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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
|
||||
|
||||
@@ -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
|
||||
|
||||
+112
-92
@@ -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 : $(SG_GIT_COMMIT)"
|
||||
@@ -360,9 +365,9 @@ clean:
|
||||
.PHONY: install-build-deps
|
||||
install-build-deps:
|
||||
@echo "Installing build dependencies if they have not already been installed..."
|
||||
@cargo install mdbook --vers "^0.4" --locked
|
||||
@cargo install mdbook --version "0.4.49" --locked
|
||||
@cargo install xq --vers "^0.4" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.6" --locked
|
||||
@cargo install mdbook-alerts --vers "^0.7" --locked
|
||||
@cargo install mdbook-pdf --vers "^0.1" --locked
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Installing mdbook-pdf-outline..."
|
||||
@@ -370,6 +375,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
|
||||
&& pip install mdbook-pdf-outline 2>/dev/null
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev cac03b7f4b151f106f7f05b13da4c33fc098dd2c --locked
|
||||
|
||||
################################################################################
|
||||
# Make Targets - mdBook
|
||||
@@ -456,6 +462,7 @@ _mdbook_serve:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
@@ -488,13 +495,14 @@ _mdbook_build:
|
||||
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
|
||||
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
|
||||
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
|
||||
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
|
||||
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
|
||||
SG_GIT_TAG='$(SG_GIT_TAG)' \
|
||||
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
|
||||
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
|
||||
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
|
||||
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
|
||||
SG_GIT_VERSION='$(SG_GIT_VERSION)' \
|
||||
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
|
||||
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
|
||||
@@ -519,24 +527,30 @@ _pack:
|
||||
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
|
||||
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR)
|
||||
@mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_PACK_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_PACK_DIR)" \
|
||||
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE)
|
||||
@mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
|
||||
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
|
||||
.PHONY: _deploy
|
||||
_deploy:
|
||||
@@ -552,7 +566,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@cd $(SG_DOCUMENTATION_DIR) \
|
||||
@cd "$(SG_DOCUMENTATION_DIR)" \
|
||||
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
|
||||
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
|
||||
--perms \
|
||||
@@ -561,13 +575,19 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
|
||||
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
|
||||
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
|
||||
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
|
||||
@ssh \
|
||||
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
|
||||
@@ -580,96 +600,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
|
||||
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
|
||||
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
|
||||
| sort -r; \
|
||||
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp
|
||||
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
} > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
|
||||
@mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
|
||||
@echo "Current revisions:"
|
||||
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)
|
||||
@sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
|
||||
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
|
||||
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@while read dir; \
|
||||
do \
|
||||
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
|
||||
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
|
||||
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_FAVICON_FILE) \
|
||||
"$(SG_HANDBOOK_FAVICON_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
|
||||
@scp \
|
||||
-P $(SG_HANDBOOK_SSH_PORT) \
|
||||
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
"$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
|
||||
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
|
||||
@@ -5,7 +5,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -43,6 +43,7 @@ escape_string() {
|
||||
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
|
||||
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
|
||||
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
|
||||
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
|
||||
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
|
||||
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
|
||||
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
|
||||
@@ -70,6 +71,7 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
|
||||
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
|
||||
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
|
||||
#echo "BOOK: ${BOOK}" >&2
|
||||
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
|
||||
|
||||
echo "${PARSED_BOOK}" | xq '.'
|
||||
echo "${PARSED_BOOK}" | xq '.'
|
||||
+7
-1
@@ -3,7 +3,7 @@
|
||||
#
|
||||
# (The MIT License)
|
||||
#
|
||||
# Copyright (c) 2020 - 2024 SenseGlove
|
||||
# Copyright (c) 2020 - 2025 SenseGlove
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -49,6 +49,12 @@ use-default-preprocessors = true
|
||||
after = [ "index", "links" ]
|
||||
command = "sh ./bin/sg-preprocessor.sh"
|
||||
|
||||
[output.epub]
|
||||
no-section-label = false
|
||||
curly-quotes = true
|
||||
epub-version = 3
|
||||
footnote-backrefs = true
|
||||
|
||||
[output.html]
|
||||
additional-css = ["styles/custom.css"]
|
||||
additional-js = []
|
||||
|
||||
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
|
||||
|
||||
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
|
||||
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well.
|
||||
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
|
||||
|
||||
> [!TIP]
|
||||
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
|
||||
|
||||
+19
-5
@@ -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 +102,8 @@ 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)
|
||||
- [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 Epic’s own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
|
||||
|
||||
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
|
||||
|
||||
> [!IMPORTANT]
|
||||
> As explained in the
|
||||
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
|
||||
> section, it’s entirely possible to build your own custom hand interaction
|
||||
> system without relying on
|
||||
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
|
||||
> or any third-party OpenXR-compatible interaction plugin altogether.
|
||||
>
|
||||
> If your project requires finer-grained control than what these solutions
|
||||
> offer, the tutorials in that section will guide you through understanding the
|
||||
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
|
||||
> fully tailored interaction system from the ground up in a few hours.
|
||||
|
||||
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
|
||||
|
||||
> [!NOTE]
|
||||
> Since most hand-tracking systems are not capable of haptics feedback,
|
||||
> integrating SenseGlove's haptic feedback requires a small amount of additional
|
||||
> effort.
|
||||
>
|
||||
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
|
||||
> so triggering haptic feedback is as simple as calling a function.
|
||||
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
|
||||
> section below.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If you're using a third-party OpenXR hand interaction system, configuring the
|
||||
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
|
||||
> will likely have no effect, and your hand offsets may appear at the incorrect
|
||||
> location in the scene.
|
||||
>
|
||||
> This is because those settings are only recognized by SenseGlove’s native
|
||||
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
|
||||
> Most third-party plugins are unaware of these settings. As a result, you'll
|
||||
> need to figure out how to manually apply the appropriate offsets within your
|
||||
> chosen OpenXR hand interaction system.
|
||||
>
|
||||
> For example, the VRE plugin provide similar configurations in their plugin's
|
||||
> settings section. For more information refer to the
|
||||
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
|
||||
> below.
|
||||
|
||||
## Comparison of Supported OpenXR Hand-Interaction Systems
|
||||
|
||||
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|
||||
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
|
||||
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
|
||||
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
|
||||
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially – requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
|
||||
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
|
||||
|
||||
## VR Expansion Plugin
|
||||
|
||||
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
|
||||
|
||||
Designed to extend Unreal’s capabilities for virtual reality, VRE offers a modular set of tools covering:
|
||||
|
||||
- Multiplayer and networking
|
||||
- Locomotion systems
|
||||
- Object gripping and interaction
|
||||
- Custom movement and physics handling
|
||||
|
||||
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
|
||||
|
||||
> [!NOTE]
|
||||
> For support and assistance with the VRE plugin, you can join
|
||||
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
|
||||
> known for being responsive and supportive.
|
||||
|
||||
### SGVRETemplate Demo Scene
|
||||
|
||||
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
|
||||
|
||||
This repository includes UE `5.4`–compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseGlove provides this demo to demonstrate the potential for integrating
|
||||
> with third-party OpenXR-based hand interaction systems.
|
||||
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
|
||||
> such, **we do not offer official support for it**.
|
||||
>
|
||||
> For help with the VRE plugin, refer to its documentation at
|
||||
> [**vreue4.com**](https://vreue4.com/) and consider joining the
|
||||
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
|
||||
> which is active, supportive, and very responsive.
|
||||
|
||||
### SGVRETemplate Modifications
|
||||
|
||||
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
|
||||
|
||||
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
|
||||
|
||||
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
|
||||
|
||||
#### Blueprint Changes
|
||||
|
||||
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
|
||||
|
||||
> [!NOTE]
|
||||
> If you'd like to implement your own haptic functions, the most convenient
|
||||
> approach is to
|
||||
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
|
||||
> Once you have the glove instance, applying haptic feedback is as simple as
|
||||
> calling the appropriate function.
|
||||
>
|
||||
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
|
||||
> Wrist-squeeze.
|
||||
>
|
||||
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
|
||||
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
|
||||
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
|
||||
> the glove.
|
||||
>
|
||||
> Each of these functions can be called directly on the glove instance to
|
||||
> trigger the desired haptic feedback.
|
||||
|
||||
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
|
||||
|
||||
#### C++ Changes
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
|
||||
|
||||
```cpp
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
|
||||
float HandAnimationProgress = 0.0f;
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
|
||||
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = 0.0f;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
|
||||
{
|
||||
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
|
||||
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
```
|
||||
|
||||
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
|
||||
|
||||
```cpp
|
||||
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (HandType == EControllerHand::Right)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
|
||||
}
|
||||
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
|
||||
{
|
||||
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
|
||||
}
|
||||
```
|
||||
|
||||
The following function was also updated; from:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
To:
|
||||
|
||||
```cpp
|
||||
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
|
||||
{
|
||||
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
|
||||
{
|
||||
// Check if the palm motion source extension is being used
|
||||
// I assume eventually epic will handle this case
|
||||
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
|
||||
{
|
||||
Hand = EControllerHand::Right;
|
||||
}
|
||||
// Could skip this and default to left now but would rather check
|
||||
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
else
|
||||
{
|
||||
Hand = EControllerHand::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### Changing Wrist-Tracker Offsets
|
||||
|
||||
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
|
||||
|
||||
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
|
||||
|
||||
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
|
||||
|
||||
#### Changing Motion Source
|
||||
|
||||
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
|
||||
|
||||
#### Adding More Gestures
|
||||
|
||||
In the `GraspingHandManny` Blueprint, we’ve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
|
||||
|
||||
It’s helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, we’ve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
|
||||
|
||||
#### Video Summary
|
||||
|
||||
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
### SGVRETemplate Demo Calibration Scene
|
||||
|
||||
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, you’ll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
|
||||
@@ -0,0 +1,34 @@
|
||||
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
|
||||
|
||||
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
|
||||
|
||||
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
|
||||
|
||||
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
|
||||
- Adding custom debugging gizmos to improve development and testing workflows.
|
||||
- Visualizing debug virtual hands by incorporating the custom gizmos.
|
||||
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
|
||||
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
|
||||
This guide will help you take your VR projects to the next level with polished and practical implementations.
|
||||
|
||||
**Part 1**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
**Part 2**:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
+367
-178
@@ -5,6 +5,195 @@ All notable changes to this project will be documented in this file.
|
||||
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
|
||||
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
|
||||
|
||||
## [2.6.3] - 2025-06-27
|
||||
|
||||
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Added a new section to the handbook titled [Third-Party OpenXR Integrations](../advanced-topics/openxr/third-party-integrations/) section.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.6.2] - 2025-06-10
|
||||
|
||||
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Added [a third-party tutorial to the Optimizing Your Project for Higher FPS](../misc/optimize-higher-fps/third-party-tutorials/) section.
|
||||
|
||||
## [2.6.1] - 2025-06-05
|
||||
|
||||
This patch release addresses several critical build and linking issues.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a linking issue on GNU/Linux with UE `5.6` where SenseGlove libraries were built against dynamic versions of `libc++` and `libc++abi` libraries rather than the static versions.
|
||||
- Fix an issue where SenseGlove libraries for some targets were not actually built with `C++20` and still were built against `C++17`.
|
||||
- Fix an issue where SenseGlove libraries for some targets were built or linked with incorrect settings.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- Bumped the SenseGlove libraries to `v2.204.0-3a37b1977`.
|
||||
|
||||
### Removed
|
||||
|
||||
- SenseGlove plugin no longer ships Boost or wjwwood's Serial Communication Library header files as SenseGlove public headers shipped with `v2.204.0-3a37b1977` render them redundant. This significantly removes clutter, free up disk space, and speed up builds to some extent.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Fix some changelog typos.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.6.0] - 2025-06-04
|
||||
|
||||
This minor release delivers broad compatibility, stability, and maintainability enhancements, focusing on bringing full Unreal Engine `5.6` support, C++20 migration, and resolving various GNU/Linux build issues.
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for Epic Native Toolchain `v25`, which will be shipped with the upcoming UE `5.6`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Resolved GNU/Linux build issues for Unreal Engine `5.5` and `5.6` caused by incorrect linkage to GNU/GCC's `libstdc++` instead of LLVM/Clang's `libc++`.
|
||||
- Fix `SGLog` build issues on GNU/Linux with UE `5.6`.
|
||||
- Fix type conversion safety and consistency issues across all `SGLog` formatters.
|
||||
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- Replaced Epic Native Toolchain `v24` support with Epic Native Toolchain `v25` due to the fact that now `v25` is the default Linux toolchain for UE `5.6`.
|
||||
- Revamped `FSGHMDTracker` to resolve a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
|
||||
- Revamped the UBT logic for importing third-party headers and libraries by introducing third-party dependency modules, `SGBleThirdPartyLibs`, `SGConnectThirdPartyHeaders`, `SGConnectThirdPartyLibs`, `SGCoreThirdPartyLibs`, and `SGSerialThirdPartyLibs`, which significantly reduces UBT boilerplate code and increases maintainability.
|
||||
- Bumped the SenseGlove libraries to `v2.203.0-f3d3e676`.
|
||||
- SenseGlove libraries have migrated to `C++20` from `C++17`.
|
||||
- Revamped the `SGLog` logging utility class to use `TUniquePtr` instead of `std::unique_ptr`.
|
||||
- `SGLog` now relies on `TAtomic<bool>` for thread-safe initialization.
|
||||
- `SGBackend` now relies on `TAtomic<bool>` for thread-safe initialization.
|
||||
- `USGBackend::IsBackendInitialized()` is no longer inlined and the initialization flag has been moved to the private implementation of `USGBackend`.
|
||||
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.6.0-4108c6f`.
|
||||
|
||||
### Removed
|
||||
|
||||
- Dropped support for Epic Native Toolchain `v24`, which was last shipped with the preview release of UE `5.6`, but has been removed from the `5.6` branch on GitHub.
|
||||
|
||||
### Deprecated
|
||||
|
||||
- This is the last minor release to support Unreal Engine `5.3` and its support will be removed from the next minor or major releases.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Revised the outdated [Plugin Directory Structure](./directory-structure.html) section to accurately reflect the latest changes to the `Source/ThirdParty` directory layout changes.
|
||||
- Lock the [mdbook](https://github.com/rust-lang/mdBook) crate version to `v0.49.0` to avoid layout issues introduced with `v0.50.0`.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.5.0] - 2025-05-09
|
||||
|
||||
This minor release primarily focuses on bringing Bluetooth Low Energy support to the SenseGlove Unreal Engine integration.
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for Epic Native Toolchain `v24`, which will be shipped with the upcoming UE `5.6`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Backend initialization error handling on Android.
|
||||
- Fix [a critical issue introduced by UE `5.5`](https://github.com/EpicGames/UnrealEngine/blob/ef1397773d160d39423feb90cb2196ddfaa1e2ae/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1740) that [also affects the upcoming UE `5.6`](https://github.com/EpicGames/UnrealEngine/blob/bedc5631b81cd39aaac8d61f303eacc86d4220f0/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1772). This is known as issue `UE-212224`, which leads to a deadlock during `PipelinedFrameState` acquisition between the game and rendering threads.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- The error codes returned from `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` have been changed. This is a breaking change for any code that relies on handling the return codes from those functions.
|
||||
- Bumped the SenseGlove libraries to the `v2.200.0-0cb715d0` release with BLE (Bluetooth Low Energy) support.
|
||||
|
||||
### Removed
|
||||
|
||||
- Dropped support for Unreal Engine `5.2` and Epic Native Toolchain `v21` (previously used for building UE `5.2` Linux dependencies), as they were already deprecated in the `v2.4.x` release series.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Revamped [SenseCom documentation](../getting-started/sensecom) in order to divide the SenseCom instructions section into [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy) and [Bluetooth Serial instructions for SenseCom](../getting-started/sensecom/bluetooth-serial) sections.
|
||||
- Added [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy).
|
||||
- Added [Bluetooth Serial instructions for Android](../getting-started/sensecom/bluetooth-serial/android.html).
|
||||
- Added [SGBLE and SGBLExx Rust Dependency Licenses](../license/sgble-sgblexx-rust-dependencies.html).
|
||||
- Bumped the [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) crate to [`cac03b7f4b151f106f7f05b13da4c33fc098dd2c`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/cac03b7f4b151f106f7f05b13da4c33fc098dd2c).
|
||||
- List the third-party tutorials inside the [Extra Resources](../appendix/extra-resources.html#third-party-tutorials) section in a categorized manner.
|
||||
- Improved changelog formatting.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.4.2] - 2025-02-17
|
||||
|
||||
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
|
||||
|
||||
### Documentation
|
||||
|
||||
- List the third-party tutorials with a description in their corresponding parent sections.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.4.1] - 2025-02-14
|
||||
|
||||
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Fix a bug that breaks the custom CSS styles on the Handbook's release URLs (e.g. `https://unreal.docs.senseglove.com/2.4/`) by reverting an unintentional change from the `v2.4.0`.
|
||||
- Applied a minor Handbook Makefile fix.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
## [2.4.0] - 2025-02-14
|
||||
|
||||
This minor release brings various improvements and, notably, the first version to add support for VIVE standalone mode with ViveOpenXR compatibility.
|
||||
|
||||
### Added
|
||||
|
||||
- Added the ePub version of the SenseGlove Unreal Engine Handbook.
|
||||
- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
|
||||
- Introduced compatibility with the `ViveOpenXR` plugin.
|
||||
- Added the `FSGPluginUtils` utility class for other plugins or modules availability detection such as `Meta XR` and `ViveOpenXR`.
|
||||
- Added various HTC HMDs auto-detection support on Android.
|
||||
- Added support for HTC VIVE Focus Vision HMD auto-detection.
|
||||
- Added support for HTC Vive Wrist Trackers support on Android using the official `ViveOpenXR` plugin's OpenXR positional tracking provider `OpenXRViveWristTracker`.
|
||||
- Added enum `ESGOpenXRPositionalTrackingProvider`.
|
||||
- Added the `OpenXRPositionalTrackingProvider` option to the plugin's wrist-tracker settings to either manually set the positional tracking provider or auto-detect it based on a combination of tracker hardware settings, targeted platform, available OpenXR plugins, or the auto-detected HMD hardware.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a critical issue where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
|
||||
- `FSGArrayUtils` optimizations that affect the plugin performance as a whole.
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
|
||||
### Changed
|
||||
|
||||
- Now the motion sources for the wrist-tracking hardware or hand-tracking are queried and populated dynamically rather than relying on the hardcoded `EControllerHand` enum. This allows the SenseGlove Unreal Engine Plugin to integrate better into other plugins such as `ViveOpenXR`, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware.
|
||||
- `FSGWristTrackingSettings::LeftHandMotionSource` and `FSGWristTrackingSettings::RightHandMotionSource` types have changed from `EControllerHand` to `FName`.
|
||||
- Bumped the SenseGlove libraries to `v2.105.3-97ea18cb`.
|
||||
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.5.0-7df1183`.
|
||||
- Bumped the copyright years.
|
||||
- This is the last release to support Unreal Engine `5.2`. From `v2.5.x` onwards only UE `5.3` and newer will be supported.
|
||||
- The `ESGViveHMDDetectionPriority` enum items have changed and are no longer backward-compatible.
|
||||
|
||||
### Deprecated
|
||||
|
||||
- This is the last minor release to support Unreal Engine `5.2` and its support will be removed from the next minor or major releases.
|
||||
|
||||
### Documentation
|
||||
|
||||
- Reintroduced the Handbook in ePub format.
|
||||
- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation, and added the `ViveOpenXR`-compatibile instructions as well.
|
||||
- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
|
||||
- Clarified [how to set up the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
|
||||
- Added [HTC VIVE specific optimization tips for running in standalone mode](../misc/optimize-higher-fps/#htc-vive-specific-optimizations-in-standalone-mode).
|
||||
- Fixed a few broken URLs caused by bad markdown formatting.
|
||||
- Applied various Handbook Makefile fixes.
|
||||
- Clarified the HTC VIVE standalone support status in the platform support matrix.
|
||||
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
|
||||
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
|
||||
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
|
||||
- Additional minor fixes and improvements that may not be listed here.
|
||||
- List the VRExpansionPlugin demo in the [Extra Resources](../appendix/extra-resources.html) section.
|
||||
|
||||
## [2.3.2] - 2025-01-28
|
||||
|
||||
This patch release addresses a critical issue backported from the upcoming `2.4.x` release to `2.3.x`.
|
||||
@@ -151,7 +340,7 @@ This is a bugfix release with no actual plugin code changes, mostly addressing i
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed Android NDK r25 armv7 and x86 dependencies brought back by mistake while merging v2.1.0 from the dev branch to the master branch.
|
||||
- Removed Android NDK `r25` `armv7` and `x86` dependencies brought back by mistake while merging `v2.1.0` from the dev branch to the master branch.
|
||||
|
||||
## [2.1.0] - 2024-08-16
|
||||
|
||||
@@ -160,92 +349,92 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
|
||||
### Added
|
||||
|
||||
- Added SenseGloveTracking and module which provides OpenXR-compatible hand tracking by implementing `XR_EXT_hand_tracking` support, HMD auto-detection, and SenseGlove device tracking.
|
||||
- Added USenseGloveTrackingKismet module in order to expose part of the SenseGloveTracking functionality to Blueprint.
|
||||
- Added FSGXRTracker, the underlying main class that implements the OpenXR compatibility.
|
||||
- Added USGXRTrackerKismetLibrary in order to allow Blueprint to retrieve the FXRMotionControllerData directly from our tracking module.
|
||||
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
|
||||
- Added `USenseGloveTrackingKismet` module in order to expose part of the SenseGloveTracking functionality to Blueprint.
|
||||
- Added `FSGXRTracker`, the underlying main class that implements the OpenXR compatibility.
|
||||
- Added `USGXRTrackerKismetLibrary` in order to allow Blueprint to retrieve the `FXRMotionControllerData` directly from our tracking module.
|
||||
- Added the `SGTrackingTypes` header to the `SenseGloveTypes` module in order to define and share `SenseGloveTracking` module types through this header across the plugin modules.
|
||||
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
|
||||
- Added ESGHeadMountedDisplayDevice enum with supported HMDs list.
|
||||
- Added ESGViveHMDDetectionPriority enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet.
|
||||
- Added the FSGHMDTracker utility class, in order to easily gather information about the HMD device at runtime.
|
||||
- Added USGHMDTrackerKismetLibrary which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
|
||||
- Added FSGHMDTrackingSettings config struct.
|
||||
- Added the FSGGloveTracer utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances.
|
||||
- Added USGGloveTrackerKismetLibrary which exposes the equivalent C++ functionality to Blueprint.
|
||||
- Added FSGGloveTrackingSettings config struct.
|
||||
- Added FSGTrackingSettings config struct.
|
||||
- Added FSGHandTrackingSettings config struct.
|
||||
- Added FSGWristTrackingDebuggingSettings config struct.
|
||||
- Added FSGVirtualHandSettings config struct.
|
||||
- Added FSGVirtualHandAnimationSettings config struct.
|
||||
- Added FSGVirtualHandDebuggingSettings config struct.
|
||||
- Added FSGVirtualHandGrabSettings config struct.
|
||||
- Added FSGVirtualHandHapticsSettings config struct.
|
||||
- Added FSGVirtualHandMeshSettings config struct.
|
||||
- Added FSGVirtualHandPhalangesLengthSettings config struct.
|
||||
- Added FSGVirtualHandTouchSettings config struct.
|
||||
- Added USGVirtualHandComponent::OnHandVisibilityChanged() event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected).
|
||||
- GetMotionControllerData() has been introduced to the USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
|
||||
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
|
||||
- GetMotionControllerData() has been introduced to the USGWristTrackerComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
|
||||
- Added USGGrabComponent::SimulatePhysics() method.
|
||||
- Added FSGDebugCube.
|
||||
- Added FSGDebugCubeSettings.
|
||||
- Added the SenseGloveDebugKismet module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
|
||||
- Added USGDebugCubeKismetLibrary in order to expose the FSGDebugCube functionalities to Blueprint.
|
||||
- Added USGDebugGizmoKismetLibrary in order to expose the FSGDebugGizmo functionalities to Blueprint.
|
||||
- Added USGDebugVirtualHandKismetLibrary in order to expose the FSGDebugVirtualHand functionalities to Blueprint.
|
||||
- Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator.
|
||||
- Introduced a new FXRMotionControllerData compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation.
|
||||
- Introduced a new FXRMotionControllerData compatible wrist tracking system.
|
||||
- Introduced a new FXRMotionControllerData compatible hand interaction manipulation system.
|
||||
- Added `ESGHeadMountedDisplayDevice` enum with supported HMDs list.
|
||||
- Added `ESGViveHMDDetectionPriority` enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet.
|
||||
- Added the `FSGHMDTracker` utility class, in order to easily gather information about the HMD device at runtime.
|
||||
- Added `USGHMDTrackerKismetLibrary` which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
|
||||
- Added `FSGHMDTrackingSettings` config struct.
|
||||
- Added the `FSGGloveTracer` utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances.
|
||||
- Added `USGGloveTrackerKismetLibrary` which exposes the equivalent C++ functionality to Blueprint.
|
||||
- Added `FSGGloveTrackingSettings` config struct.
|
||||
- Added `FSGTrackingSettings` config struct.
|
||||
- Added `FSGHandTrackingSettings` config struct.
|
||||
- Added `FSGWristTrackingDebuggingSettings` config struct.
|
||||
- Added `FSGVirtualHandSettings` config struct.
|
||||
- Added `FSGVirtualHandAnimationSettings` config struct.
|
||||
- Added `FSGVirtualHandDebuggingSettings` config struct.
|
||||
- Added `FSGVirtualHandGrabSettings` config struct.
|
||||
- Added `FSGVirtualHandHapticsSettings` config struct.
|
||||
- Added `FSGVirtualHandMeshSettings` config struct.
|
||||
- Added `FSGVirtualHandPhalangesLengthSettings` config struct.
|
||||
- Added `FSGVirtualHandTouchSettings` config struct.
|
||||
- Added `USGVirtualHandComponent::OnHandVisibilityChanged()` event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected).
|
||||
- `GetMotionControllerData()` has been introduced to the `USGVitualHandComponent` in order to retrieve the OpenXR-compatible glove data in Unreal's `FXRMotionControllerData` format.
|
||||
- Added `FSGVirtualHandAnimInstanceProxy::GetMotionControllerData()` and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations.
|
||||
- `GetMotionControllerData()` has been introduced to the `USGWristTrackerComponent` in order to retrieve the OpenXR-compatible glove data in Unreal's `FXRMotionControllerData` format.
|
||||
- Added `USGGrabComponent::SimulatePhysics()` method.
|
||||
- Added `FSGDebugCube`.
|
||||
- Added `FSGDebugCubeSettings`.
|
||||
- Added the `SenseGloveDebugKismet` module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint.
|
||||
- Added `USGDebugCubeKismetLibrary` in order to expose the `FSGDebugCube` functionalities to Blueprint.
|
||||
- Added `USGDebugGizmoKismetLibrary` in order to expose the `FSGDebugGizmo` functionalities to Blueprint.
|
||||
- Added`USGDebugVirtualHandKismetLibrary` in order to expose the `FSGDebugVirtualHand` functionalities to Blueprint.
|
||||
- Added a new static `Draw()` method overload to `DebugGizmo` which allows passing an `FQuat` instead of a `FRotator`.
|
||||
- Introduced a new `FXRMotionControllerData` compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation.
|
||||
- Introduced a new `FXRMotionControllerData` compatible wrist tracking system.
|
||||
- Introduced a new `FXRMotionControllerData` compatible hand interaction manipulation system.
|
||||
- Added the ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
|
||||
- Added the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
|
||||
- Added FSGAssetUtils editor-only class.
|
||||
- Added FSGContentBrowserExtension editor-only class.
|
||||
- Added FSGPluginStyle editor-only class.
|
||||
- Added FSGSocketsEditor editor-only class.
|
||||
- Added FSGSocketsEditorCommands editor-only class.
|
||||
- Added the FSGInitializationSettings config struct in order to control how the plugin is initialized.
|
||||
- Introduced the FSGGameUserSettings for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
|
||||
- Added USGGameUserSettingsKismetLibrary in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
|
||||
- Added FSGGameUserSettingsSettings config struct.
|
||||
- Added the SenseGlove console commands: SG_GetEngineScalabilitySettings() and SG_SetEngineScalabilitySettings(Scalability).
|
||||
- Added SGHardwareBenchmarkingSettings config struct.
|
||||
- Introduced ESGEngineScalabilitySettings enum.
|
||||
- Added FSGVirtualHandSettingsOverrides config struct used by the new settings override system.
|
||||
- Added SGWristTrackingSettingsOverrides config structured by the new settings override system.
|
||||
- Added support for Android API level 32 in addition to the API level 29.
|
||||
- Added `FSGAssetUtils` editor-only class.
|
||||
- Added `FSGContentBrowserExtension` editor-only class.
|
||||
- Added `FSGPluginStyle` editor-only class.
|
||||
- Added `FSGSocketsEdito`r editor-only class.
|
||||
- Added `FSGSocketsEditorCommands` editor-only class.
|
||||
- Added the `FSGInitializationSettings` config struct in order to control how the plugin is initialized.
|
||||
- Introduced the `FSGGameUserSettings` for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
|
||||
- Added `USGGameUserSettingsKismetLibrary` in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
|
||||
- Added `FSGGameUserSettingsSettings` config struct.
|
||||
- Added the SenseGlove console commands: `SG_GetEngineScalabilitySettings()` and `SG_SetEngineScalabilitySettings(Scalability)`.
|
||||
- Added `SGHardwareBenchmarkingSettings` config struct.
|
||||
- Introduced `ESGEngineScalabilitySettings` enum.
|
||||
- Added `FSGVirtualHandSettingsOverrides` config struct used by the new settings override system.
|
||||
- Added `SGWristTrackingSettingsOverrides` config structured by the new settings override system.
|
||||
- Added support for Android API level `32` in addition to the API level `29`.
|
||||
- Introduced the SenseGlove Unreal Engine Handbook as an attempt at documenting the SenseGlove Unreal Engine Plugin.
|
||||
- Merged the `pack` utility branch to the plugin's source code at `/Packager` which adds the SenseGlove Unreal Engine Marketplace Packager v0.4.0-a65bb20 binaries and configurations.
|
||||
- Merged the `pack` utility branch to the plugin's source code at `/Packager` which adds the SenseGlove Unreal Engine Marketplace Packager `v0.4.0-a65bb20` binaries and configurations.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like OnGrabStateUpdated and OnTouchStateUpdated.
|
||||
- Fixed a bug where USGGrabComponent's `bAffectPhysicsState` does not enables physics on its owning actor at `BeginPlay()`.
|
||||
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like `OnGrabStateUpdated` and `OnTouchStateUpdated`.
|
||||
- Fixed a bug where `USGGrabComponent`'s `bAffectPhysicsState` does not enables physics on its owning actor at `BeginPlay()`.
|
||||
- Fixed various wrong Kismet script names and their class exports.
|
||||
- Fixed the display name for various overloads of the Blueprint-exposed function `Queue Command Vibro Level` to expose sensible display names.
|
||||
- Some Android UPL tweaks, permission, and build fixes.
|
||||
- Many other large and small fixes and improvements that might not be listed here.
|
||||
- A few small bugfixes that have already been backported to the v2.0.x series.
|
||||
- A few small bugfixes that have already been backported to the `v2.0.x` series.
|
||||
|
||||
### Changed
|
||||
|
||||
- Now, if bValidateIfDefaultClassesAreSGCompliant option from FSGInitializationSettings is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliant GameMode, GameInstance, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
|
||||
- The USGSettings has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components.
|
||||
- The USGSettings constructor visibility has been changed from public to private.
|
||||
- The Settings override system has been overhauled as well affecting how we override settings from the USGVirtualHandComponent and USGWristTrackerComponent.
|
||||
- The SenseGlove libraries have been updated to v2.104.1-55fddbd2.
|
||||
- GetHandPose() has been replaced by GetMotionControllerData inside USGVirtualHandComponent (see the relevant entry in the Added and Removed sections).
|
||||
- Many functions inside USGVirtualHandComponent for retrieving bone names or reference transforms has been renamed to return different data types; e.g. GetLeftHandFingerBoneNames(), GetRightHandFingerBoneNames(), GetLeftHandFingerBoneName(), and GetRightHandFingerBoneName() renamed to GetLeftHandBoneNames(), GetRightHandBoneNames(), GetLeftHandBoneName(), and GetRightHandBoneName() respectively.
|
||||
- bHiddenInGameIfNoGloveDetected UPROPERTY from USGVirtualHandComponent has been renamed to bVisibleWhenHandDataUnavailable and accordingly all of its getters and setters; bVisibleWhenHandDataUnavailable = false now acts as bHiddenInGameIfNoGloveDetected = true, and vice-versa.
|
||||
- USGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.
|
||||
- FSGVirtualHandAnimInstanceProxy now relies on FXRMotionControllerData to animate the hands instead of a TMap of bone names and rotations which allows it to also apply the bone locations.
|
||||
- Now, if `bValidateIfDefaultClassesAreSGCompliant` option from `FSGInitializationSettings` is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliant `GameMode`, `GameInstance`, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class.
|
||||
- The`USGSettings` has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components.
|
||||
- The `USGSettings` constructor visibility has been changed from public to private.
|
||||
- The Settings override system has been overhauled as well affecting how we override settings from the `USGVirtualHandComponent` and `USGWristTrackerComponent`.
|
||||
- The SenseGlove libraries have been updated to `v2.104.1-55fddbd2`.
|
||||
- `GetHandPose()` has been replaced by `GetMotionControllerData()` inside `USGVirtualHandComponent` (see the relevant entry in the Added and Removed sections).
|
||||
- Many functions inside `USGVirtualHandComponent` for retrieving bone names or reference transforms has been renamed to return different data types; e.g. `GetLeftHandFingerBoneNames()`, `GetRightHandFingerBoneNames()`, `GetLeftHandFingerBoneName()`, and `GetRightHandFingerBoneName()` renamed to `GetLeftHandBoneNames()`, `GetRightHandBoneNames()`, `GetLeftHandBoneName()`, and `GetRightHandBoneName()` respectively.
|
||||
- `bHiddenInGameIfNoGloveDetected` uproperty from `USGVirtualHandComponent` has been renamed to `bVisibleWhenHandDataUnavailable` and accordingly all of its getters and setters; `bVisibleWhenHandDataUnavailable = false` now acts as `bHiddenInGameIfNoGloveDetected = true`, and vice-versa.
|
||||
- `USGWristTrackerComponent` now uses `FXRMotionControllerData` for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.
|
||||
- `FSGVirtualHandAnimInstanceProxy` now relies on `FXRMotionControllerData` to animate the hands instead of a `TMap` of bone names and rotations which allows it to also apply the bone locations.
|
||||
- The new OpenXR animation system now takes into account the mesh bone's transforms for a more reliable hand animation.
|
||||
- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
|
||||
- FSGDebugVirtualHandSettings has been renamed to FSGVirtualHandDebuggingSettings.
|
||||
- The value for USGGrabComponent's AttachmentSocketName uproperty now defaults to the value of the plugin's GrabAttachPointSocketName instead of Name_NONE.
|
||||
- The USGGrabComponent now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
|
||||
- `FSGDebugVirtualHand::Draw()` now accepts a `FXRMotionControllerData` parameter instead of all `WristLocation`, `WristRotation`, `JointPositions`, and `JointRotations` parameters.
|
||||
- `FSGDebugVirtualHandSettings` has been renamed to `FSGVirtualHandDebuggingSettings`.
|
||||
- The value for `USGGrabComponent`'s `AttachmentSocketName` uproperty now defaults to the value of the plugin's `GrabAttachPointSocketName` instead of `Name_NONE`.
|
||||
- The `SGGrabComponent` now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
|
||||
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
|
||||
- The `/CHANGELOG.md` file has been migrated to `/Handbook/src/overview/changelog.md`
|
||||
- The `/LICENSE.md` file has been migrated to `/Handbook/src/license/senseglove-unreal-engine-plugin.md`
|
||||
@@ -260,19 +449,19 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
|
||||
|
||||
### Removed
|
||||
|
||||
- Dropped support for Unreal Engine 5.1 and Epic Native Toolchain v20 (used to build UE 5.0 and 5.1 Linux dependencies).
|
||||
- Dropped support for Unreal Engine `5.1` and Epic Native Toolchain `v20` (used to build UE `5.0` and `5.1` Linux dependencies).
|
||||
- Removed the Allbreaker virtual hand model as it's no longer compatible with the SenseGlove plugin.
|
||||
- Removed ASGVirtualHandActor as it was experimental and we no longer maintain it and haven't been doing so for a long time.
|
||||
- Removed FSGVirtualHandAnimInstanceProxy::GetBonesRotations().
|
||||
- Removed USGVirtualHandComponent::GetHandPose() and it's no longer possible to get the hand pose data from USGVirtualHandComponent as GetHandPose() has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
|
||||
- Removed also GetFingerBoneName(), GetFingerBoneRefTransform(), GetFingerBoneRefRotation() and GetFingerBoneRefRotation() from USGVirtualHandComponent.
|
||||
- Removed some remnants of UE 5.1 and older releases from the C++ code.
|
||||
- Removed `ASGVirtualHandActor` as it was experimental and we no longer maintain it and haven't been doing so for a long time.
|
||||
- Removed `FSGVirtualHandAnimInstanceProxy::GetBonesRotations()`.
|
||||
- Removed `USGVirtualHandComponent::GetHandPose()` and it's no longer possible to get the hand pose data from `USGVirtualHandComponent` as `GetHandPose()` has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
|
||||
- Removed also `GetFingerBoneName()`, `GetFingerBoneRefTransform()`, `GetFingerBoneRefRotation()` and `GetFingerBoneRefRotation()` from `USGVirtualHandComponent`.
|
||||
- Removed some remnants of UE `5.1` and older releases from the C++ code.
|
||||
- Removed the `pack` utility branch and merge it to the plugin's source code at `/Packager`.
|
||||
|
||||
### Known Issues
|
||||
|
||||
- With the new OpenXR release, the separation of the real and virtual hand rendering is broken. The reason is the animation system now uses the OpenXR data in the world transforms which yields better animations, but comes at the cost of overriding the the hand position set by the wrist tracker component's position and rotation. If `FXRMotionControllerData` is invalid and `bVisibleWhenHandDataUnavailable` is enabled for example, the system works as expected, since the animation system won't proceed to animate the hand meshes without valid `FXRMotionControllerData`. Since the animation system is only aware of the hand mesh it's animating versus the real hand and virtual hand meshes it means either it should become aware of the physics events like begin and end overlap events and also the real vs virtual hands, or it should resort back to animating the virtual hand meshes in local or component space. This release marks this feature as broken for now until we come up with a reasonable solution in the future.
|
||||
- The `UXRDeviceVisualizationComponent` provided by Unreal Engine is used in the SGPawn class as ControllerVisualizerLeft and ControllerVisualizerRight for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an `OpenXRHandTracking` system, it causes the UXRDeviceVisualizationComponent to visualize the wrist tracking hardware at coordinates (0.0f, 0.0f, 0.0f) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the `UXRDeviceVisualizationComponent` work with the new system. Alternatively, we may develop our own version of the `UXRDeviceVisualizationComponent`.
|
||||
- The `UXRDeviceVisualizationComponent` provided by Unreal Engine is used in the `SGPawn` class as `ControllerVisualizerLeft` and `ControllerVisualizerRight` for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an `OpenXRHandTracking` system, it causes the `UXRDeviceVisualizationComponent` to visualize the wrist tracking hardware at coordinates (`0.0f`, `0.0f`, `0.0f`) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the `UXRDeviceVisualizationComponent` work with the new system. Alternatively, we may develop our own version of the `UXRDeviceVisualizationComponent`.
|
||||
- Although the SenseGlove OpenXR implementation is fully compatible with the `IOpenXRHMD` interface and the `FOpenXRHMD` `XRTrackingSystem`, it is not compatible with the `FOculusXRHMD` backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the `v2.0.x` release of the SenseGlove Unreal Engine plugin until this issue is addressed.
|
||||
|
||||
## [2.0.8] - 2024-07-15
|
||||
@@ -281,23 +470,23 @@ This is a bugfix release that contains a somewhat important bugfix backported fr
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a bug where the SGPawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
|
||||
- Fix a bug where the `SGPawn` right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
|
||||
|
||||
## [2.0.7] - 2024-05-29
|
||||
|
||||
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than 5.4.
|
||||
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than `5.4`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Make the Allbreaker assets compatible with UE5.1+ again as the v2.0.5 update breaks compatibility with UE versions earlier than 5.4, thus leaving the engine unable to load those assets.
|
||||
- Make the Allbreaker assets compatible with UE5.1+ again as the `v2.0.5` update breaks compatibility with UE versions earlier than `5.4`, thus leaving the engine unable to load those assets.
|
||||
|
||||
## [2.0.6] - 2024-05-29
|
||||
|
||||
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE 5.3 that were never meant to be shipped.
|
||||
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE `5.3` that were never meant to be shipped.
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed the dev/test virtual hand models that leaked into the 5.3 branch.
|
||||
- Removed the dev/test virtual hand models that leaked into the `5.3` branch.
|
||||
|
||||
### Fixed
|
||||
|
||||
@@ -316,21 +505,21 @@ This is a bugfix release with no actual plugin's code change.
|
||||
### Fixed
|
||||
|
||||
- Fix our in-house Unreal Engine Marketplace submission tool's configurations where the Content folder (containing the Allbreaker hand model) is mistakenly ignored during the submission. This release reintroduces the Virtual Hand Model and its material missing from the previous release.
|
||||
- Fix the SenseGlove.uproject's wrong versioning submitted to the Unreal Engine Marketplace.
|
||||
- Fix the `SenseGlove.uproject`'s wrong versioning submitted to the Unreal Engine Marketplace.
|
||||
|
||||
## [2.0.3] - 2024-05-15
|
||||
|
||||
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine 5.4.
|
||||
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine `5.4`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix UE 5.4 RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting SenseGloveConnectImpl and SenseGloveCoreImpl modues.
|
||||
- Improved target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguishing the x64 builds from arm64 on Microsoft Windows.
|
||||
- Fix other UE 5.4 RunUAT build issues, mostly caused by missing headers.
|
||||
- Fix UE `5.4` RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting `SenseGloveConnectImpl` and `SenseGloveCoreImpl` modues.
|
||||
- Improved target platform detection when building `SenseGloveConnectImpl` and `SenseGloveCoreImpl` modules and also distinguishing the `x64` builds from `arm64` on Microsoft Windows.
|
||||
- Fix other UE `5.4` RunUAT build issues, mostly caused by missing headers.
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed support for Android armeabi-v7a and x86 architectures as they are no longer supported by the supported engine versions.
|
||||
- Removed support for Android `armeabi-v7a` and `x86` architectures as they are no longer supported by the supported engine versions.
|
||||
|
||||
## [2.0.2] - 2024-04-25
|
||||
|
||||
@@ -338,11 +527,11 @@ This is a patch release with no code changes.
|
||||
|
||||
### Added
|
||||
|
||||
- Introduce official Unreal Engine 5.4 support to the Unreal Engine Marketplace.
|
||||
- Introduce official Unreal Engine `5.4` support to the Unreal Engine Marketplace.
|
||||
|
||||
### Changed
|
||||
|
||||
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine 5.1 as we no longer are able to push updates for this release to the Unreal Engine Marketplace. The v2.0.1 release for Unreal Engine 5.1 can be obtained from the Unreal Engine Marketplace, and v2.0.2 through our Microsoft Azure DevOps repositories. Please note that there are no actual code changes between these two releases and in terms of functionality they are almost identical.
|
||||
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine `5.1` as we no longer are able to push updates for this release to the Unreal Engine Marketplace. The `v2.0.1` release for Unreal Engine `5.1` can be obtained from the Unreal Engine Marketplace, and `v2.0.2` through our Microsoft Azure DevOps repositories. Please note that there are no actual code changes between these two releases and in terms of functionality they are almost identical.
|
||||
|
||||
## [2.0.1] - 2024-04-15
|
||||
|
||||
@@ -350,15 +539,15 @@ This is a bugfix release.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a bug inside both SGVirtualHandComponent and SGWristTrackerComponent where the connected glove's UObject instance gets destroyed and re-instantiated every frame. With this fix now the glove instance will be created or destroyed only when a glove connects to or disconnects from the system.
|
||||
- Fix a bug inside both `SGVirtualHandComponent` and `SGWristTrackerComponent` where the connected glove's `UObject` instance gets destroyed and re-instantiated every frame. With this fix now the glove instance will be created or destroyed only when a glove connects to or disconnects from the system.
|
||||
- Update the outdated Platform Support Matrix and its remarks section to reflect the latest status information.
|
||||
- Fix the wrong header file description sections for the header files inside `SenseGloveKismet/Public/SGKismet/`.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.102.0-35d4de3f.
|
||||
- Together, SenseGlove libraries v2.102.0-35d4de3f and SenseCom v1.6.1 remove the need to call ResetCalibration every time and are able to store and load calibration profiles from disk.
|
||||
- SesenGloveBackend module is no longer calling FSGHandLayer::ResetCalibration on every backend initialization.
|
||||
- SenseGlove libraries have been updated to `v2.102.0-35d4de3f`.
|
||||
- Together, SenseGlove libraries `v2.102.0-35d4de3f` and SenseCom `v1.6.1` remove the need to call ResetCalibration every time and are able to store and load calibration profiles from disk.
|
||||
- SesenGloveBackend module is no longer calling `FSGHandLayer::ResetCalibration()` on every backend initialization.
|
||||
|
||||
## [2.0.0] - 2024-03-22
|
||||
|
||||
@@ -369,37 +558,37 @@ This is the second major release of the SenseGlove Unreal Engine Plugin adding s
|
||||
- Added support for the SenseGlove Nova 2 devices.
|
||||
- Added support for Quest 3 controllers.
|
||||
- Various classes have been added to the API in order to implement the new functionalities and features from the latest upstream SenseGlove libraries.
|
||||
- Added initial support for the upcoming Unreal Engine 5.4 release.
|
||||
- Added initial support for the upcoming Unreal Engine `5.4` release.
|
||||
- Added a pair of default production-ready virtual hand meshes for the left and right hands, courtesy of [Allbreaker LLC Columbia](https://www.allbreaker.co/). For usage and redistribution, please consult the [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md) file.
|
||||
|
||||
### Fixed
|
||||
|
||||
- A few critical bug fixes that have already been backported to the v1.x.x series through v1.9.3 to v1.9.8 releases.
|
||||
- Revamped the way we do FVector <-> SGVect3D, FQuat <-> SGQuat, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems.
|
||||
- A few critical bug fixes that have already been backported to the `v1.x.x` series through `v1.9.3` to `v1.9.8` releases.
|
||||
- Revamped the way we do `FVector` <-> `SGVect3D`, `FQuat` <-> `SGQuat`, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems.
|
||||
- Allow the C++ compiler the opportunity to perform RVO/NRVO if applicable.
|
||||
- Fix the modules' order inside the .uplugin file.
|
||||
- Fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer MVSC updates due to stricter implicit uint64 to int32 conversions.
|
||||
- Fix a build issues inside FSGArrayUtils when performing non-Unity builds due to the missing <string> header.
|
||||
- Fix other build issues in USGDevice, USGNovaGloveSensorData, FSGDeviceImpl, and FSGSenseGloveVarsImpl when performing non-Unity builds due to the missing relevant headers.
|
||||
- Fix the modules' order inside the `.uplugin` file.
|
||||
- Fix a build issue inside `FSGArrayUtils::FromStdVector()` introduced by newer MVSC updates due to stricter implicit `uint64` to `int32` conversions.
|
||||
- Fix a build issues inside `FSGArrayUtils` when performing non-Unity builds due to the missing `<string>` header.
|
||||
- Fix other build issues in `USGDevice`, `USGNovaGloveSensorData`, `FSGDeviceImpl`, and `FSGSenseGloveVarsImpl` when performing non-Unity builds due to the missing relevant headers.
|
||||
- Fix changelog formatting.
|
||||
- Some other improverment and fixes.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.101.12-62b1be11.
|
||||
- SenseGlove libraries have been updated to `v2.101.12-62b1be11`.
|
||||
- The SenseGlove Unreal Engine Plugin now declares the OpenXR plugin as a dependency, so that the OpenXR plugin will be enabled automatically as soon as the SenseGlove Unreal Engine Plugin gets enabled.
|
||||
- Various classes and parts of the API have been changed in order to reflect and adhere to upstream SenseGlove libraries.
|
||||
- Reverse the Platform Support Matrix order from newer Unreal Engine versions to the older ones.
|
||||
- Clarify the engine support policy in the main readme file by adding the corresponding references from the Epic Marketplace Guidelines and a URL to their guidelines page.
|
||||
- The SGTouchComponent uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to VibrotactileDuration and VibrotacktileLevel.
|
||||
- The SGTouchComponent uproperties ForceFeedbackLevel and BuzzLevel (now VibrotacktileLevel) parameters type have changed from int32 to float with the value range varying between 0.0f to 1.0f instead of 1 to 100 in order to correspond to the underlying API changes.
|
||||
- The SGVirtualHandComponent now assumes the default grab point's name as GenericGrabPoint instead of GrabPoint as default if not specified in the Unreal Blueprint Editor.
|
||||
- The SGPawn on UE 5.2+ now utilizes UXRDeviceVisualizationComponent in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE 5.1 this could still be set on the WristTrackerLeft and WristTrackerRight components. Please note that despite the fact that on UE 5.2+ it's still possible to utilize the WristTrackerLeft and WristTrackerRight for setting the controller meshes, this has been deprecated in UE 5.2+ and is no longer supported.
|
||||
- The `SGTouchComponent` uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to `VibrotactileDuration` and `VibrotactileLevel`.
|
||||
- The `SGTouchComponent` uproperties ForceFeedbackLevel and BuzzLevel (now `VibrotactileLevel`) parameters type have changed from `int32` to `float` with the value range varying between `0.0f` to `1.0f` instead of `1` to `100` in order to correspond to the underlying API changes.
|
||||
- The `SGVirtualHandComponent` now assumes the default grab point's name as `GenericGrabPoint` instead of `GrabPoint` as default if not specified in the Unreal Blueprint Editor.
|
||||
- The `SGPawn` on UE `5.2+` now utilizes `UXRDeviceVisualizationComponent` in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE `5.1` this could still be set on the `WristTrackerLeft` and `WristTrackerRight` components. Please note that despite the fact that on UE `5.2+` it's still possible to utilize the `WristTrackerLeft` and `WristTrackerRight` for setting the controller meshes, this has been deprecated in UE `5.2+` and is no longer supported.
|
||||
|
||||
### Removed
|
||||
|
||||
- Various classes and parts of the API have been removed in order to reflect and adhere to upstream SenseGlove libraries.
|
||||
- Removed the redundant SGIC_int32_Ref interop type.
|
||||
- Removed the redundant `SGIC_int32_Ref` interop type.
|
||||
|
||||
## [1.9.8] - 2024-03-12
|
||||
|
||||
@@ -408,14 +597,14 @@ This is a bugfix release that contains bugfixes backported from the next major r
|
||||
### Fixed
|
||||
|
||||
- Fix a bug where the right-hand mesh is always hidden inside the game no matter whether the right glove is connected or not.
|
||||
- Fix a crash inside the USGHandPose::FromHandAngles method.
|
||||
- Some performance optimizations by utilizing MoveTemp in return statements.
|
||||
- Fix a crash inside the `USGHandPose::FromHandAngles()` method.
|
||||
- Some performance optimizations by utilizing `MoveTemp` in return statements.
|
||||
- Some improvements applied to the source code.
|
||||
- Some other minor fixes.
|
||||
|
||||
### Changed
|
||||
|
||||
- The BonesRotations TMap is no longer a public field of FSGVirtualHandAnimInstanceProxy and instead could be retrieved by calling the GetBonesRotations() method.
|
||||
- The BonesRotations TMap is no longer a public field of `FSGVirtualHandAnimInstanceProxy` and instead could be retrieved by calling the `GetBonesRotations()` method.
|
||||
|
||||
## [1.9.7] - 2024-02-18
|
||||
|
||||
@@ -423,8 +612,8 @@ This is a bugfix release that contains bugfixes backported from the next major r
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix various bugs inside the SGPlayerController which occur when the thumb and pinky fingers are simultaneously touching different SGTouchComponents, or only one of them is in touch with such a component. In this case pinky's buzz and force-feedback levels are determined from the SGTouchComponent that is in collision with the thumb instead of the one that is touched by the pinky. Or, the pinky could ignore the buzz and force-feedback level if the thumb is not in collision with an SGTouchComponent. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with an SGTouchComponent.
|
||||
- Fix the BuzzDuration UPROPERTY range in order not to get clamped at 100.0f and also use float values for ClampMin and UIMin specifiers instead of integer values.
|
||||
- Fix various bugs inside the `SGPlayerController` which occur when the thumb and pinky fingers are simultaneously touching different `SGTouchComponents`, or only one of them is in touch with such a component. In this case pinky's buzz and force-feedback levels are determined from the `SGTouchComponent` that is in collision with the thumb instead of the one that is touched by the pinky. Or, the pinky could ignore the buzz and force-feedback level if the thumb is not in collision with an `SGTouchComponent`. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with an `SGTouchComponent`.
|
||||
- Fix the `BuzzDuration` uproperty range in order not to get clamped at `100.0f` and also use `float` values for `ClampMin` and `UIMin` specifiers instead of integer values.
|
||||
|
||||
## [1.9.6] - 2024-02-14
|
||||
|
||||
@@ -432,7 +621,7 @@ This is a bugfix release.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a few critical bugs inside the NovaGlove class where the higher levels of the API including constructors, Parse, and NewNovaGlove methods mistakenly instantiate a SenseGloveImpl class instead of a NovaGloveImpl class.
|
||||
- Fix a few critical bugs inside the `NovaGlove` class where the higher levels of the API including constructors, Parse, and `NewNovaGlove` methods mistakenly instantiate a `SenseGloveImpl` class instead of a `NovaGloveImpl` class.
|
||||
|
||||
## [1.9.5] - 2024-02-09
|
||||
|
||||
@@ -440,7 +629,7 @@ This is a bugfix release.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a wrong type-casting inside SGDeviceModel::ParseFirmware where OutMainVersion and OutSubVersion arguments are getting passed to the lower levels of the API. This could potentially result in a segfault at the FFI boundary between lower and higher levels of the API.
|
||||
- Fix a wrong type-casting inside `SGDeviceModel::ParseFirmware()` where `OutMainVersion` and `OutSubVersion` arguments are getting passed to the lower levels of the API. This could potentially result in a segfault at the FFI boundary between lower and higher levels of the API.
|
||||
|
||||
## [1.9.4] - 2024-02-08
|
||||
|
||||
@@ -448,7 +637,7 @@ This is a bugfix release addressing mostly Blueprint API issues with ABI breakin
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix the Blueprint Parse function signature for the NovaGloveInfoKismetLibrary where the OutGloveInfo passed by the caller was never actually assigned as it was not getting passed by reference.
|
||||
- Fix the Blueprint Parse function signature for the `NovaGloveInfoKismetLibrary` where the `OutGloveInfo` passed by the caller was never actually assigned as it was not getting passed by reference.
|
||||
- Changelog formatting.
|
||||
|
||||
## [1.9.3] - 2024-02-03
|
||||
@@ -457,15 +646,15 @@ This is a hotfix release addressing a few critical issues that might result in c
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a potential memory corruption inside one of the SGBasicHandModel constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API.
|
||||
- Fix a potential memory corruption inside one of the SGSenseGloveInfo constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API.
|
||||
- Fix a potential memory corruption where inside the SGHapticGloveCalibrationSequence::GetCurrentInstruction method, the return statement of the function is getting assigned to the const parameter NextStepKey, thus the return statement of the function will always be empty as well.
|
||||
- Fix a potential memory corruption where inside one of the overloads of the SGSenseGloveImpl::GetGlovePose method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API.
|
||||
- Fix multiple Equals methods for a few classes such as SGInterpolationSet, SGNovaGloveHandProfile, SGNovaGloveInfo, SGSenseGloveHandProfile, SenseGloveInfo, SenseGlovePose, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method.
|
||||
- Removed a redundant code statement inside the SGNovaGloveImpl::GetSubFirmwareVersion method.
|
||||
- Fix a potential memory corruption inside one of the `SGBasicHandModel` constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API.
|
||||
- Fix a potential memory corruption inside one of the `SGSenseGloveInfo` constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API.
|
||||
- Fix a potential memory corruption where inside the `SGHapticGloveCalibrationSequence::GetCurrentInstruction()` method, the return statement of the function is getting assigned to the const parameter `NextStepKey`, thus the return statement of the function will always be empty as well.
|
||||
- Fix a potential memory corruption where inside one of the overloads of the `SGSenseGloveImpl::GetGlovePose()` method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API.
|
||||
- Fix multiple Equals methods for a few classes such as `SGInterpolationSet`, `SGNovaGloveHandProfile`, `SGNovaGloveInfo`, `SGSenseGloveHandProfile`, `SenseGloveInfo`, `SenseGlovePose`, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method.
|
||||
- Removed a redundant code statement inside the `SGNovaGloveImpl::GetSubFirmwareVersion()` method.
|
||||
- Some minor const correctness fixes.
|
||||
- Some other minor code fixes and improvements.
|
||||
- Fix the wrong version numbers inside the paltform support matrix and the main .uplugin file.
|
||||
- Fix the wrong version numbers inside the paltform support matrix and the main `.uplugin` file.
|
||||
- Minor changelog fixes.
|
||||
- Bumped the copyright years.
|
||||
|
||||
@@ -477,69 +666,69 @@ This is a hotfix release addressing a few critical issues that might result in c
|
||||
|
||||
### Fixed
|
||||
|
||||
- A bug where the released actor is going to be NULL whenever the OnActorReleased event fires.
|
||||
- A bug where the released actor is going to be `NULL` whenever the `OnActorReleased` event fires.
|
||||
|
||||
## [1.9.1] - 2023-10-11
|
||||
|
||||
### Fixed
|
||||
|
||||
- Add the missing Unreal Engine C++ header to files that rely on the ENGINE\_\*\_VERSION macros in order to fix the Epic Store build failures on UE 5.3.
|
||||
- Add the missing Unreal Engine C++ header to files that rely on the `ENGINE_*_VERSION` macros in order to fix the Epic Store build failures on UE `5.3`.
|
||||
|
||||
## [1.9.0] - 2023-10-10
|
||||
|
||||
### Changed
|
||||
|
||||
- The BlueprintImplementableEvent UFUNCTION specifier for the OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
|
||||
- The `BlueprintImplementableEvent` ufunction specifier for the `OnGrabStateUpdated`, `OnTouchStateUpdated`, `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch` events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Add a missing release note entry for the v1.8.0 release to the changelog file.
|
||||
- Add a missing release note entry for the `v1.8.0` release to the changelog file.
|
||||
|
||||
## [1.8.0] - 2023-10-10
|
||||
|
||||
### Added
|
||||
|
||||
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
|
||||
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.
|
||||
- Introduced new `SGPawn` events: `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch`.
|
||||
- Exposed `OnGrabStateUpdated`, `OnTouchStateUpdated`, `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch` events to Blueprint as `BlueprintImplementableEvent`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a bug where the OnTouchStateUpdated event is mistakenly triggered instead of the OnGrabStateUpdated when the right thumb fingertip grab collider overlaps with a grabbable actor.
|
||||
- Fix the DECLARE_EVENT macro signature for OnGrabStateUpdated and OnTouchStateUpdated events.
|
||||
- Fix a bug where the `OnTouchStateUpdated` event is mistakenly triggered instead of the `OnGrabStateUpdated` when the right thumb fingertip grab collider overlaps with a grabbable actor.
|
||||
- Fix the `DECLARE_EVENT` macro signature for `OnGrabStateUpdated` and `OnTouchStateUpdated` events.
|
||||
|
||||
## [1.7.0] - 2023-09-14
|
||||
|
||||
### Added
|
||||
|
||||
- Introduce SGGameInstance, a customized SenseGlove game instance for future use.
|
||||
- Added the new SenseGloveBackend and SenseGloveBackendKismet modules.
|
||||
- Added SG_CPP20 C++ macro for C++20 detection, which is now default from UE 5.3 onwards.
|
||||
- Added SG_CAPTURE_THIS C++ macro as a workaround for error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20 in order to build the same lambda captures without extra #ifdefs on all supported engine versions.
|
||||
- Introduce `SGGameInstance`, a customized SenseGlove game instance for future use.
|
||||
- Added the new `SenseGloveBackend` and `SenseGloveBackendKismet` modules.
|
||||
- Added `SG_CPP20` C++ macro for C++20 detection, which is now default from UE `5.3` onwards.
|
||||
- Added `SG_CAPTURE_THIS` C++ macro as a workaround for `error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20` in order to build the same lambda captures without extra `#ifdef`s on all supported engine versions.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.12.0-19c9854.
|
||||
- SGCoreImpl/SGPlatform has been moved to SGBuildHacks/SGPlatform.
|
||||
- SenseGlove libraries have been updated to `v2.12.0-19c9854`.
|
||||
- `SGCoreImpl`/`SGPlatform` has been moved to `SGBuildHacks`/`SGPlatform`.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where SGConnect::Init() gets called every frame.
|
||||
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where `SGConnect::Init()` gets called every frame.
|
||||
- Some other minor fixes and improvements.
|
||||
|
||||
## [1.6.1] - 2023-08-14
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix Unreal Engine 5.0 build issues.
|
||||
- Fix Unreal Engine `5.0` build issues.
|
||||
- Minor documentation fixes.
|
||||
|
||||
## [1.6.0] - 2023-08-14
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for the upcoming Unreal Engine 5.3.
|
||||
- Added support for the upcoming Unreal Engine `5.3`.
|
||||
- Now, the hand's velocity is applied to grabbed actors after being released from the hand.
|
||||
- Introduce the real hands to the SenseGlove module (SGPawn) API.
|
||||
- Introduce the real hands to the `SenseGlove` module (`SGPawn`) API.
|
||||
- Added separation of the virtual and real hand rendering.
|
||||
|
||||
### Fixed
|
||||
@@ -549,7 +738,7 @@ This is a hotfix release addressing a few critical issues that might result in c
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.11.0-b775a05.
|
||||
- SenseGlove libraries have been updated to `v2.11.0-b775a05`.
|
||||
|
||||
## [1.5.3] - 2023-07-19
|
||||
|
||||
@@ -561,7 +750,7 @@ This is a hotfix release mostly addressing Android Bluetooth performance issues.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.10.1-3b0e7c9.
|
||||
- SenseGlove libraries have been updated to `v2.10.1-3b0e7c9`.
|
||||
|
||||
## [1.5.2] - 2023-07-19
|
||||
|
||||
@@ -569,7 +758,7 @@ This is a hotfix release mostly addressing Android-related issues.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix a build issue with Android shipping builds due to sgconnect.jar not getting copied automatically in the AFSProject which is compiled for shipping builds when AndroidFileServer (AFS) is enabled.
|
||||
- Fix a build issue with Android shipping builds due to `sgconnect.jar` not getting copied automatically in the AFSProject which is compiled for shipping builds when `AndroidFileServer (AFS)` is enabled.
|
||||
- Minor changelog fixes and some source code formatting fixes.
|
||||
|
||||
## [1.5.1] - 2023-07-13
|
||||
@@ -589,7 +778,7 @@ This release breaks ABI/API compatibility with the previous versions in some are
|
||||
|
||||
- Added HTC VIVE Focus 3 positional tracking hardware enum.
|
||||
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
|
||||
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the SGPawn.
|
||||
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the `SGPawn`.
|
||||
|
||||
### Fixed
|
||||
|
||||
@@ -597,12 +786,12 @@ This release breaks ABI/API compatibility with the previous versions in some are
|
||||
|
||||
### Changed
|
||||
|
||||
- Fully refactored the top-level configurations in the settings system into USTRUCTs.
|
||||
- SenseGlove libraries have been updated to v2.10.0-12133ac.
|
||||
- Fully refactored the top-level configurations in the settings system into ustructs.
|
||||
- SenseGlove libraries have been updated to `v2.10.0-12133ac`.
|
||||
|
||||
### Removed
|
||||
|
||||
- Dropped support for the Epic Native Toolchain v19, MSVC v141 (Visual Studio 2017), and thus Unreal Engine 4.27 as it has been marked as deprecated since v1.4.x.
|
||||
- Dropped support for the Epic Native Toolchain `v19`, MSVC `v141` (Visual Studio 2017), and thus Unreal Engine `4.27` as it has been marked as deprecated since `v1.4.x`.
|
||||
- Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
|
||||
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
|
||||
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
|
||||
@@ -622,7 +811,7 @@ This is a hotfix release addressing a few critical issues.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix build issues with certain compilers when the Unreal Engine version is older than 5.2.
|
||||
- Fix build issues with certain compilers when the Unreal Engine version is older than `5.2`.
|
||||
- Reintroduced the Virtual Hand and the Wrist Tracker debug gizmos which have temporarily been disabled due to a bug in the settings system.
|
||||
- Some minor changelog fixes.
|
||||
|
||||
@@ -645,19 +834,19 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for the stable release of Unreal Engine 5.2 (the preview release has been supported since v1.2.0).
|
||||
- Added Linux AArch64 platform support.
|
||||
- Added support for the stable release of Unreal Engine `5.2` (the preview release has been supported since `v1.2.0`).
|
||||
- Added Linux `AArch64` platform support.
|
||||
- Added a new Grab component that can turn any actor into a grabbable object.
|
||||
- Added a new Touch component that enables haptic feedback such as Buzz and Force-Feedback commands.
|
||||
- Added an optional feature in order to automatically stop all haptics on the EndPlay event, wherever the virtual hand component is used. By default, it's enabled.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Fix Blueprint signatures for USGVirtualHandComponentKismetLibrary and make all the Blueprint exposed functions static.
|
||||
- Fix Blueprint signatures for `USGVirtualHandComponentKismetLibrary` and make all the Blueprint exposed functions static.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to v2.7.1-965f90c with support for Linux AArch64.
|
||||
- SenseGlove libraries have been updated to `v2.7.1-965f90c` with support for Linux `AArch64`.
|
||||
- The Virtual Hand and the Wrist Tracker debug gizmos (the intended use is only for SenseGlove developers for really low-level stuff; thus won't affect the users of the plugin at all) have been disabled and will be ignored due to an esoteric bug in the settings systems which has been scheduled to be fixed in the future releases.
|
||||
|
||||
### Removed
|
||||
@@ -666,7 +855,7 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Deprecated
|
||||
|
||||
- This is the last release to support Unreal Engine 4.27 and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for 4.27 is v1.3.1. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
|
||||
- This is the last release to support Unreal Engine `4.27` and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for `4.27` is `v1.3.1`. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last three stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
|
||||
|
||||
## [1.3.1] - 2023-04-28
|
||||
|
||||
@@ -692,9 +881,9 @@ This release breaks ABI/API compatibility with the previous versions in addition
|
||||
|
||||
### Changed
|
||||
|
||||
- Breaking API/ABI changes in the Settings and the main SenseGlove module due to some settings refactoring.
|
||||
- Breaking API/ABI changes in the Settings and the main `SenseGlove` module due to some settings refactoring.
|
||||
- Breaking changes in the SenseGlove/Unreal coordinates systems conversions due to underlying changes in the SenseGlove Core Libraries.
|
||||
- SenseGlove libraries have been updated to v2.6.0-aac3d56.
|
||||
- SenseGlove libraries have been updated to `v2.6.0-aac3d56`.
|
||||
|
||||
## [1.2.1] - 2023-03-30
|
||||
|
||||
@@ -708,29 +897,29 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Added
|
||||
|
||||
- Android / Oculus on-device glove calibration.
|
||||
- Android/Oculus on-device glove calibration.
|
||||
- Introduced the animated Virtual Hand Model (as a set of virtual hand and wrist tracker components and an actor) with in-editor animation availability.
|
||||
- Introduced SGPawn, SGPlayerController, SGGameModeBase, etc classes.
|
||||
- Added an internal SenseGloveCoreTypes module in order to share common SenseGloveCore types between various modules.
|
||||
- Segregated Android binaries for NDK r21e (UE 4.27 and 5.0) and r25b (UE 5.1, 5.2).
|
||||
- Introduced `SGPawn`, `SGPlayerController`, `SGGameModeBase`, etc classes.
|
||||
- Added an internal `SenseGloveCoreTypes` module in order to share common SenseGloveCore types between various modules.
|
||||
- Segregated Android binaries for NDK `r21e` (UE `4.27` and `5.0`) and `r25b` (UE `5.1`, `5.2`).
|
||||
- Fully functional and stable Linux development support.
|
||||
- Fully functional and stable Unreal Engine 5.2 preview support has been added.
|
||||
- Fully functional and stable Unreal Engine `5.2` preview support has been added.
|
||||
- Added a Plugin's settings manager and two new modules SenseGloveSettings and SenseGloveSettingsKismet.
|
||||
|
||||
### Changed
|
||||
|
||||
- SenseGlove libraries have been updated to the Linux-aware version: v2.5.0-8069342.
|
||||
- SenseGlove libraries have been updated to the Linux-aware version: `v2.5.0-8069342`.
|
||||
- API has changed to use degrees instead of radians.
|
||||
- SGCoordinates utility class name has been changed to SGAngles and now the plugin API uses degrees in contrast of SenseGlove libraries by default.
|
||||
- SGCoordinates utility class name has been changed to `SGAngles` and now the plugin API uses degrees in contrast of SenseGlove libraries by default.
|
||||
- Migrate common nested array types into the SenseGloveTypes module from the SenseGloveCore module.
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed a few thousand lines of archaic pre-public-release dead code.
|
||||
- Dropped Android NDK r21b binaries used by the older engine versions.
|
||||
- Purged the dead code for dropped engine versions by v1.1.1 (4.22, 4.23, 4.24, 4.25, and 4.26) that carried over to the current version.
|
||||
- Removed redundant SGConnectImpl/SGPlatform.
|
||||
- Removed redundant SGTypes/SGConnectTypes.
|
||||
- Dropped Android NDK `r21b` binaries used by the older engine versions.
|
||||
- Purged the dead code for dropped engine versions by `v1.1.1` (`4.22`, `4.23`, `4.24`, `4.25`, and `4.26`) that carried over to the current version.
|
||||
- Removed redundant `SGConnectImpl`/`SGPlatform`.
|
||||
- Removed redundant `SGTypes`/`SGConnectTypes`.
|
||||
|
||||
### Known Issues
|
||||
|
||||
@@ -740,8 +929,8 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Added
|
||||
|
||||
- Initial support for the upcoming Unreal Engine 5.2.
|
||||
- Add support for Android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a.
|
||||
- Initial support for the upcoming Unreal Engine `5.2`.
|
||||
- Add support for Android `armeabi-v7a` with `neon`, `x86-64`, and `x86` builds in addition to `arm64-v8a`.
|
||||
|
||||
### Fixed
|
||||
|
||||
@@ -750,7 +939,7 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Changed
|
||||
|
||||
- Bump SenseGlove libraries to v2.1.2-95ec6e7.
|
||||
- Bump SenseGlove libraries to `v2.1.2-95ec6e7`.
|
||||
|
||||
## [1.1.0] - 2023-02-03
|
||||
|
||||
@@ -758,7 +947,7 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
- Whitelist Android as a target platform.
|
||||
- Introduce Android support.
|
||||
- Add third-party library SGConnect for Android v1.1.0.
|
||||
- Add third-party library SGConnect for Android `v1.1.0`.
|
||||
|
||||
### Fixed
|
||||
|
||||
@@ -766,12 +955,12 @@ This release breaks ABI/API compatibility with the previous versions.
|
||||
|
||||
### Changed
|
||||
|
||||
- SGConnect and SGCore libraries have been updated to v2.1.1-0569c74.
|
||||
- SGConnect and SGCore libraries have been updated to `v2.1.1-0569c74`.
|
||||
|
||||
### Removed
|
||||
|
||||
- Removed the enum utils class due to ANY_PACKAGE deprecation warnings in Unreal Engine 5.1.
|
||||
- Support for older versions of the Engine (namely, 4.22, 4.23, 4.24, 4.25, and 4.26) has been dropped.
|
||||
- Removed the enum utils class due to `ANY_PACKAGE` deprecation warnings in Unreal Engine `5.1`.
|
||||
- Support for older versions of the Engine (namely, `4.22`, `4.23`, `4.24`, `4.25`, and `4.26`) has been dropped.
|
||||
|
||||
## [1.0.4] - 2022-12-02
|
||||
|
||||
@@ -779,11 +968,11 @@ This is a minor release focusing mostly on adherence to the Unreal Engine Market
|
||||
|
||||
### Added
|
||||
|
||||
- Added support for MSVC 2017
|
||||
- Added support for MSVC 2017.
|
||||
|
||||
### Changed
|
||||
|
||||
- Updated SenseGlove libraries (SGCore/SGConnect) to v2.0.4.
|
||||
- Updated SenseGlove libraries (SGCore/SGConnect) to `v2.0.4`.
|
||||
|
||||
## [1.0.3] - 2022-11-29
|
||||
|
||||
@@ -799,7 +988,7 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
|
||||
|
||||
### Added
|
||||
|
||||
- Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file.
|
||||
- Added the newly acquired Unreal Engine Market Place Offer ID to the `.uplugin` file.
|
||||
- List the dotfiles inside the FilterPlugin.ini file as well.
|
||||
- Add the copyright notice to the source files missing it.
|
||||
- Add the SenseGlove SDK license to the third-party license file.
|
||||
|
||||
@@ -62,6 +62,10 @@
|
||||
└── ThirdParty (3rd-party dependencies)
|
||||
│
|
||||
├── android (.jar file Java libraries for Android)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── include (header files)
|
||||
│ │
|
||||
@@ -69,71 +73,117 @@
|
||||
│ │
|
||||
│ ├── SenseGlove
|
||||
│ │ │
|
||||
│ │ ├── BLE (SGBLE headers)
|
||||
│ │ │
|
||||
│ │ ├── Connect (SGConnect headers)
|
||||
│ │ │
|
||||
│ │ └── Core (SGCoreCpp headers)
|
||||
│ │
|
||||
│ └── serial
|
||||
│
|
||||
└── 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+)
|
||||
│ │ │
|
||||
│ │ ├── arm64 (64-bit ARM variant of Android)
|
||||
│ │ │ │
|
||||
│ │ │ ├── debug
|
||||
│ │ │ │
|
||||
│ │ │ └── release
|
||||
│ │ │
|
||||
│ │ └── x64 (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 (UE 5.3 and 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
|
||||
│ │
|
||||
│ └── win64
|
||||
│ │
|
||||
│ ├── msvc142 (Microsoft Visual Studio 2019 dependencies)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ ├── msvc143 (Microsoft Visual Studio 2022 dependencies)
|
||||
│ │ │
|
||||
│ │ ├── debug
|
||||
│ │ │
|
||||
│ │ └── release
|
||||
│ │
|
||||
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
|
||||
│ │
|
||||
│ ├── debug
|
||||
│ │
|
||||
│ └── release
|
||||
│
|
||||
├── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries)
|
||||
│
|
||||
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers)
|
||||
│
|
||||
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries)
|
||||
│
|
||||
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries)
|
||||
│
|
||||
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries)
|
||||
```
|
||||
|
||||
@@ -9,6 +9,11 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
|
||||
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
|
||||
|
||||
### Third-Party OpenXR Integration Demos
|
||||
|
||||
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
|
||||
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
|
||||
|
||||
## Tutorials
|
||||
|
||||
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
|
||||
@@ -25,3 +30,21 @@ There are various resources available for older versions of the SenseGlove Unrea
|
||||
- [Setting up VIVE Focus 3 & VIVE Wrist Trackers in Unreal Engine](https://youtu.be/SGmQevkzsY4)
|
||||
- [SGBasicDemo: setup throwing objects and physics settings for the real and virtual hands](https://youtu.be/K9Qr_LqgTcY)
|
||||
- [SGBasicDemo v2: upgrading your projects to the SenseGlove Unreal Engine Plugin v2.0.0](https://youtu.be/VbWfoep-Hsg)
|
||||
|
||||
## Third-Party Tutorials
|
||||
|
||||
### OpenXR Tutorials
|
||||
|
||||
- [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine](https://youtu.be/67v-sEhidvM)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 1](https://youtu.be/TPEA1GJr_kU)
|
||||
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 2](https://youtu.be/xEnuephuNmw)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### Android (Meta Quest / HTC VIVE) Tutorials
|
||||
|
||||
- [Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode](https://youtu.be/EClbEbNcl4k)
|
||||
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
|
||||
|
||||
### VR Optimization
|
||||
|
||||
- [Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)](https://youtu.be/67CZqMrAOns)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
## Planned Features Completion Status
|
||||
|
||||
### Implemented as of v2.3.x
|
||||
### Implemented as of v2.6.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.
|
||||
@@ -39,8 +40,9 @@
|
||||
- [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 v2.4.x release
|
||||
### Upcoming features planned for the v2.6.x release
|
||||
|
||||
### Planned features long-term
|
||||
|
||||
|
||||
@@ -1,19 +1,20 @@
|
||||
## 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** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
|
||||
| **5.3** | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
|
||||
| **5.2** | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.2 | ✅ v2.3.2 |
|
||||
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
|
||||
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
|
||||
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
|
||||
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
|
||||
| | **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** |
|
||||
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
|
||||
| **5.6** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ❓ | ✅ v2.6.3 | ✅ v2.6.3 |
|
||||
| **5.5** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ❓ | ✅ v2.6.3 | ✅ v2.6.3 |
|
||||
| **5.4** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ✅ v2.6.x (r25b) | ✅ v2.6.3 | ✅ v2.6.3 |
|
||||
| **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
|
||||
@@ -26,3 +27,5 @@ Remarks:
|
||||
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
|
||||
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
|
||||
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
|
||||
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
|
||||
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
|
||||
|
||||
@@ -1,41 +1,20 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
|
||||
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
|
||||
> OpenXR extension the plugin won't output any glove data.
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor.
|
||||
Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
|
||||
|
||||
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section:
|
||||
## PCVR Mode
|
||||
|
||||

|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
|
||||
|
||||
> [!CAUTION]
|
||||
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
|
||||
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
|
||||
> break on SteamVR. One possible reason is that
|
||||
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
|
||||
> Further investigation is needed to identify the exact underlying cause.
|
||||
## Standalone Mode
|
||||
|
||||
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled:
|
||||
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
|
||||
|
||||

|
||||
## Third-Party Tutorials
|
||||
|
||||
> [!NOTE]
|
||||
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
|
||||
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
|
||||
> Enabling this feature is only necessary if you wish to use hand-tracking as a
|
||||
> fallback option when no glove is connected to your PC.
|
||||
|
||||
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
|
||||
|
||||
> [!CAUTION]
|
||||
> As noted in the
|
||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
||||
> rendering it unusable.
|
||||
>
|
||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
||||
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
|
||||
|
||||
BIN
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+77
@@ -0,0 +1,77 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

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

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

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

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

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
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BIN
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+87
@@ -0,0 +1,87 @@
|
||||
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
|
||||
|
||||
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
|
||||
|
||||
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
|
||||
|
||||
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
|
||||
|
||||

|
||||
|
||||
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
|
||||
|
||||
## Meta Quest
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
|
||||
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
|
||||
> would suffice for functional glove data retrieval using OpenXR,
|
||||
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
|
||||
> won't work on Android without the `Meta XR` plugin availability.
|
||||
|
||||
### Meta XR Plugin
|
||||
|
||||
> [!CAUTION]
|
||||
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
|
||||
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
|
||||
> is being worked on and might be supported in the future.
|
||||
|
||||
## HTC VIVE
|
||||
|
||||
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
|
||||
|
||||
### OpenXRViveTracker Plugin
|
||||
|
||||
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
|
||||
|
||||
### ViveOpenXR Plugin
|
||||
|
||||
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
|
||||
|
||||

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

|
||||
|
||||

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

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

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

|
||||
|
||||

|
||||
|
||||
## SenseGlove Wrist Tracking Settings
|
||||
|
||||
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
|
||||
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+17
@@ -0,0 +1,17 @@
|
||||
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
|
||||
|
||||
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
|
||||
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
|
||||
|
||||
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
BIN
Binary file not shown.
@@ -2,6 +2,14 @@
|
||||
|
||||
SenseCom (short for SenseGlove Communications) is a background program that runs alongside your Unreal Engine application. Its primary function is to discover, and connect to SenseGlove devices on your system, exchanging data with them, much like a "SteamVR for Haptic Gloves." The SenseGlove Unreal Engine Plugin relies on SenseCom to communicate with any SenseGlove hardware.
|
||||
|
||||
Communication between your application and the physical gloves are possible via either [Bluetooth Low Energy (a.k.a. Bluetooth LE, colloquially BLE, formerly marketed as Bluetooth Smart)](bluetooth-low-energy/), or [Bluetooth Serial (a.k.a. BT Serial)](bluetooth-serial/) depending on the type and model of your glove, or the firmware version.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
|
||||
> [!NOTE]
|
||||
> SenseCom is required only for communication on Windows or Linux. For
|
||||
> standalone Android devices, the communication functionality is embedded
|
||||
@@ -10,4 +18,4 @@ SenseCom (short for SenseGlove Communications) is a background program that runs
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
> please.
|
||||
> please.
|
||||
@@ -0,0 +1,18 @@
|
||||
# SenseCom (Bluetooth Low Energy)
|
||||
|
||||
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
|
||||
> it may be because the `Legacy Connections` option is enabled. In that case
|
||||
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
|
||||
> Enabling this option should allow SenseCom to discover and connect to your
|
||||
> glove.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
|
||||
> to a BLE-compatible firmware version. For more information, refer to the
|
||||
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
|
||||
> as this topic is beyond the scope of this handbook.
|
||||
@@ -0,0 +1,10 @@
|
||||
# SenseCom on Android (Bluetooth Low Energy)
|
||||
|
||||
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
|
||||
|
||||
As a result, in Standalone-mode, unlike PCVR-mode where BLE gloves do not require pairing at the operating system level and connections are managed by SenseCom, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
|
||||
|
||||
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
|
||||
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
|
||||
|
||||
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
|
||||
BIN
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LFS
BIN
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BIN
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BIN
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LFS
BIN
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BIN
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BIN
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@@ -0,0 +1,115 @@
|
||||
# SenseCom on GNU/Linux (Bluetooth Low Energy)
|
||||
|
||||
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
|
||||
|
||||
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
|
||||
|
||||

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

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

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

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

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

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

|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -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).
|
||||
|
||||

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

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

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

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

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

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

|
||||
@@ -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.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!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.
|
||||
+10
-2
@@ -1,10 +1,10 @@
|
||||
# SenseCom on GNU/Linux
|
||||
# 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).
|
||||
|
||||

|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer.
|
||||
|
||||
@@ -85,6 +85,14 @@ Loading in SingleInstance mode
|
||||
|
||||

|
||||
|
||||
> [!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.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!NOTE]
|
||||
> For more detailed information and troubleshooting, consult the
|
||||
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
|
||||
+1
-1
@@ -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:
|
||||
|
||||
Executable → Regular
Executable → Regular
Executable → Regular
Executable → Regular
Executable → Regular
+1
-1
@@ -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:
|
||||
|
||||
BIN
Binary file not shown.
Executable → Regular
Executable → Regular
Executable → Regular
BIN
Binary file not shown.
+12
-4
@@ -1,10 +1,10 @@
|
||||
# SenseCom on Microsoft Windows
|
||||
# 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).
|
||||
|
||||

|
||||

|
||||
|
||||
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
|
||||
|
||||
@@ -38,7 +38,7 @@ Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
|
||||
|
||||

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

|
||||
|
||||
@@ -51,9 +51,17 @@ Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
|
||||
|
||||

|
||||
|
||||
> [!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.
|
||||
>
|
||||
> 
|
||||
|
||||
> [!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.
|
||||
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.
|
||||
Executable → Regular
@@ -3,3 +3,47 @@
|
||||
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
|
||||
|
||||
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:
|
||||
|
||||

|
||||
|
||||
## Meta Quest Pro Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## Meta Quest 3 Controller
|
||||
|
||||
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||

|
||||
|
||||
## 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:
|
||||
|
||||

|
||||
|
||||
## 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:
|
||||
|
||||
")
|
||||
|
||||
### Standalone Mode
|
||||
|
||||
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
|
||||
|
||||
")
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -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
|
||||
@@ -29,4 +31,4 @@ conditions as to quality, fitness for purpose, non-infringement, performance or
|
||||
correspondence with description and we do not offer any warranties or guarantees
|
||||
in relation to the Software installation, configuration or error/defect
|
||||
correction.
|
||||
```
|
||||
```
|
||||
@@ -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
|
||||
@@ -398,4 +400,4 @@ the avoidance of doubt, this paragraph does not form part of the
|
||||
public licenses.
|
||||
|
||||
Creative Commons may be contacted at creativecommons.org.
|
||||
```
|
||||
```
|
||||
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
|
||||
```
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 - 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
|
||||
@@ -26,4 +26,4 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
```
|
||||
|
||||
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
|
||||
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
|
||||
@@ -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.
|
||||
@@ -5,6 +5,7 @@ Please note that while the SenseGlove Unreal Engine Plugin is made available und
|
||||
The following third-party software are used and shipped with the SenseGlove Unreal Engine Plugin:
|
||||
|
||||
- [The SenseGlove SDK (a.k.a. SenseGlove Backend Libraries, or SenseGlove Core Libraries)](senseglove-sdk.md)
|
||||
- [SGBLE and SGBLExx Rust Dependencies](sgble-sgblexx-rust-dependencies.md)
|
||||
- [The Boost C++ Libraries](boost-cpp-libraries.md)
|
||||
- [The Serial Communication Library](serial-communication-library.md)
|
||||
|
||||
|
||||
@@ -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 +1,29 @@
|
||||
# Third-Party Tutorials: Android Standalone Mode Deployment
|
||||
|
||||
## 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>
|
||||
@@ -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
|
||||
|
||||

|
||||
|
||||
## 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:
|
||||
|
||||

|
||||
|
||||
### 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:
|
||||
|
||||

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

|
||||
|
||||
In order to query all the available display refresh rates use the Blueprint function `Enumerate 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`:
|
||||
|
||||

|
||||
|
||||
To obtain the current display refresh rate use the Blueprint function `Get 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.
|
||||
|
||||
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -0,0 +1,20 @@
|
||||
# Third-Party Tutorials: Optimizing Your Project for Higher FPS
|
||||
|
||||
## Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)
|
||||
|
||||
This beginner-friendly tutorial, covers how to significantly boost the performance of your Unreal Engine VR projects, whether you're building for standalone (mobile) or PCVR (desktop) on devices such as Meta Quest, HTC VIVE, Varjo, or Valve Index.
|
||||
|
||||
It covers step-by-step how to:
|
||||
|
||||
- Convert a regular project into a VR-ready experience.
|
||||
- Optimize for both standalone (Android) and PCVR (Windows) platforms.
|
||||
- Tweak key rendering, lighting, and texture settings for smoother gameplay.
|
||||
- Configure Meta XR and HTC VIVE OpenXR plugins to fine-tune settings for the best performance possible.
|
||||
- Utilize and fine-tune engine scalability settings.
|
||||
- Explore powerful optimization features like DLSS, FSR, XeSS, and Foveated Rendering
|
||||
|
||||
Even if you’re new to VR development, this guide breaks it down with visuals, clear examples, and actionable tips to take your framerate from sluggish to silky smooth.
|
||||
|
||||
<div style="margin: 0 auto; width: 560px;">
|
||||
<iframe width="560" height="315" src="https://www.youtube.com/embed/67CZqMrAOns" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user