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67 Commits
Author SHA1 Message Date
Mamadou Babaei 516d246793 bump the plugin version to v2.6.1 2025-06-05 13:20:13 +02:00
Mamadou Babaei 7fb4c7b5eb changelog fixes 2025-06-05 12:38:32 +02:00
Mamadou Babaei 4009892861 bump senseglove libraries to v2.204.0-3a37b1977 2025-06-05 12:38:31 +02:00
Mamadou Babaei f540872fa3 fix a changelog typo 2025-06-05 12:38:29 +02:00
Mamadou Babaei 538f99712b bump the plugin version to v2.6.0 2025-06-04 02:33:17 +02:00
Mamadou Babaei b3ccc1f274 fix a runuat build issue due to a missing header providing engine version macros 2025-06-04 02:33:17 +02:00
Mamadou Babaei caa08eb94d deprecate ue 5.3 support 2025-06-04 02:23:58 +02:00
Mamadou Babaei 1e9ea621f7 reoder changelog's last entry sections 2025-06-04 02:23:58 +02:00
Mamadou Babaei b9f2d01982 revamp the ubt third-party dependency system 2025-06-04 02:23:58 +02:00
Mamadou Babaei 5907d5bb41 fix build issue with sgbackend by deleting the impl struct copy constructor and copy assignment operator 2025-06-04 02:23:58 +02:00
Mamadou Babaei f502ee2cb9 fix a closing #endif directive comment 2025-06-04 02:23:58 +02:00
Mamadou Babaei 77d0b4858b minor code formatting fix 2025-06-04 02:23:58 +02:00
Mamadou Babaei fb1ae5a3e9 thread-safe sgbackend initialization 2025-06-04 02:23:58 +02:00
Mamadou Babaei 076a07bc7b thread-safe sglog initialization 2025-06-04 02:23:58 +02:00
Mamadou Babaei 9682585c00 revamp sglog to use unreal's tuniqueptr instead of std::unique_ptr 2025-06-04 02:23:58 +02:00
Mamadou Babaei 73957cfe66 fix critical deadlock between render and game threads in UE 5.6 when invoking IHeadMountedDisplay::GetHMDMonitorInfo() 2025-06-04 02:23:58 +02:00
Mamadou Babaei 48248eecc2 fix sglog windows/msvc build issues caused by the recent sglog refactor 2025-06-04 02:23:58 +02:00
Mamadou Babaei b324258683 update the changelog 2025-06-04 02:23:58 +02:00
Mamadou Babaei b074067667 add a missing header that causes build issues on linux aarch64 due to incomplete uaniminstance type 2025-06-04 02:23:58 +02:00
Mamadou Babaei 4db754109a fix type conversion safety and consistency issues across all sglog formatters 2025-06-04 02:23:58 +02:00
Mamadou Babaei 2981ab4670 fix unreal engine 5.6 string conversion build issues on linux 2025-06-04 02:23:57 +02:00
Mamadou Babaei 304a735e10 Revert "bump embedded winpython distribution to v3.12.10"
This reverts commit 4fe067cf9a.
2025-06-04 02:23:57 +02:00
Mamadou Babaei 2808e0f991 Revert "attempt at fixing handbook's broken make pack on windows by upgrading mdbook-pdf-outline"
This reverts commit 1be45f2cba.
2025-06-04 02:23:55 +02:00
Mamadou Babaei 33c661df43 attempt at fixing handbook's broken make pack on windows by upgrading mdbook-pdf-outline 2025-06-04 02:23:55 +02:00
Mamadou Babaei 0eaa936cb1 bump the SenseGlove Unreal Engine Marketplace Packager to v0.6.0-4108c6f 2025-06-04 02:23:55 +02:00
Mamadou Babaei 1ff40e1a9c bump senseglove libraries to v2.203.0-f3d3e676 which migrates to C++20 2025-06-04 02:23:54 +02:00
Mamadou Babaei 51651d3996 bump embedded winpython distribution to v3.12.10 2025-06-04 02:23:52 +02:00
Mamadou Babaei ffb9f52329 lock the mdbook crate version to v0.49.0 2025-06-04 02:23:50 +02:00
Mamadou Babaei 46e4786b4a bump senseglove libraries to v2.202.0-5d54da32 which fixes linux build issues for ue 5.5/5.6 by linking against libc++ instead of libstdc++ 2025-06-04 02:23:50 +02:00
Mamadou Babaei 0f45c30935 update the outdated directory structure section inside the handbook with the latest changes 2025-06-04 02:23:48 +02:00
Mamadou Babaei ee06a344ae bump the senseglove libraries to libraries to v2.201.0-edef7655 and replace epic native toolchain v24 with v25 2025-06-04 02:23:47 +02:00
Mamadou Babaei 0e4d0128d7 bump the plugin version to v2.5.0 2025-05-09 16:49:02 +02:00
Mamadou Babaei 3fbebe7b2b fix bad warning emoji character inside the platform support matrix 2025-05-09 16:49:02 +02:00
Mamadou Babaei a8c076e3f0 improve the changelog formatting as much as possible 2025-05-09 16:33:46 +02:00
Mamadou Babaei c17d901102 mention ue 5.2 and epic native toolchain v21 removal in the changelog 2025-05-09 16:33:46 +02:00
Mamadou Babaei aafab6d17b minor punctuation fix 2025-05-09 16:33:46 +02:00
Mamadou Babaei 3f1043cf0a update the planned featured completion status with regards to the latest changes 2025-05-09 16:33:45 +02:00
Mamadou Babaei 0bf94a8a77 update the changelog 2025-05-09 16:33:45 +02:00
Mamadou Babaei 747b0e454d bump the SenseGlove libraries to the v2.200.0-0cb715d0 release with BLE (Bluetooth Low Energy) support 2025-05-09 16:33:44 +02:00
Mamadou Babaei ac7318cd16 remove ue 5.2 deployment from sgum-packager 2025-05-09 16:33:43 +02:00
Mamadou Babaei aafa9f585f list the third-party tutorials inside the extra resources section in a categorized manner 2025-05-09 16:33:43 +02:00
Mamadou Babaei fb4c179bb5 minor handbook fixes 2025-05-09 16:33:43 +02:00
Mamadou Babaei f0f125bd00 downgrade mdbook-epub crate to cac03b7f4b151f106f7f05b13da4c33fc098dd2c 2025-05-09 16:33:43 +02:00
Mamadou Babaei 7a9311cc57 fix a broken handbook url 2025-05-09 16:33:43 +02:00
Mamadou Babaei 13dff97554 revamp the sensecom instructions and divide it into ble and btserial sections 2025-05-09 16:33:43 +02:00
Mamadou Babaei e652af89ef bump mdbook-epub crate to the latest v0.4.x 2025-05-09 16:33:42 +02:00
Mamadou Babaei ab6041edd7 fix a critical deadlock issue (UE-212224) in UE 5.5/5.6 during PipelinedFrameState acquisition 2025-05-09 16:32:27 +02:00
Mamadou Babaei 263d36d040 bump the SenseGlove libraries to the v2.199.1-8de3deb9 experimental release with BLE (Bluetooth Low Energy) support 2025-05-09 16:32:26 +02:00
Mamadou Babaei 0b3e9be180 bump the SenseGlove libraries to the v2.199.0-b35c8158 experimental release with BLE (Bluetooth Low Energy) support 2025-05-09 16:32:26 +02:00
Mamadou Babaei c565a109a2 mark ue 5.2 as out of support in the platform support matrix 2025-05-09 16:32:20 +02:00
Mamadou Babaei 24c2a8899f bump the senseglove libraries to the latest experimental ble builds 2025-05-09 16:32:20 +02:00
Mamadou Babaei d3b5463888 add missing changelogs from the previous commit 2025-05-09 16:32:04 +02:00
Mamadou Babaei b5970534a6 revamp android backend initialization error handling and bump the senseglove libraries to the latest experimental ble builds 2025-05-09 16:32:03 +02:00
Mamadou Babaei 4866220217 list the license section inside the overview section as well 2025-05-09 16:31:47 +02:00
Mamadou Babaei a8872273b5 fix a main menu title missing keyword 2025-05-09 16:31:47 +02:00
Mamadou Babaei 4a86784b37 a minor punctuation fix in the changelog 2025-05-09 16:31:47 +02:00
Mamadou Babaei 98717ab1fa add sgble and sgblexx rust dependency licenses 2025-05-09 16:31:47 +02:00
Mamadou Babaei f6ffc63399 bump the senseglove libraries to a ble-aware version that resolves android build issues 2025-05-09 16:31:45 +02:00
Mamadou Babaei 6e06f6b73e bump sgconnect for android to an experimental unreleased ble-aware implementation 2025-05-09 16:31:44 +02:00
Mamadou Babaei eaa979f6e8 bump senseglove libraries to a yet to be versioned, experimental release, with ble support 2025-05-09 16:31:43 +02:00
Mamadou Babaei d402c60a86 add initial support for epic native toolchain v24 2025-05-09 16:31:27 +02:00
Mamadou Babaei 4483d41b69 bump the senseglove libraries to v2.106.0-d5361a48 2025-05-09 16:31:27 +02:00
Mamadou Babaei 094854c248 bump the plugin version to v2.4.2 2025-02-17 13:28:26 +01:00
Mamadou Babaei 0f4dfea8ad list the third-party tutorials with a description in their corresponding parent sections 2025-02-17 13:28:25 +01:00
Mamadou Babaei 6bf4bebec1 bump the plugin version to v2.4.1 2025-02-14 15:11:42 +01:00
Mamadou Babaei 0e07d50414 fix a bug that breaks the custom styles on the release urls 2025-02-14 15:06:31 +01:00
Mamadou Babaei 35d2d75f12 apply a minor handbook makefile fix 2025-02-14 15:06:31 +01:00
3693 changed files with 1637 additions and 11466 deletions
+7 -3
View File
@@ -233,6 +233,10 @@ endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
# mdbook-pdf Configuration
################################################################################
ifneq ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
SG_MDBOOK_HTML_SITE_URL := /$(SG_HANDBOOK_REVISION)/
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX)
else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS))
@@ -361,7 +365,7 @@ clean:
.PHONY: install-build-deps
install-build-deps:
@echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --vers "^0.4" --locked
@cargo install mdbook --version "0.4.49" --locked
@cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked
@@ -371,7 +375,7 @@ ifeq ($(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),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev cac03b7f4b151f106f7f05b13da4c33fc098dd2c --locked
################################################################################
# Make Targets - mdBook
@@ -496,9 +500,9 @@ _mdbook_build:
SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
SG_GIT_VERSION='$(SG_GIT_VERSION)' \
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
+12 -5
View File
@@ -15,10 +15,16 @@ 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)
@@ -94,7 +100,8 @@ 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.
+299 -179
View File
@@ -5,6 +5,126 @@ 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).
## [2.6.1] - 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.
@@ -47,7 +167,7 @@ This minor release brings various improvements and, notably, the first version t
- 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)
- 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.
@@ -203,7 +323,7 @@ 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
@@ -212,92 +332,92 @@ 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`
@@ -312,19 +432,19 @@ 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
@@ -333,23 +453,23 @@ 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
@@ -368,21 +488,21 @@ 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
@@ -390,11 +510,11 @@ 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
@@ -402,15 +522,15 @@ 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
@@ -421,37 +541,37 @@ 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
@@ -460,14 +580,14 @@ 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
@@ -475,8 +595,8 @@ 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
@@ -484,7 +604,7 @@ 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
@@ -492,7 +612,7 @@ 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
@@ -500,7 +620,7 @@ 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
@@ -509,15 +629,15 @@ 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.
@@ -529,69 +649,69 @@ 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
@@ -601,7 +721,7 @@ 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
@@ -613,7 +733,7 @@ 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
@@ -621,7 +741,7 @@ 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
@@ -641,7 +761,7 @@ 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
@@ -649,12 +769,12 @@ 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.
@@ -674,7 +794,7 @@ 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.
@@ -697,19 +817,19 @@ 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
@@ -718,7 +838,7 @@ 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
@@ -744,9 +864,9 @@ 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
@@ -760,29 +880,29 @@ 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
@@ -792,8 +912,8 @@ 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
@@ -802,7 +922,7 @@ 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
@@ -810,7 +930,7 @@ 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
@@ -818,12 +938,12 @@ 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
@@ -831,11 +951,11 @@ 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
@@ -851,7 +971,7 @@ 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.
+111 -61
View 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)
```
+14
View File
@@ -29,3 +29,17 @@ 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)
@@ -1,6 +1,6 @@
## Planned Features Completion Status
### Implemented as of v2.4.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, Oculus Quest Pro, and Oculus Quest 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.
@@ -41,7 +42,7 @@
- [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 v2.5.x release
### Upcoming features planned for the v2.6.x release
### Planned features long-term
@@ -2,10 +2,11 @@
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.4** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.2** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.6** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ❓ | ✅ v2.6.1 | ✅ v2.6.1 |
| **5.5** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | | ✅ v2.6.1 | ✅ v2.6.1 |
| **5.4** | ❌ | | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ✅ v2.6.x (r25b) | ✅ v2.6.1 | ✅ v2.6.1 |
| **5.3** | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ✅ v2.6.x (r25b) | ✅ v2.6.1 | ✅ v2.6.1 |
| **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 |
@@ -13,4 +13,8 @@ For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](p
## Standalone Mode
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
## Third-Party Tutorials
As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
@@ -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.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -0,0 +1,10 @@
# SenseCom on Android (Bluetooth Low Energy)
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
As a result, in Standalone-mode, unlike PCVR-mode where BLE gloves do not require pairing at the operating system level and connections are managed by SenseCom, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
@@ -0,0 +1,115 @@
# SenseCom on GNU/Linux (Bluetooth Low Energy)
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Make sure the glove is powered on.
8. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
![SenseCom on GNU/Linux - Running SenseCom](gnu-linux-run-sensecom.png "SenseCom on GNU/Linux - Running SenseCom")
9. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices](gnu-linux-sensecom-pair-devices-hamburger-menu.png "SenseCom on GNU/Linux - SenseCom Hamburger Menu - Pair Devices")
10. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on GNU/Linux - Pair Devices - Nearby Devices](gnu-linux-sensecom-pair-devices-nearby.png "SenseCom on GNU/Linux - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](gnu-linux-sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
11. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on GNU/Linux - Pair Devices - Paring Confirmation](gnu-linux-sensecom-pair-devices-confirmation.png "SenseCom on GNU/Linux - Pair Devices - Paring Confirmation")
12. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality](gnu-linux-sensecom-pair-devices-list.png "SenseCom on GNU/Linux - Pair Devices - List and Unpair functionality")
13. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves](gnu-linux-sensecom-connected-gloves.png "SenseCom on GNU/Linux - Connected Bluetooth Low Energy Gloves")
@@ -0,0 +1,46 @@
# SenseCom on Microsoft Windows (Bluetooth Low Energy)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Now, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
6. After running SenseCom, it will not automatically connect to your gloves unless you have already paired them. To pair your devices, navigate to the hamburger menu and select `Pair Devices`.
![SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices](microsoft-windows-sensecom-pair-devices-hamburger-menu.png "SenseCom on Microsoft Windows - SenseCom Hamburger Menu - Pair Devices")
7. Once inside the `Pair Devices` section, in case your gloves are already turned on, you should be able to spot them inside the `Nearby Devices` list.
![SenseCom on Microsoft Windows - Pair Devices - Nearby Devices](microsoft-windows-sensecom-pair-devices-nearby.png "SenseCom on Microsoft Windows - Pair Devices - Nearby Devices")
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
8. Clicking on any glove within the `Nearby Devices` list will prompt a pairing confirmation. If this is the desired glove you wish to pair, proceed by clicking the `Confirm` button.
![SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation](microsoft-windows-sensecom-pair-devices-confirmation.png "SenseCom on Microsoft Windows - Pair Devices - Paring Confirmation")
9. After pairing all gloves, you can return to the main SenseCom window by pressing the `< Back` button. If needed, you can always revisit the `Paired Devices` list to unpair any gloves.
![SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality](microsoft-windows-sensecom-pair-devices-list.png "SenseCom on Microsoft Windows - Pair Devices - List and Unpair functionality")
10. If you have followed all the steps correctly, upon returning to the main SenseCom window, you should see that your gloves are connected
![SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves](microsoft-windows-sensecom-connected-gloves.png "SenseCom on Microsoft Windows - Connected Bluetooth Low Energy Gloves")
@@ -0,0 +1,17 @@
# SenseCom (Bluetooth Serial)
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.
@@ -0,0 +1,10 @@
# SenseCom on Android (Bluetooth Serial)
Unlike PCVR-mode on Windows or Linux, there's no separate SenseCom application available for Standalone-mode on Android; instead, the communication functionality is integrated into your application.
As a result, you need to pair your desired gloves through your operating system's Bluetooth settings before launching any applications that rely on [the SenseGlove Unreal Engine Plugin](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099). These instructions vary depending on the vendor and model of your Head-Mounted Display device. Please refer to the official documentation for detailed instructions:
- [Meta Quest: Connect a compatible Bluetooth device to Meta Quest headsets](https://www.meta.com/en-gb/help/quest/3263186127339632/)
- [HTC VIVE: Pairing Bluetooth devices](https://www.vive.com/eu/support/vive-xr/category_howto/pairing-bluetooth-devices.html)
If you are using a different kind of HMD, ensure you consult the vendor-specific instructions to properly pair your gloves with your HMD of choice in Standalone-mode.
@@ -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).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
![SenseCom on GNU/Linux - Downloading from GitHub](../../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
@@ -85,6 +85,14 @@ Loading in SingleInstance mode
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Blueman Bluetooth Manager
# Connect to Nova gloves using Blueman Bluetooth Manager (Bluetooth Serial)
Follow these steps to pair a Nova glove with your PC on GNU/Linux usng the Blueman Bluetooth Manager:
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Command-line
# Connect to Nova gloves using Command-line (Bluetooth Serial)
Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez:
@@ -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).
![SenseCom on Microsoft Windows - Downloading from GitHub](sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
@@ -38,7 +38,7 @@ Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`.
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
@@ -51,9 +51,17 @@ Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
View File
@@ -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.
+1
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@@ -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)
@@ -26,4 +26,8 @@ Here are a few important notes to consider:
> 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/).
> [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.
@@ -1,6 +1,6 @@
# Third-Party Tutorials: Android Standalone Mode Deployment
## Build and Deploy Unreal Engine 5.5 Projects to Android and Meta Quest 2/3 in Standalone Mode
## 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.
+20 -4
View File
@@ -11,10 +11,16 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
- [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/)
- [SenseCom](../getting-started/sensecom/)
- [SenseCom on GNU/Linux](../getting-started/sensecom/gnu-linux/)
- [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/)
- [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/)
- [SenseCom on Android](../getting-started/sensecom/bluetooth-serial/android.md)
- [SenseCom on GNU/Linux](../getting-started/sensecom/bluetooth-serial/gnu-linux/)
- [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/)
- [PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/)
- [Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/)
@@ -93,3 +99,13 @@ The appendix contains various extra useful information:
- [Changelog](../appendix/changelog.md)
- [Directory Structure](../appendix/directory-structure.md)
- [Extra Resources](../appendix/extra-resources.md)
# 📜 License
- [SenseGlove Unreal Engine Plugin License](../license/senseglove-unreal-engine-plugin.md)
- [SenseGlove Unreal Engine Handbook License](../license/senseglove-unreal-engine-handbook.md)
- [Third-Party Licenses](../license/third-party.md)
- [SenseGlove SDK License](../license/senseglove-sdk.md)
- [SGBLE and SGBLExx Rust Dependencies Licenses](../license/sgble-sgblexx-rust-dependencies.md)
- [Boost C++ Libraries License](../license/boost-cpp-libraries.md)
- [Serial Communication Library License](../license/serial-communication-library.md)
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+44 -10
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@@ -42,10 +42,10 @@ Deploy:
PasswordEnvVar: SGUM_PACKAGER_REPOSITORY_PASSWORD
Branches:
- "5.6"
- "5.5"
- "5.4"
- "5.3"
- "5.2"
Exclusions:
- .git
@@ -179,19 +179,53 @@ Rocket:
UPluginFile: SenseGlove.uplugin
PackageDirectory: "%TEMP%\\SenseGlove-Unreal\\Rocket"
PackageDirectory:
Linux: /tmp/SenseGlove-Unreal/Rocket
Windows: "%TEMP%\\SenseGlove-Unreal\\Rocket"
EnginePaths:
- "5.5": "C:\\OPT\\UE_5.5"
- "5.4": "C:\\OPT\\UE_5.4"
- "5.3": "C:\\OPT\\UE_5.3"
- "5.2": "C:\\OPT\\UE_5.2"
- Branch: "5.6"
Path:
Linux: "/opt/UE56"
Windows: "C:\\OPT\\UE_5.6"
- Branch: "5.5"
Path:
Linux: "/opt/UE55"
Windows: "C:\\OPT\\UE_5.5"
- Branch: "5.4"
Path:
Linux: "/opt/UE54"
Windows: "C:\\OPT\\UE_5.4"
- Branch: "5.3"
Path:
Linux: "/opt/UE53"
Windows: "C:\\OPT\\UE_5.3"
NDKPaths:
- "5.5": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- "5.4": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- "5.3": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- "5.2": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- Branch: "5.6"
Path:
Linux: "/opt/android/sdk/ndk/25.1.8937393"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- Branch: "5.5"
Path:
Linux: "/opt/android/sdk/ndk/25.1.8937393"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- Branch: "5.4"
Path:
Linux: "/opt/android/sdk/ndk/25.1.8937393"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- Branch: "5.3"
Path:
Linux: "/opt/android/sdk/ndk/25.1.8937393"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
Rsync:
+1 -1
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.4.0",
"VersionName": "2.6.1",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -35,6 +35,7 @@
#include "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h"
#include "Animation/AnimInstance.h"
#include "Animation/Skeleton.h"
#include "BoneContainer.h"
#include "BoneControllers/AnimNode_ModifyBone.h"
@@ -137,7 +137,7 @@ void USGAndroidPermissions::OnPermissionsGranted(const TArray<FString>& Permissi
return;
}
for (int32 i = 0; i < Permissions.Num(); i++)
for (int32 i = 0; i < Permissions.Num(); ++i)
{
if (GrantResults[i])
{
@@ -54,7 +54,7 @@
int32 FSGConnectJNI::Initialize()
{
int32 Result = -999999;
int32 Result = -1000;
#if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
@@ -66,7 +66,7 @@ int32 FSGConnectJNI::Initialize()
if (!Env)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1999999;
return -1001;
}
FSGIC_JNIEnv_Ptr InEnvContainer{Env};
@@ -77,7 +77,7 @@ int32 FSGConnectJNI::Initialize()
if (Env->IsSameObject(Class, nullptr))
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -2999999;
return -1002;
}
Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class};
@@ -89,7 +89,7 @@ int32 FSGConnectJNI::Initialize()
if (!InitMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Init'!");
return -3999999;
return -1003;
}
FSGIC_jmethodID InInitMethodIDContainer{InitMethodID};
@@ -100,7 +100,7 @@ int32 FSGConnectJNI::Initialize()
if (!DisposeMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Dispose'!");
return -4999999;
return -1004;
}
FSGIC_jmethodID InDisposeMethodIDContainer{DisposeMethodID};
@@ -111,7 +111,7 @@ int32 FSGConnectJNI::Initialize()
if (!GetLibraryVersionMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetLibraryVersion'!");
return -5999999;
return -1005;
}
FSGIC_jmethodID InGetLibraryVersionMethodIDContainer{GetLibraryVersionMethodID};
@@ -54,7 +54,7 @@
int32 FSGCoreJNI::Initialize()
{
int32 Result = -999999;
int32 Result = -1000;
#if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
@@ -66,7 +66,7 @@ int32 FSGCoreJNI::Initialize()
if (!Env)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1999999;
return -1001;
}
FSGIC_JNIEnv_Ptr InEnvContainer{Env};
@@ -77,7 +77,7 @@ int32 FSGCoreJNI::Initialize()
if (Env->IsSameObject(Class, nullptr))
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -2999999;
return -1002;
}
Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class};
@@ -89,7 +89,7 @@ int32 FSGCoreJNI::Initialize()
if (!ActiveDevicesMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'ActiveDevices'!");
return -3999999;
return -1003;
}
FSGIC_jmethodID InActiveDevicesMethodIDContainer{ActiveDevicesMethodID};
@@ -100,7 +100,7 @@ int32 FSGCoreJNI::Initialize()
if (!GetDeviceStringMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetDeviceString'!");
return -4999999;
return -1004;
}
FSGIC_jmethodID InGetDeviceStringMethodIDContainer{GetDeviceStringMethodID};
@@ -111,7 +111,7 @@ int32 FSGCoreJNI::Initialize()
if (!GetSensorStringMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetSensorString'!");
return -5999999;
return -1005;
}
FSGIC_jmethodID InGetSensorStringMethodIDContainer{GetSensorStringMethodID};
@@ -122,7 +122,7 @@ int32 FSGCoreJNI::Initialize()
if (!WriteHapticsMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'WriteHaptics'!");
return -6999999;
return -1006;
}
FSGIC_jmethodID InWriteHapticsMethodIDContainer{WriteHapticsMethodID};
@@ -36,6 +36,7 @@
#include "SGBackend/SGBackend.h"
#include "Engine/Engine.h"
#include "Templates/Atomic.h"
#if PLATFORM_ANDROID
#include "SGConnect/SGConnect.h"
@@ -47,6 +48,12 @@
struct USGBackend::FImpl
{
/************************
* Member variables
************************/
TAtomic<bool> bInitialized;
/************************
* Owner object
************************/
@@ -64,8 +71,8 @@ struct USGBackend::FImpl
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
FImpl(const FImpl& Rhs) = delete;
FImpl& operator=(const FImpl& Rhs) = delete;
};
USGBackend* USGBackend::GetInstance()
@@ -82,7 +89,11 @@ USGBackend* USGBackend::GetInstance()
USGBackend::USGBackend()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
bBackendInitialized = false;
}
bool USGBackend::IsBackendInitialized() const
{
return Pimpl->bInitialized;
}
bool USGBackend::InitializeBackend()
@@ -93,6 +104,18 @@ bool USGBackend::InitializeBackend()
const int32 Result = FSGConnect::Init();
switch (Result)
{
case -103:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java method ID!");
return false;
case -102:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java class!");
return false;
case -101:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java environment!");
return false;
case -100:
SGLOG_ERROR("Android JNI-specific Error: Generic Error! Note: you should never see this!");
return false;
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
@@ -118,7 +141,7 @@ bool USGBackend::InitializeBackend()
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
bBackendInitialized = true;
Pimpl->bInitialized = true;
return true;
}
@@ -136,6 +159,18 @@ bool USGBackend::UninitializeBackend()
const int32 Result = FSGConnect::Dispose();
switch (Result)
{
case -103:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java method ID!");
return false;
case -102:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java class!");
return false;
case -101:
SGLOG_ERROR("Android JNI-specific Error: Invalid Java environment!");
return false;
case -100:
SGLOG_ERROR("Android JNI-specific Error: Generic Error! Note: you should never see this!");
return false;
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
@@ -157,7 +192,7 @@ bool USGBackend::UninitializeBackend()
}
#endif /* PLATFORM_ANDROID */
bBackendInitialized = false;
Pimpl->bInitialized = false;
return true;
}
@@ -205,13 +240,14 @@ void USGBackend::Deinitialize()
SGLOG_ERROR("Failed to uninitialize the bridge to the SenseGlove Backend!")
}
(void)Pimpl.Release();
(void) Pimpl.Release();
SGLOG("The SenseGlove Backend singleton has been successfully de-initialized!");
}
USGBackend::FImpl::FImpl(USGBackend* InOwner)
: Owner(InOwner)
: bInitialized(false),
Owner(InOwner)
{
}
@@ -49,10 +49,6 @@ class SENSEGLOVEBACKEND_API USGBackend : public UEngineSubsystem
{
GENERATED_BODY()
private:
UPROPERTY(Transient)
bool bBackendInitialized;
public:
static USGBackend* GetInstance();
@@ -71,10 +67,7 @@ private:
USGBackend();
public:
FORCEINLINE bool IsBackendInitialized() const
{
return bBackendInitialized;
}
bool IsBackendInitialized() const;
bool InitializeBackend();
bool UninitializeBackend();
@@ -34,7 +34,6 @@
using System;
using System.IO;
using UnrealBuildTool;
public class SenseGloveBuildHacks : ModuleRules
@@ -55,23 +54,18 @@ public class SenseGloveBuildHacks : ModuleRules
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"SGConnectThirdPartyHeaders",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"SenseGloveLog",
}
);
AddConnectHeaders();
}
private void AddConnectHeaders()
{
string PluginRootDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", ".."));
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
}
}
@@ -34,9 +34,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnrealBuildTool;
public class SenseGloveConnectImpl : ModuleRules
@@ -57,6 +54,15 @@ public class SenseGloveConnectImpl : ModuleRules
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"SGBleThirdPartyLibs",
"SGConnectThirdPartyLibs",
"SGSerialThirdPartyLibs",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
@@ -74,258 +80,7 @@ public class SenseGloveConnectImpl : ModuleRules
}
);
AddConnectLibrary(Target);
AddSerialLibrary(Target);
PublicDefinitions.Add("SENSEGLOVE_BUILDING_CONNECT_IMPL_MODULE");
PublicDefinitions.Add("SENSEGLOVE_UNREAL_ENGINE_PLUGIN");
}
private void AddConnectLibrary(ReadOnlyTargetRules Target)
{
string PluginRootDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", ".."));
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "sgconnect";
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2022:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc143"));
break;
#if ! UE_5_4_OR_LATER
case WindowsCompiler.VisualStudio2019:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc142"));
break;
#endif
default:
Debug.Assert(false, "Unsupported engine version or compiler!");
break;
}
LibraryName = string.Format("{0}.lib", LibraryName);
}
else
{
Debug.Assert(false, "Unsupported platform!");
}
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
}
private void AddSerialLibrary(ReadOnlyTargetRules Target)
{
string PluginRootDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", ".."));
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "serial";
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2022:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc143"));
break;
#if ! UE_5_4_OR_LATER
case WindowsCompiler.VisualStudio2019:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc142"));
break;
#endif
default:
Debug.Assert(false, "Unsupported engine version or compiler!");
break;
}
LibraryName = string.Format("{0}.lib", LibraryName);
}
else
{
Debug.Assert(false, "Unsupported platform!");
}
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
}
}
@@ -34,9 +34,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnrealBuildTool;
public class SenseGloveCoreImpl : ModuleRules
@@ -57,6 +54,13 @@ public class SenseGloveCoreImpl : ModuleRules
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"SGCoreThirdPartyLibs",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
@@ -74,133 +78,7 @@ public class SenseGloveCoreImpl : ModuleRules
}
);
AddCoreLibrary(Target);
PublicDefinitions.Add("SENSEGLOVE_BUILDING_CORE_IMPL_MODULE");
PublicDefinitions.Add("SENSEGLOVE_UNREAL_ENGINE_PLUGIN");
}
private void AddCoreLibrary(ReadOnlyTargetRules Target)
{
string PluginRootDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", ".."));
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "sgcore";
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v23"));
#elif UE_5_3_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v22"));
#elif UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
{
case WindowsCompiler.VisualStudio2022:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc143"));
break;
#if ! UE_5_4_OR_LATER
case WindowsCompiler.VisualStudio2019:
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "msvc142"));
break;
#endif
default:
Debug.Assert(false, "Unsupported engine version or compiler!");
break;
}
LibraryName = string.Format("{0}.lib", LibraryName);
}
else
{
Debug.Assert(false, "Unsupported platform!");
}
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
}
}
+111 -71
View File
@@ -34,15 +34,20 @@
#include "SGLog/SGLog.h"
#include "Containers/Map.h"
#include "Logging/LogMacros.h"
#include "Templates/Atomic.h"
DEFINE_LOG_CATEGORY(LogEditor)
DEFINE_LOG_CATEGORY(LogGeneric)
struct FSGLogCore::FStaticImpl
{
public:
/************************
* Type definitions
************************/
struct VerbosityMapper
{
FString Tag;
@@ -51,33 +56,56 @@ public:
VerbosityMapper(const FString& InTag, const FColor& InColor);
};
public:
/************************
* Member variables
************************/
TMap<FSGLogCore::EVerbosity, VerbosityMapper> VerbosityMap;
bool bInitialized;
TAtomic<bool> bInitialized;
/************************
* Constructor / Destructor
************************/
public:
FStaticImpl();
~FStaticImpl();
};
struct FSGLogCore::FImpl
{
public:
/************************
* Member variables
************************/
FSGLogCore::EVerbosity Verbosity;
FSGLogCore::ECategory Category;
FString File;
FString Function;
FString Line;
/************************
* Constructor / Destructor
************************/
FImpl();
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
FSGLogCore::FStaticImplDeleter FSGLogCore::SPimplDeleter;
std::unique_ptr<FSGLogCore::FStaticImpl, FSGLogCore::FStaticImplDeleter> FSGLogCore::SPimpl =
std::unique_ptr<FSGLogCore::FStaticImpl, FSGLogCore::FStaticImplDeleter>(
new FSGLogCore::FStaticImpl{}, FSGLogCore::SPimplDeleter);
TUniquePtr<FSGLogCore::FStaticImpl, FSGLogCore::FStaticImplDeleter> FSGLogCore::SPimpl{
new FStaticImpl{}, FStaticImplDeleter()
};
FSGLogCore::FSGLogCore(const EVerbosity& Verbosity, const ECategory& Category, const std::string& File,
const std::string& Function, const int32 Line)
: Pimpl(std::unique_ptr<FImpl, FImplDeleter>(new FImpl{}, PimplDeleter)),
const std::string& Function, const int32 Line)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{}, PimplDeleter)),
bAnyEntries(false)
{
#if defined ( SENSEGLOVE_LOGGING )
@@ -85,12 +113,14 @@ FSGLogCore::FSGLogCore(const EVerbosity& Verbosity, const ECategory& Category, c
{
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Fatal,
FStaticImpl::VerbosityMapper(TEXT("FATAL"), FColor::White));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Error, FStaticImpl::VerbosityMapper(TEXT("ERROR"), FColor::Red));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Error,
FStaticImpl::VerbosityMapper(TEXT("ERROR"), FColor::Red));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Warning,
FStaticImpl::VerbosityMapper(TEXT("WARNING"), FColor::Yellow));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Display,
FStaticImpl::VerbosityMapper(TEXT("DISPLAY"), FColor::Green));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Log, FStaticImpl::VerbosityMapper(TEXT("LOG"), FColor::Silver));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Log,
FStaticImpl::VerbosityMapper(TEXT("LOG"), FColor::Silver));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::Verbose,
FStaticImpl::VerbosityMapper(TEXT("VERBOSE"), FColor::Purple));
SPimpl->VerbosityMap.Add(FSGLogCore::EVerbosity::VeryVerbose,
@@ -127,46 +157,46 @@ FSGLogCore::~FSGLogCore()
switch (Verbosity)
{
case EVerbosity::Display:
{
UE_LOG(LogGeneric, Display, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Display, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Error:
{
UE_LOG(LogGeneric, Error, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Error, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Fatal:
{
UE_LOG(LogGeneric, Fatal, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Fatal, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Log:
{
UE_LOG(LogGeneric, Log, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Log, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Verbose:
{
UE_LOG(LogGeneric, Verbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Verbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::VeryVerbose:
{
UE_LOG(LogGeneric, VeryVerbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, VeryVerbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Warning:
{
UE_LOG(LogGeneric, Warning, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogGeneric, Warning, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
}
}
@@ -176,46 +206,46 @@ FSGLogCore::~FSGLogCore()
switch (Verbosity)
{
case EVerbosity::Display:
{
UE_LOG(LogEditor, Display, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Display, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Error:
{
UE_LOG(LogEditor, Error, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Error, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Fatal:
{
UE_LOG(LogEditor, Fatal, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Fatal, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Log:
{
UE_LOG(LogEditor, Log, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Log, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Verbose:
{
UE_LOG(LogEditor, Verbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Verbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::VeryVerbose:
{
UE_LOG(LogEditor, VeryVerbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, VeryVerbose, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
case EVerbosity::Warning:
{
UE_LOG(LogEditor, Warning, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
{
UE_LOG(LogEditor, Warning, TEXT("%s"), Message.GetCharArray().GetData());
}
break;
}
}
#endif /* defined ( SENSEGLOVE_LOGGING ) */
@@ -226,8 +256,10 @@ FSGLogCore::FStaticImpl::FStaticImpl()
{
}
FSGLogCore::FStaticImpl::~FStaticImpl() = default;
FSGLogCore::FStaticImpl::VerbosityMapper::VerbosityMapper(const FString& InTag,
const FColor& InColor)
const FColor& InColor)
: Tag(InTag),
Color(InColor)
{
@@ -238,7 +270,15 @@ void FSGLogCore::FStaticImplDeleter::operator()(const FSGLogCore::FStaticImpl* P
delete Pointer;
}
FSGLogCore::FImpl::FImpl()
: Verbosity(EVerbosity::Verbose),
Category(ECategory::Generic)
{
}
FSGLogCore::FImpl::~FImpl() = default;
void FSGLogCore::FImplDeleter::operator()(const FSGLogCore::FImpl* Pointer) const
{
delete Pointer;
}
}
+77 -90
View File
@@ -35,10 +35,9 @@
#pragma once
#include <memory>
#include <string>
#include <cstddef>
#include <cstdio>
#include <string>
#include "Containers/StringConv.h"
#include "Containers/UnrealString.h"
@@ -47,6 +46,7 @@
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "Math/Vector.h"
#include "Templates/SharedPointer.h"
#include "Templates/UnrealTemplate.h"
DECLARE_LOG_CATEGORY_EXTERN(LogEditor, All, All);
@@ -96,7 +96,7 @@ struct TFSGLogString<const bool>
{
static void Format(const bool Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), (Value ? TEXT("True") : TEXT("False")));
OutString = Value ? TEXT("True") : TEXT("False");
}
};
@@ -105,7 +105,7 @@ struct TFSGLogString<bool>
{
static void Format(const bool Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), (Value ? TEXT("True") : TEXT("False")));
OutString = Value ? TEXT("True") : TEXT("False");
}
};
@@ -114,7 +114,7 @@ struct TFSGLogString<const char[L]>
{
static void Format(const char* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(UTF8_TO_TCHAR(Value));
}
};
@@ -123,7 +123,7 @@ struct TFSGLogString<char[L]>
{
static void Format(const char* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(UTF8_TO_TCHAR(Value));
}
};
@@ -132,7 +132,7 @@ struct TFSGLogString<const char*>
{
static void Format(const char* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(UTF8_TO_TCHAR(Value));
}
};
@@ -141,48 +141,52 @@ struct TFSGLogString<char*>
{
static void Format(const char* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(UTF8_TO_TCHAR(Value));
}
};
#if ! PLATFORM_ANDROID && PLATFORM_LINUX
template< std::size_t L>
template<std::size_t L>
struct TFSGLogString<const char16_t[L]>
{
static void Format(const char16_t* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
template< std::size_t L>
#if ! PLATFORM_ANDROID && PLATFORM_LINUX
template<std::size_t L>
struct TFSGLogString<char16_t[L]>
{
static void Format(const char16_t* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
template <>
#if ! PLATFORM_ANDROID && PLATFORM_LINUX
template<>
struct TFSGLogString<const char16_t*>
{
static void Format(const char16_t* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
template <>
#if ! PLATFORM_ANDROID && PLATFORM_LINUX
template<>
struct TFSGLogString<char16_t*>
{
static void Format(const char16_t* Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value).Get());
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
template<>
@@ -190,12 +194,7 @@ struct TFSGLogString<const double>
{
static void Format(const double Value, FString& OutString)
{
char Buffer[100];
std::snprintf(Buffer, sizeof(Buffer), "%f", Value);
std::string String(Buffer);
OutString = FString(StringCast<WIDECHAR>(String.c_str()).Get());
OutString = LexToString(Value);
}
};
@@ -204,12 +203,7 @@ struct TFSGLogString<double>
{
static void Format(const double Value, FString& OutString)
{
char Buffer[100];
std::snprintf(Buffer, sizeof(Buffer), "%f", Value);
std::string String(Buffer);
OutString = FString(StringCast<WIDECHAR>(String.c_str()).Get());
OutString = LexToString(Value);
}
};
@@ -218,7 +212,7 @@ struct TFSGLogString<const float>
{
static void Format(const float Value, FString& OutString)
{
OutString = FString::SanitizeFloat(StaticCast<double>(Value), 1);
OutString = LexToString(Value);
}
};
@@ -227,7 +221,7 @@ struct TFSGLogString<float>
{
static void Format(const float Value, FString& OutString)
{
OutString = FString::SanitizeFloat(StaticCast<double>(Value), 1);
OutString = LexToString(Value);
}
};
@@ -236,7 +230,7 @@ struct TFSGLogString<const FName>
{
static void Format(const FName& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -245,7 +239,7 @@ struct TFSGLogString<FName>
{
static void Format(const FName& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -254,7 +248,7 @@ struct TFSGLogString<const FQuat>
{
static void Format(const FQuat& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -263,7 +257,7 @@ struct TFSGLogString<FQuat>
{
static void Format(const FQuat& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -272,7 +266,7 @@ struct TFSGLogString<const FRotator>
{
static void Format(const FRotator& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -281,7 +275,7 @@ struct TFSGLogString<FRotator>
{
static void Format(const FRotator& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -308,7 +302,7 @@ struct TFSGLogString<const FTransform>
{
static void Format(const FTransform& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -317,7 +311,7 @@ struct TFSGLogString<FTransform>
{
static void Format(const FTransform& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -326,7 +320,7 @@ struct TFSGLogString<const FVector>
{
static void Format(const FVector& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -335,7 +329,7 @@ struct TFSGLogString<FVector>
{
static void Format(const FVector& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.ToString().GetCharArray().GetData());
OutString = Value.ToString();
}
};
@@ -344,7 +338,7 @@ struct TFSGLogString<const int8>
{
static void Format(const int8 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -353,7 +347,7 @@ struct TFSGLogString<int8>
{
static void Format(const int8 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -362,7 +356,7 @@ struct TFSGLogString<const int16>
{
static void Format(const int16 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -371,7 +365,7 @@ struct TFSGLogString<int16>
{
static void Format(const int16 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -380,7 +374,7 @@ struct TFSGLogString<const int32>
{
static void Format(const int32 Value, FString& OutString)
{
OutString = FString::FromInt(Value);
OutString = LexToString(Value);
}
};
@@ -389,7 +383,7 @@ struct TFSGLogString<int32>
{
static void Format(const int32 Value, FString& OutString)
{
OutString = FString::FromInt(Value);
OutString = LexToString(Value);
}
};
@@ -398,7 +392,7 @@ struct TFSGLogString<const int64>
{
static void Format(const int64 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -407,7 +401,7 @@ struct TFSGLogString<int64>
{
static void Format(const int64 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -416,12 +410,9 @@ struct TFSGLogString<const long double>
{
static void Format(const long double Value, FString& OutString)
{
char Buffer[100];
char Buffer[128];
std::snprintf(Buffer, sizeof(Buffer), "%Lf", Value);
std::string String(Buffer);
OutString = FString(StringCast<WIDECHAR>(String.c_str()).Get());
OutString = FString(UTF8_TO_TCHAR(Buffer));
}
};
@@ -430,12 +421,9 @@ struct TFSGLogString<long double>
{
static void Format(const long double Value, FString& OutString)
{
char Buffer[100];
char Buffer[128];
std::snprintf(Buffer, sizeof(Buffer), "%Lf", Value);
std::string String(Buffer);
OutString = FString(StringCast<WIDECHAR>(String.c_str()).Get());
OutString = FString(UTF8_TO_TCHAR(Buffer));
}
};
@@ -445,18 +433,18 @@ struct TFSGLogString<const std::size_t>
{
static void Format(const std::size_t Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
#if ! PLATFORM_ANDROID && PLATFORM_LINUX
template <>
template<>
struct TFSGLogString<std::size_t>
{
static void Format(const std::size_t Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
#endif /* ! PLATFORM_ANDROID && PLATFORM_LINUX */
@@ -464,72 +452,72 @@ struct TFSGLogString<std::size_t>
template<>
struct TFSGLogString<const uint8>
{
static void Format(const int8 Value, FString& OutString)
static void Format(const uint8 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<uint8>
{
static void Format(const int8 Value, FString& OutString)
static void Format(const uint8 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<const uint16>
{
static void Format(const int16 Value, FString& OutString)
static void Format(const uint16 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<uint16>
{
static void Format(const int16 Value, FString& OutString)
static void Format(const uint16 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<const uint32>
{
static void Format(const int32 Value, FString& OutString)
static void Format(const uint32 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<uint32>
{
static void Format(const int32 Value, FString& OutString)
static void Format(const uint32 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<const uint64>
{
static void Format(const int64 Value, FString& OutString)
static void Format(const uint64 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
template<>
struct TFSGLogString<uint64>
{
static void Format(const int64 Value, FString& OutString)
static void Format(const uint64 Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%d"), Value);
OutString = LexToString(Value);
}
};
@@ -538,7 +526,7 @@ struct TFSGLogString<const std::string>
{
static void Format(const std::string& Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value.c_str()).Get());
OutString = FString(UTF8_TO_TCHAR(Value.c_str()));
}
};
@@ -547,7 +535,7 @@ struct TFSGLogString<std::string>
{
static void Format(const std::string& Value, FString& OutString)
{
OutString = FString(StringCast<WIDECHAR>(Value.c_str()).Get());
OutString = FString(UTF8_TO_TCHAR(Value.c_str()));
}
};
@@ -556,7 +544,7 @@ struct TFSGLogString<const wchar_t[L]>
{
static void Format(const wchar_t* Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value);
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
@@ -565,7 +553,7 @@ struct TFSGLogString<wchar_t[L]>
{
static void Format(const wchar_t* Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value);
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
@@ -574,7 +562,7 @@ struct TFSGLogString<const wchar_t*>
{
static void Format(const wchar_t* Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value);
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
@@ -583,7 +571,7 @@ struct TFSGLogString<wchar_t*>
{
static void Format(const wchar_t* Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value);
OutString = FString(StringCast<TCHAR>(Value).Get());
}
};
@@ -592,7 +580,7 @@ struct TFSGLogString<const std::wstring>
{
static void Format(const std::wstring& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.c_str());
OutString = FString(StringCast<TCHAR>(Value.data(), Value.size()).Get(), Value.size());
}
};
@@ -601,7 +589,7 @@ struct TFSGLogString<std::wstring>
{
static void Format(const std::wstring& Value, FString& OutString)
{
OutString = FString::Printf(TEXT("%s"), Value.c_str());
OutString = FString(StringCast<TCHAR>(Value.data(), Value.size()).Get(), Value.size());
}
};
@@ -658,8 +646,7 @@ private:
void operator()(const FStaticImpl* Pointer) const;
};
static std::unique_ptr<FStaticImpl, FStaticImplDeleter> SPimpl;
static FStaticImplDeleter SPimplDeleter;
static TUniquePtr<FStaticImpl, FStaticImplDeleter> SPimpl;
struct FImpl;
@@ -668,7 +655,7 @@ private:
void operator()(const FImpl* Pointer) const;
};
std::unique_ptr<FImpl, FImplDeleter> Pimpl;
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
@@ -35,12 +35,74 @@
#include "SGTracking/SGHMDTracker.h"
#include "Runtime/Launch/Resources/Version.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
#include "Async/Async.h"
#include "Async/Future.h"
#include "Async/TaskGraphInterfaces.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
#include "Engine/Engine.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
#include "Misc/Optional.h"
#include "Misc/Timespan.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
#include "SGSettings/SGSettings.h"
struct FSGHMDTracker::FStaticImpl
{
/************************
* Static methods
************************/
static void GetHMDMonitorInfo(
IHeadMountedDisplay* Device, IHeadMountedDisplay::MonitorInfo& OutMonitorInfo);
/************************
* Constructor / Destructor
************************/
explicit FStaticImpl() = default;
virtual ~FStaticImpl() = delete;
};
void FSGHMDTracker::FStaticImpl::GetHMDMonitorInfo(
IHeadMountedDisplay* Device, IHeadMountedDisplay::MonitorInfo& OutMonitorInfo)
{
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 5
Device->GetHMDMonitorInfo(OutMonitorInfo);
return;
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 5 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 6
TPromise<TOptional<IHeadMountedDisplay::MonitorInfo>> Promise;
const TFuture<TOptional<IHeadMountedDisplay::MonitorInfo>> Future{Promise.GetFuture()};
AsyncTask(ENamedThreads::ActualRenderingThread,
[
Device,
Promise = MoveTemp(Promise)]() mutable
{
IHeadMountedDisplay::MonitorInfo MonitorInfo;
Device->GetHMDMonitorInfo(MonitorInfo);
Promise.SetValue(MoveTemp(MonitorInfo));
});
if (Future.WaitFor(FTimespan::FromMilliseconds(100)))
{
TOptional<IHeadMountedDisplay::MonitorInfo> Result{Future.Get()};
if (Result.IsSet())
{
OutMonitorInfo = Result.GetValue();
}
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 6 */
}
FName FSGHMDTracker::GetDeviceName()
{
if (GEngine && GEngine->XRSystem.IsValid() && GEngine->XRSystem->IsHeadTrackingAllowed())
@@ -145,7 +207,7 @@ bool FSGHMDTracker::IsHtcVivePro()
if (Device)
{
IHeadMountedDisplay::MonitorInfo HmdMonitorInfo;
Device->GetHMDMonitorInfo(HmdMonitorInfo);
FStaticImpl::GetHMDMonitorInfo(Device, HmdMonitorInfo);
/// NOTE
// VIVE Pro:
@@ -218,7 +280,7 @@ bool FSGHMDTracker::IsHtcViveFocus3()
if (Device)
{
IHeadMountedDisplay::MonitorInfo HmdMonitorInfo;
Device->GetHMDMonitorInfo(HmdMonitorInfo);
FStaticImpl::GetHMDMonitorInfo(Device, HmdMonitorInfo);
/// NOTE
// VIVE Pro:
@@ -292,7 +354,7 @@ bool FSGHMDTracker::IsHtcViveXRElite()
if (Device)
{
IHeadMountedDisplay::MonitorInfo HmdMonitorInfo;
Device->GetHMDMonitorInfo(HmdMonitorInfo);
FStaticImpl::GetHMDMonitorInfo(Device, HmdMonitorInfo);
/// NOTE
// VIVE Pro:
@@ -366,7 +428,7 @@ bool FSGHMDTracker::IsHtcViveFocusVision()
if (Device)
{
IHeadMountedDisplay::MonitorInfo HmdMonitorInfo;
Device->GetHMDMonitorInfo(HmdMonitorInfo);
FStaticImpl::GetHMDMonitorInfo(Device, HmdMonitorInfo);
/// NOTE
// VIVE Pro:
@@ -35,6 +35,11 @@
#include "SGTracking/SGXRTracker.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
#include "Async/Async.h"
#include "Async/Future.h"
#include "Async/TaskGraphInterfaces.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Engine/Engine.h"
@@ -46,6 +51,10 @@
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 4 */
#include "IOpenXRHMDModule.h"
#include "IXRTrackingSystem.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
#include "Misc/Optional.h"
#include "Misc/Timespan.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
#include "OpenXRCore.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 3
#include "OpenXRHMD.h"
@@ -2204,6 +2213,7 @@ bool FSGXRTracker::FImpl::GetControllerTransform(
IMotionController::GetModularFeatureName())
};
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 4
for (const IMotionController* MotionController: MotionControllers)
{
if (!MotionController)
@@ -2237,6 +2247,68 @@ bool FSGXRTracker::FImpl::GetControllerTransform(
break;
}
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 4 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
TPromise<TOptional<FTransform>> Promise;
const TFuture<TOptional<FTransform>> Future{Promise.GetFuture()};
AsyncTask(ENamedThreads::ActualRenderingThread,
[
this,
WorldToMetersScale,
&PositionalTrackingHardwareMotionSource,
&TargetPositionalTrackingProviderName,
MotionControllers,
Promise = MoveTemp(Promise)]() mutable
{
for (const IMotionController* MotionController: MotionControllers)
{
if (!MotionController)
{
continue;
}
const ETrackingStatus TrackingStatus = MotionController->GetControllerTrackingStatus(
DeviceIndex, PositionalTrackingHardwareMotionSource);
if (TrackingStatus == ETrackingStatus::NotTracked)
{
continue;
}
const FName DeviceTypeName{MotionController->GetMotionControllerDeviceTypeName()};
if (DeviceTypeName != TargetPositionalTrackingProviderName)
{
continue;
}
FRotator Orientation;
FVector Position;
const bool bGotTransform = MotionController->GetControllerOrientationAndPosition(
DeviceIndex, PositionalTrackingHardwareMotionSource,
Orientation, Position, WorldToMetersScale);
if (bGotTransform)
{
FTransform Transform{Orientation, Position};
Promise.SetValue(MoveTemp(Transform));
return;
}
}
Promise.SetValue(TOptional<FTransform>{});
});
if (Future.WaitFor(FTimespan::FromMilliseconds(100)))
{
TOptional<FTransform> Result{Future.Get()};
if (Result.IsSet())
{
OutTransform = Result.GetValue();
bOutMotionSourceHandTracking = false;
bTracked = true;
}
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
}
if (!bTracked && bFallbackToHandTrackingIfNoGloveDetected)
@@ -51,6 +51,9 @@ struct SENSEGLOVETRACKING_API FSGHMDTracker
{
GENERATED_BODY()
private:
struct FStaticImpl;
public:
static FName GetDeviceName();
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