugin version to v2.0.6 2024-05-29 11:40:36 +02:00
Mamadou Babaei e49f33aafd bump the plugin version to v2.0.5 2024-05-22 17:33:43 +02:00
Mamadou Babaei 68ff91b4d6 fix the wrong palm bone names on the allbreaker virtual hand models 2024-05-22 17:33:43 +02:00
Mamadou Babaei 9836bd330d bump the plugin version to v2.0.4 2024-05-17 11:40:59 +02:00
Mamadou Babaei 2e4c6274dd bump the plugin version to v2.0.3 2024-05-16 20:01:22 +02:00
Mamadou Babaei 41589047d3 fix v2.0.2 UE 5.4 RunUAT build issues that mostly caused by missing headers 2024-05-15 04:43:35 +02:00
Mamadou Babaei c6f0a172ab improve target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguish x64 builds from arm64 on windows 2024-05-15 04:43:34 +02:00
Mamadou Babaei 42cf764475 fix: asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64) 2024-05-15 04:43:33 +02:00
Mamadou Babaei 745287ff81 bump the plugin version to v2.0.2 2024-04-25 12:56:50 +02:00
Mamadou Babaei 4202efae3c bump the plugin version to v2.0.1 2024-04-15 15:07:56 +02:00
Mamadou Babaei 05d1649a9c do not call FSGHandLayer::ResetCalibration on every backend initialization 2024-04-15 15:07:56 +02:00
Mamadou Babaei 6a60073553 only instantiate the connected glove once instead of recreating and destroying it every frame 2024-04-15 15:07:56 +02:00
Mamadou Babaei f63a827885 bump senseglove libraries to v2.102.0-35d4de3f 2024-04-15 15:07:55 +02:00
Mamadou Babaei bb936096e3 fix the wrong header file description sections for the header files 2024-04-15 15:07:53 +02:00
Mamadou Babaei 320151139c update the changelog with the unreleased changes 2024-04-15 15:07:53 +02:00
Mamadou Babaei 12e176e856 update the outdated platform support matrix remarks 2024-03-23 17:23:21 +01:00
Mamadou Babaei 4992ff62c0 set the engine version to v5.4.0 2024-03-23 17:01:04 +01:00
4768 changed files with 8558 additions and 13432 deletions
+2
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@@ -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
+1
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@@ -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
+1 -1
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@@ -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
+111 -92
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@@ -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
@@ -51,17 +51,19 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_HTML_DIR_NAME := html
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
SG_DOCUMENTATION_PACK_DIR_NAME := pack
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
@@ -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 : $(SG_GIT_COMMIT)"
@@ -360,16 +365,16 @@ clean:
.PHONY: install-build-deps
install-build-deps:
@echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --vers "^0.4" --locked
@cargo install mdbook --version "0.5.2" --locked
@cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.6" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked
@cargo install mdbook-pdf --vers "0.1.13" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..."
@python -m venv $(VIRTUAL_ENV) \
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
&& pip install mdbook-pdf-outline 2>/dev/null
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev 21a1c8134134201a2d555313447c96e56e2a8996 --locked
################################################################################
# Make Targets - mdBook
@@ -456,6 +461,7 @@ _mdbook_serve:
SG_HANDBOOK_REVISION='$(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 +494,14 @@ _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='$(SG_GIT_VERSION_MINOR)' \
@@ -519,24 +526,30 @@ _pack:
@mkdir -p "$(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),$(SG_BUILD_PLATFORM_LINUX))
.PHONY: _deploy
_deploy:
@@ -552,7 +565,7 @@ ifeq ($(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 $(SG_HANDBOOK_SSH_PORT)" \
--perms \
@@ -561,13 +574,19 @@ else # ($(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 +599,96 @@ 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_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
+8 -6
View File
@@ -5,7 +5,7 @@
#
# (The MIT License)
#
# Copyright (c) 2020 - 2024 SenseGlove
# Copyright (c) 2020 - 2025 SenseGlove
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
@@ -33,8 +33,8 @@ fi
readonly JSON_INPUT=$(cat)
readonly CONTEXT=$(echo "${JSON_INPUT}" | xq '.[0]')
readonly BOOK=$(echo "${JSON_INPUT}" | xq '.[1]')
readonly CONTEXT=$(printf '%s' "${JSON_INPUT}" | xq '.[0]')
readonly BOOK=$(printf '%s' "${JSON_INPUT}" | xq '.[1]')
escape_string() {
printf '%s' "$1" | sed -e 's/\\/\\\\/g' -e 's/"/\\"/g'
@@ -43,6 +43,7 @@ escape_string() {
SG_PROJECT_NAME_ESCAPED=$(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 "${SG_GIT_TAG}")
@@ -62,14 +63,15 @@ SG_PLUGIN_VERSION_PATCH_ESCAPED=$(escape_string "${SG_PLUGIN_VERSION_PATCH}")
SG_BUILD_HOST_ESCAPED=$(escape_string "${SG_BUILD_HOST}")
SG_BUILD_TIME_ESCAPED=$(escape_string "${SG_BUILD_TIME}")
PARSED_BOOK=$(echo "${BOOK}" | xq "
.sections[] |= (
PARSED_BOOK=$(printf '%s' "${BOOK}" | xq "
.items[] |= (
if has(\"Chapter\") then
.Chapter.content |=
walk(if type == \"string\" then
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
echo "${PARSED_BOOK}" | xq '.'
printf '%s' "${PARSED_BOOK}"
+8 -6
View File
@@ -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
@@ -28,7 +28,6 @@
authors = ["Mamadou Babaei"]
description = "Welcome to the SenseGlove Unreal Engine documentation!"
language = "en"
multilingual = false
src = "src"
text-direction = "ltr"
title = "The SenseGlove Unreal Engine Handbook"
@@ -43,20 +42,23 @@ use-default-preprocessors = true
[preprocessor.links]
[preprocessor.alerts]
[preprocessor.senseglove]
after = [ "index", "links" ]
command = "sh ./bin/sg-preprocessor.sh"
[output.epub]
no-section-label = false
curly-quotes = true
epub-version = 3
footnote-backrefs = true
[output.html]
additional-css = ["styles/custom.css"]
additional-js = []
cname = "unreal.docs.senseglove.com"
copy-fonts = true
default-theme = "navy"
git-repository-url = "https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal"
git-repository-icon = "fa-git"
git-repository-icon = "fab-git"
input-404 = "404.md"
mathjax-support = false
no-section-label = false
+1 -1
View File
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's 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 Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
+21 -5
View File
@@ -15,11 +15,20 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Via Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md)
- [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
- [SenseCom](getting-started/sensecom/README.md)
- [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)
@@ -56,8 +65,10 @@ 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
@@ -69,6 +80,8 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Integrations](advanced-topics/openxr/third-party-integrations/README.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API
@@ -89,7 +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)
-----------
@@ -33,3 +33,5 @@ In the next sections we'll see:
- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
@@ -14,7 +14,7 @@
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp
USTRUCT(BlueprintType)
@@ -119,7 +119,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows:
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp
/**
@@ -14,7 +14,7 @@
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward:
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp
USTRUCT(BlueprintType)
@@ -174,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/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
/**
@@ -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 Epics own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
> [!IMPORTANT]
> As explained in the
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
> section, its entirely possible to build your own custom hand interaction
> system without relying on
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
> or any third-party OpenXR-compatible interaction plugin altogether.
>
> If your project requires finer-grained control than what these solutions
> offer, the tutorials in that section will guide you through understanding the
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
> fully tailored interaction system from the ground up in a few hours.
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
> [!NOTE]
> Since most hand-tracking systems are not capable of haptics feedback,
> integrating SenseGlove's haptic feedback requires a small amount of additional
> effort.
>
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
> so triggering haptic feedback is as simple as calling a function.
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
> section below.
> [!IMPORTANT]
> If you're using a third-party OpenXR hand interaction system, configuring the
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
> will likely have no effect, and your hand offsets may appear at the incorrect
> location in the scene.
>
> This is because those settings are only recognized by SenseGloves native
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
> Most third-party plugins are unaware of these settings. As a result, you'll
> need to figure out how to manually apply the appropriate offsets within your
> chosen OpenXR hand interaction system.
>
> For example, the VRE plugin provide similar configurations in their plugin's
> settings section. For more information refer to the
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
> below.
## Comparison of Supported OpenXR Hand-Interaction Systems
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
## VR Expansion Plugin
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
Designed to extend Unreals capabilities for virtual reality, VRE offers a modular set of tools covering:
- Multiplayer and networking
- Locomotion systems
- Object gripping and interaction
- Custom movement and physics handling
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
> [!NOTE]
> For support and assistance with the VRE plugin, you can join
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
> known for being responsive and supportive.
### SGVRETemplate Demo Scene
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
This repository includes UE `5.4`compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
> [!NOTE]
> SenseGlove provides this demo to demonstrate the potential for integrating
> with third-party OpenXR-based hand interaction systems.
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
> such, **we do not offer official support for it**.
>
> For help with the VRE plugin, refer to its documentation at
> [**vreue4.com**](https://vreue4.com/) and consider joining the
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
> which is active, supportive, and very responsive.
### SGVRETemplate Modifications
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
#### Blueprint Changes
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
> [!NOTE]
> If you'd like to implement your own haptic functions, the most convenient
> approach is to
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
> Once you have the glove instance, applying haptic feedback is as simple as
> calling the appropriate function.
>
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
> Wrist-squeeze.
>
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
> the glove.
>
> Each of these functions can be called directly on the glove instance to
> trigger the desired haptic feedback.
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
#### C++ Changes
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
float HandAnimationProgress = 0.0f;
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = 0.0f;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
To:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
```cpp
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (HandType == EControllerHand::Right)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
To:
```cpp
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
The following function was also updated; from:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
To:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
#### Changing Wrist-Tracker Offsets
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
#### Changing Motion Source
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
#### Adding More Gestures
In the `GraspingHandManny` Blueprint, weve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
Its helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, weve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
#### Video Summary
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
</div>
### SGVRETemplate Demo Calibration Scene
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, youll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
@@ -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>
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+118 -70
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@@ -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)
```
+23
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@@ -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 v2.2.x
### 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.
@@ -38,8 +39,10 @@
- [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 v2.3.x release
### Upcoming features planned for the v2.8.x release
### Planned features long-term
@@ -1,22 +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)** | **Fab** | **Azure DevOps Version** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------:|:------------------------:|
| **5.5** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | | ✅ v2.2.2 |
| **5.4** | ❌ | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
| **5.3** | ❌ | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x | ✅ v2.2.x (r25b) | ❓ | ✅ v2.2.2 | ✅ v2.2.2 |
| **5.2** | ❌ | ✅ v2.2.x | v2.2.x | v2.2.x | v2.2.x | v2.2.x (r25b) | | ✅ v2.2.2 | v2.2.2 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.7** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.6** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.5** | ❌ | | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.3 | ✅ v2.7.3 |
| **5.4** | ❌ | | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.3 | ⚠️ v2.7.3 |
| **5.3** | ❌ | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.3 | ⚠️ v2.6.3 |
| **5.2** | ❌ | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x (r25b) | ❓ | ⚠️ v2.4.2 | ⚠️ v2.4.2 |
| **5.1** | | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
| **5.0** | | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
* <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
@@ -26,3 +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
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
> [!CAUTION]
> 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.
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking")
## 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.
@@ -0,0 +1,77 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
## Meta Quest Link App
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
> [!IMPORTANT]
> Enabling `Developer runtime features` in the Meta Quest Link requires a
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
> If you are not signed in using a Meta Developer Account, this option won't
> be shown to you inside Meta Quest Link.
> [!CAUTION]
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin](enable-openxrvivetracker-plugin.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin")
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
### VIVE Business Streaming App
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
### SteamVR App
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
![SteamVR - Manage Trackers - Setting the motion source for left and right hands](steamvr-manage-trackers.png "SteamVR - Manage Trackers - Setting the motion source for left and right hands")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,113 @@
# 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.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
> [!IMPORTANT]
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
> would suffice for functional glove data retrieval using OpenXR,
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
> won't work on Android without the `Meta XR` plugin availability.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is HTC VIVE in Standalone Mode.
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
### OpenXRViveTracker Plugin
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
### ViveOpenXR Plugin
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin](enable-openxr-viveopenxr-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin")
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
> [!IMPORTANT]
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
> your HTC VIVE in Standalone mode won't be possible, whether you enable
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
> a 2D app.
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt](viveopenxr-plugin-settings-enable-hand-interaction-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt")
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt](viveopenxr-plugin-settings-enable-wrist-tracker-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt")
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,17 @@
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
@@ -2,6 +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
@@ -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.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -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.
@@ -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).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Make sure the glove is powered on.
8. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
![SenseCom on GNU/Linux - Running SenseCom](gnu-linux-run-sensecom.png "SenseCom on GNU/Linux - Running SenseCom")
9. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices](gnu-linux-sensecom-pair-devices-hamburger-menu.png "SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices")
10. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on GNU/Linux - Pair Devices - Nearby Devices](gnu-linux-sensecom-pair-devices-nearby.png "SenseCom on GNU/Linux - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](gnu-linux-sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
11. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on GNU/Linux - Pair Devices - Paring Confirmation](gnu-linux-sensecom-pair-devices-confirmation.png "SenseCom on GNU/Linux - Pair Devices - Paring Confirmation")
12. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality](gnu-linux-sensecom-pair-devices-list.png "SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality")
13. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves](gnu-linux-sensecom-connected-gloves.png "SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves")
@@ -0,0 +1,46 @@
# SenseCom on Microsoft Windows (Bluetooth Low Energy)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Now, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
6. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices](microsoft-windows-sensecom-pair-devices-hamburger-menu.png "SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices")
7. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on Microsoft Windows - Pair Devices - Nearby Devices](microsoft-windows-sensecom-pair-devices-nearby.png "SenseCom on Microsoft Windows - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
8. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation](microsoft-windows-sensecom-pair-devices-confirmation.png "SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation")
9. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality](microsoft-windows-sensecom-pair-devices-list.png "SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality")
10. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves](microsoft-windows-sensecom-connected-gloves.png "SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves")
@@ -0,0 +1,17 @@
# SenseCom (Bluetooth Serial)
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -0,0 +1,10 @@
# SenseCom on Android (Bluetooth Serial)
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
As a result, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
@@ -0,0 +1,99 @@
# SenseCom on GNU/Linux (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Blueman Bluetooth Manager
# Connect to Nova gloves using Blueman Bluetooth Manager (Bluetooth Serial)
Follow these steps to pair a Nova glove with your PC on GNU/Linux usng the Blueman Bluetooth Manager:
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Command-line
# Connect to Nova gloves using Command-line (Bluetooth Serial)
Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez:
@@ -0,0 +1,67 @@
# SenseCom on Microsoft Windows (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
@@ -1,91 +0,0 @@
# SenseCom on GNU/Linux
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,59 +0,0 @@
# SenseCom on Microsoft Windows
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
View File
@@ -3,3 +3,74 @@
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
## Prerequisites
Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
## Meta Quest 2 Controller
For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller](senseglove-wrist-tracking-settings-meta-quest-2-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller")
## Meta Quest Pro Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller](senseglove-wrist-tracking-settings-meta-quest-pro-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller")
## Meta Quest 3 Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller](senseglove-wrist-tracking-settings-meta-quest-3-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller")
## HTC VIVE Tracker
For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker](senseglove-wrist-tracking-settings-htc-vive-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker")
## HTC VIVE Focus 3 Wrist Tracker
The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
### PCVR Mode
When running in PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)")
### Standalone Mode
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is
> [HTC VIVE in Standalone Mode](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive).
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)")
@@ -0,0 +1,31 @@
# {fmt} Formatting Library License
```
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--- Optional exception to the license ---
As an exception, if, as a result of your compiling your source code, portions
of this Software are embedded into a machine-executable object form of such
source code, you may redistribute such embedded portions in such object form
without including the above copyright and permission notices.
```
@@ -0,0 +1,28 @@
# Loguru Logging Library License
```
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org>
```
+2
View File
@@ -3,6 +3,8 @@
```
SENSEGLOVE SDK LICENSE
Copyright (c) 2020 - 2025 SenseGlove
Purchase of the Product does not entitle you to ownership or a license to any
software generated by SenseGlove for use with the Product (the “Software”).
To the extent that SenseGlove, in its sole discretion, grants you access to any
@@ -5,6 +5,8 @@ The SenseGlove Unreal Engine Handbook is licensed under the terms of the CC BY (
```
Attribution 4.0 International
Copyright (c) 2020 - 2025 SenseGlove
=======================================================================
Creative Commons Corporation ("Creative Commons") is not a law firm and
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
```
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
@@ -0,0 +1,34 @@
# SGBLE and SGBLExx Rust Dependency Licenses
SGBLE and SGBLExx, components of the SenseGlove SDK, are built using the Rust programming language. These libraries rely on a variety of open-source Rust crates. To ensure commercial developers can use our SDK without licensing concerns, we strictly rely on crates with **permissive licenses at runtime**.
Some dependencies, like `r-efi`, are dual-licensed and allow permissive use. The **only copyleft tool** used is `cbindgen`, which is solely a **build-time dependency**. It is employed to automatically generate C FFI bindings for SGBLE, which is implemented in pure Rust. Since `cbindgen` is not required at runtime and acts more like a transpiler (source-to-source compiler), it does **not introduce any licensing risks** for commercial applications.
Below is a comprehensive list of all third-party crates and their corresponding licenses used in SGBLE and SGBLExx:
```
(MIT OR Apache-2.0) AND OFL-1.1 AND Ubuntu-font-1.0 (1): epaint_default_fonts
(MIT OR Apache-2.0) AND Unicode-3.0 (1): unicode-ident
0BSD OR Apache-2.0 OR MIT (1): adler2
Apache-2.0 (15): ab_glyph, ab_glyph_rasterizer, accesskit_winit, codespan-reporting, dpi, gethostname, gl_generator, glutin, glutin_egl_sys, glutin_glx_sys, glutin_wgl_sys, khronos_api, owned_ttf_parser, spirv, winit
Apache-2.0 OR Apache-2.0 WITH LLVM-exception OR MIT (7): linux-raw-sys, linux-raw-sys, rustix, rustix, wasi, wasi, wit-bindgen-rt
Apache-2.0 OR BSD-2-Clause OR MIT (4): zerocopy, zerocopy, zerocopy-derive, zerocopy-derive
Apache-2.0 OR BSD-3-Clause OR MIT (3): btleplug, num_enum, num_enum_derive
Apache-2.0 OR BSL-1.0 (1): ryu
Apache-2.0 OR LGPL-2.1-or-later OR MIT (1): r-efi
Apache-2.0 OR MIT (286): accesskit, accesskit_atspi_common, accesskit_consumer, accesskit_macos, accesskit_unix, accesskit_windows, addr2line, ahash, android-activity, android_log-sys, android_logger, android_system_properties, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, arboard, arrayvec, as-raw-xcb-connection, ash, async-broadcast, async-channel, async-executor, async-fs, async-io, async-lock, async-process, async-recursion, async-signal, async-task, async-trait, atomic-waker, atspi, atspi-common, atspi-connection, atspi-proxies, autocfg, backtrace, bit-set, bit-vec, bitflags, bitflags, block-buffer, blocking, bluez-async, bluez-generated, bumpalo, cc, cesu8, cfg-if, cgl, clap, clap_builder, clap_lex, colorchoice, concurrent-queue, core-foundation, core-foundation, core-foundation-sys, core-graphics, core-graphics-types, cpufeatures, crc32fast, crossbeam-utils, crypto-common, ctor, ctor-proc-macro, dbus, dbus-tokio, digest, displaydoc, document-features, downcast-rs, dtor, dtor-proc-macro, ecolor, eframe, egui, egui-wgpu, egui-winit, egui_glow, either, emath, enumflags2, enumflags2_derive, env_filter, env_logger, epaint, equivalent, errno, event-listener, event-listener-strategy, fastrand, fdeflate, flate2, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, getrandom, getrandom, gimli, gpu-alloc, gpu-alloc-types, gpu-descriptor, gpu-descriptor-types, hashbrown, heck, heck, hermit-abi, hermit-abi, hex, home, humantime, idna, idna_adapter, image, immutable-chunkmap, indexmap, is_terminal_polyfill, itertools, itoa, jni, jni, jni-sys, jobserver, jpeg-decoder, js-sys, khronos-egl, lazy_static, libc, libdbus-sys, litrs, lock_api, log, memmap2, metal, naga, ndk, ndk-context, ndk-sys, ndk-sys, nohash-hasher, num-traits, object, once_cell, ordered-stream, parking, parking_lot, parking_lot_core, paste, percent-encoding, pin-project, pin-project-internal, pin-project-lite, pin-utils, piper, pkg-config, png, polling, ppv-lite86, pretty_env_logger, proc-macro-crate, proc-macro2, profiling, quote, rand, rand, rand_chacha, rand_chacha, rand_core, rand_core, regex, regex-automata, regex-syntax, renderdoc-sys, rustc-demangle, rustc-hash, rustversion, scoped-tls, scopeguard, serde, serde_derive, serde_json, serde_repr, serde_spanned, sha1, shlex, signal-hook-registry, smallvec, smol_str, socket2, stable_deref_trait, static_assertions, syn, tempfile, thiserror, thiserror, thiserror-impl, thiserror-impl, thread_local, toml, toml_datetime, toml_edit, ttf-parser, type-map, typenum, unicode-segmentation, unicode-width, unicode-xid, url, utf16_iter, utf8_iter, utf8parse, uuid, version_check, wasm-bindgen, wasm-bindgen-backend, wasm-bindgen-futures, wasm-bindgen-macro, wasm-bindgen-macro-support, wasm-bindgen-shared, web-sys, web-time, webbrowser, weezl, wgpu, wgpu-core, wgpu-hal, wgpu-types, winapi, winapi-i686-pc-windows-gnu, winapi-x86_64-pc-windows-gnu, windows, windows, windows-core, windows-core, windows-implement, windows-implement, windows-interface, windows-interface, windows-result, windows-result, windows-strings, windows-sys, windows-sys, windows-sys, windows-targets, windows-targets, windows-targets, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_msvc, windows_aarch64_msvc, windows_aarch64_msvc, windows_i686_gnu, windows_i686_gnu, windows_i686_gnu, windows_i686_gnullvm, windows_i686_msvc, windows_i686_msvc, windows_i686_msvc, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_msvc, windows_x86_64_msvc, windows_x86_64_msvc, write16, x11rb, x11rb-protocol
Apache-2.0 OR MIT OR Zlib (12): bytemuck, bytemuck_derive, cursor-icon, glow, miniz_oxide, objc2-app-kit, objc2-core-bluetooth, objc2-core-foundation, objc2-core-graphics, objc2-io-surface, raw-window-handle, xkeysym
BSD-2-Clause (1): arrayref
BSD-3-Clause (3): jni-utils, tiny-skia, tiny-skia-path
BSL-1.0 (2): clipboard-win, error-code
CC0-1.0 (1): hexf-parse
ISC (1): libloading
MIT (91): android-properties, block, block2, block2, bytes, calloop, calloop-wayland-source, cfg_aliases, combine, dashmap, dispatch, dlib, endi, generic-array, glutin-winit, is-terminal, libredox, malloc_buf, memoffset, mio, nix, objc, objc-sys, objc2, objc2, objc2-app-kit, objc2-cloud-kit, objc2-contacts, objc2-core-data, objc2-core-image, objc2-core-location, objc2-encode, objc2-foundation, objc2-foundation, objc2-link-presentation, objc2-metal, objc2-quartz-core, objc2-symbols, objc2-ui-kit, objc2-uniform-type-identifiers, objc2-user-notifications, orbclient, ordered-float, quick-xml, quick-xml, redox_syscall, redox_syscall, sctk-adwaita, serde-xml-rs, simd-adler32, slab, smithay-client-toolkit, smithay-clipboard, strict-num, strsim, strum, strum_macros, synstructure, tiff, tokio, tokio-macros, tokio-stream, tokio-util, tracing, tracing-attributes, tracing-core, uds_windows, wayland-backend, wayland-client, wayland-csd-frame, wayland-cursor, wayland-protocols, wayland-protocols-plasma, wayland-protocols-wlr, wayland-scanner, wayland-sys, winnow, x11-dl, xcursor, xdg-home, xkbcommon-dl, xml-rs, zbus, zbus-lockstep, zbus-lockstep-macros, zbus_macros, zbus_names, zbus_xml, zvariant, zvariant_derive, zvariant_utils
MIT OR Unlicense (7): aho-corasick, byteorder-lite, memchr, same-file, termcolor, walkdir, winapi-util
MPL-2.0 (1): cbindgen
N/A (2): sgble, sgblueman
Unicode-3.0 (19): icu_collections, icu_locid, icu_locid_transform, icu_locid_transform_data, icu_normalizer, icu_normalizer_data, icu_properties, icu_properties_data, icu_provider, icu_provider_macros, litemap, tinystr, writeable, yoke, yoke-derive, zerofrom, zerofrom-derive, zerovec, zerovec-derive
Zlib (2): foldhash, slotmap
```
For detailed terms of use, please refer to the license files in each project's upstream repository.
+3
View File
@@ -5,7 +5,10 @@ Please note that while the SenseGlove Unreal Engine Plugin is made available und
The following third-party software are used and shipped with the SenseGlove Unreal Engine Plugin:
- [The SenseGlove SDK (a.k.a. SenseGlove Backend Libraries, or SenseGlove Core Libraries)](senseglove-sdk.md)
- [SGBLE and SGBLExx Rust Dependencies](sgble-sgblexx-rust-dependencies.md)
- [The Boost C++ Libraries](boost-cpp-libraries.md)
- [The {fmt} Formatting Library](fmt-formatting-library.md)
- [The Loguru Logging Library License](loguru-loggin-library.md)
- [The Serial Communication Library](serial-communication-library.md)
For more information consult their own respective open-source licenses, please.
@@ -17,16 +17,17 @@ Here are a few important notes to consider:
</div>
> [!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.`
>
> This also means that although the SenseGlove Unreal Engine Plugin is able to
> produce FXRMotionControllerData for SenseGlove devices just fine, the
> hand-tracking on Android won't work. So, the fallback to hand-tracking
> mechanism on Android is broken at the moment.
> As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
> `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
> function. Without this OpenXR extension, the plugin won't output any glove
> data.
> Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
> and `OpenXRHandTracking` plugins. However, for this to function on Android
> in standalone mode in conjunction with other plugins such as `Meta XR` or
> `ViveOpenXR` plugins, or
> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
## Third-Party Tutorials
This [Android Standalone Mode Deployment tutorials series](third-party-tutorials/) covers how to build and deploy Unreal Engine `5.5` Projects APK to Android and Meta Quest 3S/3/Pro/2 in standalone mode. Furthermore, it covers the how-to on enabling OpenXR hand-tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) plugins.
@@ -0,0 +1,41 @@
# Third-Party Tutorials: Android Standalone Mode Deployment
## On-Click Unreal Engine 5.7 Android Packaging & APK Build Tutorial | Meta Quest & HTC VIVE Standalone
This tutorial provides a complete, streamlined guide to packaging and deploying Unreal Engine 5.7 projects to Android devices in standalone mode, with full support for Meta Quest and HTC VIVE headsets. Viewers learn how to correctly install and configure every required component, including Android Studio, SDK, NDK, JDK, and Visual Studio, using either a manual setup, or an open-source one-click PowerShell installer featured in the video.
The tutorial walks through creating a fresh Unreal Engine VR Template project, configuring Android project settings, enabling ADB device debugging, and generating a working APK using the updated Project Launcher workflow in UE 5.7. It also covers how to integrate the Meta XR and HTC VIVE OpenXR plugins to ensure proper VR recognition and hand-tracking functionality on each platform.
By the end, developers understand how to go from a blank project to a fully packaged and deployable Android APK, with functioning VR, correct device targeting, and reliable deployment pipelines on both Meta Quest and HTC VIVE standalone headsets.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/SCtAfDeWXBM" frameborder="0" allowfullscreen></iframe>
</div>
## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode
This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
- Meta Quest 3S
- Meta Quest 3
- Meta Quest Pro
- Meta Quest 2
- HTC VIVE Focus Vision
- HTC VIVE XR Elite
- HTC VIVE Focus 3
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
+1
View File
@@ -5,6 +5,7 @@
| Handbook Revision | {{ #sg-handbook-revision }} |
| Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) |
| Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) |
| Handbook ePub URL | [{{ #sg-handbook-epub-url }}]({{ #sg-handbook-epub-url }}) |
| Git Branch | {{ #sg-git-branch }} |
| Git Tag | {{ #sg-git-tag }} |
| Git Commit | {{ #sg-git-commit }} |
@@ -30,6 +30,167 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project")
## HTC VIVE Specific Optimizations in Standalone Mode
Headsets like the HTC VIVE Focus 3 and Focus Vision have larger framebuffers, higher eye-buffer size, wider fields of view (FOV), and varying refresh rates compared to HMDs like the Meta Quest series. As a result, performance can differ when running the same content across these devices.
### Setting a Custom Pixel Density
If performance on the Focus 3 or Focus Vision is lower than on the Quest, we recommend adjusting the **Pixel Density** to approximately `0.8` (or a value suited to your content). This reduces the eye buffer size, and matches the resolution of Quest 2, hence increasing FPS:
![HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density](htc-vive-specific-optimizations-standalone-mode-set-pixel-density.png "HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density")
### Setting a Lower Refresh Rate
The `ViveOpenXR` plugin provides various Blueprint functions to query the supported refresh rates and adjust the current refresh rate according to your needs:
![HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions](htc-vive-specific-optimizations-standalone-mode-viveopenxr-refresh-rate-blueprint-functions.png "HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions")
But, before you'd be able to make these adjustments you have to enable the relevant settings by navigating to `Edit > Project Settings > Plugins > Vive OpenXR` and ensure the `Enable Display Refresh Rate` option is checked. This option enables the OpenXR extension `XR_FB_display_refresh_rate` support which allows your application to dynamically adjust the display refresh rate in order to improve the overall user experience. Please note that You need to restart the engine to apply new settings after changing this setting.
![HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt](htc-vive-specific-optimizations-standalone-mode-enable-display-refresh-rate-editor-restart-prompt.png "HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt")
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
![HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates](htc-vive-specific-optimizations-standalone-mode-enumerate-display-refresh-rates.png "HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates")
At the moment with most devices it returns `75.0` and `90.0` hz values.
To change the current display refresh rate use the Blueprint function `Request Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-request-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate")
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-get-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate")
If you're looking to squeeze more performance out of your HTC VIVE HMD in standalone mode, consider lowering the target refresh rate from `90hz` to `75hz`. This can help reduce GPU workload and improve overall stability while still maintaining a somewhat smooth experience.
### HTC VIVE Optimal Rendering Settings
As a last resort consider adding the following rendering settings to your project's `DefaultEngine.ini` under the `/Script/Engine.RendererSettings` section and experiment with them until you obtain your desired results:
```ini
[/Script/Engine.RendererSettings]
r.Mobile.DisableVertexFog=True
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.AllowSoftwareOcclusion=False
r.Mobile.VirtualTextures=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=False
r.VirtualTexturedLightmaps=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
r.VT.EnableCompressZlib=True
r.VT.EnableCompressCrunch=False
r.ClearCoatNormal=False
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.DistanceFieldBuild.EightBit=False
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.CustomDepthTemporalAAJitter=True
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.EyeAdaptation.EditorOnly=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.SSGI.Enable=False
r.AntiAliasingMethod=3
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=0
r.Velocity.EnableVertexDeformation=0
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=True
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=False
vr.ODSCapture=False
r.MeshStreaming=False
r.WireframeCullThreshold=5.000000
r.RayTracing=False
r.RayTracing.UseTextureLod=False
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportAtmosphericFog=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=False
r.SkinCache.CompileShaders=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.AllowDistanceFieldShadows=True
r.Mobile.AllowMovableDirectionalLights=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.Mobile.EnableMovableSpotlights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.LightPropagationVolume=False
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
r.Mobile.PlanarReflectionMode=0
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
VisualizeCalibrationColorMaterialPath=None
VisualizeCalibrationCustomMaterialPath=None
VisualizeCalibrationGrayscaleMaterialPath=None
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=2
r.OpenGL.ForceDXC=0
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
```
## Game User Settings and Engine Scalability Settings
Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself.

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