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748 Commits
Author SHA1 Message Date
Mamadou Babaei b57492ced4 bump the plugin version to v2.4.2 2025-02-17 13:29:30 +01:00
Mamadou Babaei 287ec38324 list the third-party tutorials with a description in their corresponding parent sections 2025-02-17 13:29:30 +01:00
Mamadou Babaei 1e132d1093 bump the plugin version to v2.4.1 2025-02-14 15:25:51 +01:00
Mamadou Babaei afb3789c1e fix a bug that breaks the custom styles on the release urls 2025-02-14 15:07:39 +01:00
Mamadou Babaei d36b729b06 apply a minor handbook makefile fix 2025-02-14 15:07:39 +01:00
Mamadou Babaei 9f6d1191f2 bump the plugin version to v2.4.0 2025-02-14 12:21:32 +01:00
Mamadou Babaei 7c8a577928 update the list of supported hmds in the planned features completion status 2025-02-14 12:11:56 +01:00
Mamadou Babaei 8a2c5ac738 remove meta xr plugin compatibility from the planned features completion status 2025-02-14 12:11:56 +01:00
Mamadou Babaei 1b704d9010 fix documentation errors and confusions 2025-02-14 12:11:56 +01:00
Mamadou Babaei 5fb678700e list the vrexpansion plugin demo in the extra resources section 2025-02-14 12:11:56 +01:00
Mamadou Babaei 7ec73736a2 Revert "experiment with a hacky approach to make metaxr work"
This reverts commit f3bc6502e4.
2025-02-14 12:11:56 +01:00
Mamadou Babaei a97a6c5920 Revert "add SetupMetaXRAvailability during the build time to define WITH_METAXR"
This reverts commit e2c50e9c77.
2025-02-14 12:11:55 +01:00
Mamadou Babaei d134125217 remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note 2025-02-14 12:11:55 +01:00
Mamadou Babaei 8559022f2c remove metaxr compatibility notes from the changelog for this release 2025-02-14 12:11:55 +01:00
Mamadou Babaei 514f3d920c minor changelog fixes 2025-02-14 12:11:55 +01:00
Mamadou Babaei bbf2b1f396 minor documentation fixes 2025-02-14 12:11:55 +01:00
Mamadou Babaei 10c8051cf0 add notes in regards to pcvr and standlone modes support for vive and meta hmds 2025-02-14 12:11:55 +01:00
Mamadou Babaei 2a5023c34c fix the platform support matrix formatting 2025-02-14 12:11:55 +01:00
Mamadou Babaei d706384c68 add a deprecation note for ue 5.2 2025-02-14 12:11:55 +01:00
Mamadou Babaei aa58c6f142 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:11:55 +01:00
Mamadou Babaei e343103be1 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:11:48 +01:00
Mamadou Babaei 0159ec492e add a few third-party tutorials 2025-02-14 12:11:45 +01:00
Mamadou Babaei c67382c075 minor url fix 2025-02-14 12:11:45 +01:00
Mamadou Babaei 1e5334a099 experiment with a hacky approach to make metaxr work 2025-02-14 12:11:45 +01:00
Mamadou Babaei 5a4ec78123 add SetupMetaXRAvailability during the build time to define WITH_METAXR 2025-02-14 12:11:45 +01:00
Mamadou Babaei 88cc3b8b70 fix the changelog's grammatical issues and typos 2025-02-14 12:11:45 +01:00
Mamadou Babaei b7297ccc6e add missing headers to solve runuat build issues 2025-02-14 12:11:44 +01:00
Mamadou Babaei aa57b164d6 add htc vive optimal rendering settings 2025-02-14 12:11:44 +01:00
Mamadou Babaei 2be973cce0 add htc vive specific optimization tips for running in standalone mode 2025-02-14 12:11:44 +01:00
Mamadou Babaei a6bb54af47 update viveopenxr XR_EXT_hand_tracking and wrist-tracking documentation with more accurate details 2025-02-14 12:11:44 +01:00
Mamadou Babaei 6115b809b0 add initial ultimate tracker and OpenXRXrTracker support which is not fully functional 2025-02-14 12:11:44 +01:00
Mamadou Babaei 95c077207b bring the wrist-tracking hardware setup and XR_EXT_hand_tracking documentation on par with the recent changes 2025-02-14 12:11:44 +01:00
Mamadou Babaei 5557157dcc clear up debug logs 2025-02-14 12:11:44 +01:00
Mamadou Babaei b82bebf126 add support for htc vive wrist trackers on android 2025-02-14 12:11:44 +01:00
Mamadou Babaei cfa1504bc0 fix a comment formatting 2025-02-14 12:11:44 +01:00
Mamadou Babaei aa171a77a9 fix a typo 2025-02-14 12:11:44 +01:00
Mamadou Babaei d310d30de6 add support for htc vive focus vision hmd auto-detection and various htc hmds auto-detection support on android 2025-02-14 12:11:44 +01:00
Mamadou Babaei 2a394c392a optimize FSGArrayUtils by pre-allocating memory instead of growing by every emplace_back or add 2025-02-14 12:11:44 +01:00
Mamadou Babaei 6e5559c406 fix a comment 2025-02-14 12:11:44 +01:00
Mamadou Babaei 6a29c51b2e use fixed-width integers 2025-02-14 12:11:44 +01:00
Mamadou Babaei 1aa59fab45 clarify how to setup the VIVE Wrist Trackers in various configurations 2025-02-14 12:11:44 +01:00
Mamadou Babaei db03a4a609 add ue 5.2 deprectation notes to the changelog 2025-02-14 12:11:43 +01:00
Mamadou Babaei d11f03c589 minor comment fixes 2025-02-14 12:11:43 +01:00
Mamadou Babaei 2905c1cb59 remove redundant sgxrtracker code 2025-02-14 12:11:43 +01:00
Mamadou Babaei 84c044275f use engine api to set the tracking motion source 2025-02-14 12:11:43 +01:00
Mamadou Babaei 78aca95d11 fix the non-editor build issues caused by the recent motion sources refactor 2025-02-14 12:11:43 +01:00
Mamadou Babaei 7127eda4c8 refactor the way we populate and utilize motion sources for viveopenxr compatibility 2025-02-14 12:11:43 +01:00
Mamadou Babaei dae3999d9e remove redundant dependency module 2025-02-14 12:11:43 +01:00
Mamadou Babaei a3efa62bdf add the FSGPluginUtils utility class for other plugins or modules availability detection such as Meta XR and ViveOpenXR 2025-02-14 12:11:43 +01:00
Mamadou Babaei 6153caf4c8 mention meta xr and viveopenxr plugins compatibility in the planned features completion status 2025-02-14 12:11:43 +01:00
Mamadou Babaei c709f526be revamp the Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets and Deploying to Android (Standalone) documentation and the Meta XR-compatibile and ViveOpenXR-compatibile instructions 2025-02-14 12:11:43 +01:00
Mamadou Babaei 44510c5f74 add FSGConnectJNI::Initialize() and FSGCoreJNI::Initialize() return codes to Android logs for detailed debugging purposes through adb logcat 2025-02-14 12:11:43 +01:00
Mamadou Babaei 09790e4859 add a missing url 2025-02-14 12:11:43 +01:00
Mamadou Babaei f2c796c5b7 apply some minor changelog fixes 2025-02-14 12:11:43 +01:00
Mamadou Babaei 4414dbfefd update the changelog with the unreleased changes 2025-02-14 12:11:43 +01:00
Mamadou Babaei 275bcaf488 use ue 5.5 header github links in the fxrmotioncontrollerdata page since its removal is likey in ue 5.6 2025-02-14 12:11:43 +01:00
Mamadou Babaei 01d44d9b7c fixed a few broken URLs caused by bad markdown formatting 2025-02-14 12:11:43 +01:00
Mamadou Babaei c8d92cc8f6 update the changelog with the unreleased changes 2025-02-14 12:11:42 +01:00
Mamadou Babaei 3eb5b7db3e bump the SenseGlove Unreal Engine Marketplace Packager v0.5.0-7df1183 2025-02-14 12:11:42 +01:00
Mamadou Babaei 02ae79f532 make the handbook scp operations safer by utilizing quotes 2025-02-14 12:11:42 +01:00
Mamadou Babaei 4eb2c8fb81 reintroduce Michael-F-Bryan/mdbook-epub backend for the handbook as its issue #115 have been solved 2025-02-14 12:11:42 +01:00
Mamadou Babaei 14b734ce80 make the handbook makefile safer by wrapping files/folder navigations/operations in quotes 2025-02-14 12:11:42 +01:00
Mamadou Babaei 27f2b6810e remove a redundant copy from the handbook makefile 2025-02-14 12:11:42 +01:00
Mamadou Babaei 0b40e34876 remove redundant steps from the handbook makefile 2025-02-14 12:11:42 +01:00
Mamadou Babaei f36ad2672b remove unused variable SG_DOCUMENTATION_EPUB_DIR from the handbook makefile 2025-02-14 12:11:42 +01:00
Mamadou Babaei e576569d4c migrate the documentation changelogs for the next unreleased version to its own section 2025-02-14 12:11:42 +01:00
Mamadou Babaei 43d325bfce bump the mdbook-alerts crate to v0.7.x 2025-02-14 12:11:41 +01:00
Mamadou Babaei a207c3846a bump the SenseGlove libraries to v2.105.3-97ea18cb 2025-02-14 12:11:41 +01:00
Mamadou Babaei 9ffbcae5b5 update the changelog with unreleased changes 2025-02-14 12:11:41 +01:00
Mamadou Babaei bbd813a7ba bump the SenseGlove Unreal Engine Marketplace Packager v0.4.1-e39a4f4 2025-02-14 12:11:41 +01:00
Mamadou Babaei f964a00353 fix the changelog formatting 2025-02-14 12:11:40 +01:00
Mamadou Babaei dfbee1064c bump the copyright years 2025-02-14 12:11:40 +01:00
Mamadou Babaei 8227ebf91a clarify htc vive stand-alone support status in the platform support matrix 2025-02-14 12:11:40 +01:00
Mamadou Babaei 4ebb22fd41 bump the plugin version to v2.3.2 2025-01-28 14:55:52 +01:00
Mamadou Babaei 5f9d0b6145 fix a critical issue where HandStates->GetTransform(KeyPoint) was incorrectly resolving to (&HandStates[0])->GetTransform(KeyPoint), causing both hands to use the left hand's wrist transform under specific conditions 2025-01-28 14:55:52 +01:00
Mamadou Babaei 238db6d527 bump the plugin version to v2.3.1 2024-11-27 10:11:51 +01:00
Mamadou Babaei eff104d889 do an ensure check instead of silently ignoring the non-existent joint 2024-11-27 10:11:51 +01:00
Mamadou Babaei fe4351f451 calculate the bone ref transforms using the current mesh rather than the reference mesh 2024-11-27 10:11:50 +01:00
Mamadou Babaei 26c834820a white space and code formatting fixes 2024-11-27 10:11:50 +01:00
Mamadou Babaei 6e1adc8bb6 bump the plugin version to v2.3.0 2024-11-14 00:31:33 +01:00
Mamadou Babaei b934700c74 fix ue 5.5 deprecation warnings inside USGVirtualHandComponent 2024-11-14 00:26:44 +01:00
Mamadou Babaei 969b356270 fix rocket build issues by adding missing the headers 2024-11-14 00:26:44 +01:00
Mamadou Babaei 426f477dfc list AndroidPermission plugin as a dependency 2024-11-14 00:26:44 +01:00
Mamadou Babaei e00a4ce4d3 remove comments that probably pasted by mistake 2024-11-14 00:26:44 +01:00
Mamadou Babaei 0be660e411 revamp the way the plugin requests permisions on Android by showing a pop-up to the user rather than silently crashing if those permisions were not already given 2024-11-14 00:26:44 +01:00
Mamadou Babaei 360801b574 implement the android permissions singleton responsible for requesting android permissions and checking those 2024-11-14 00:26:44 +01:00
Mamadou Babaei 837739e8c8 re-order the required permissions alphabetically inside the android upl file 2024-11-14 00:26:44 +01:00
Mamadou Babaei 2177e41dea make the USGBackend constructor private 2024-11-14 00:26:44 +01:00
Mamadou Babaei cef4d58440 remove USGBackend class config specifier 2024-11-14 00:26:44 +01:00
Mamadou Babaei cfc68fea72 apply a minor formatting fix to the changelog 2024-11-14 00:26:44 +01:00
Mamadou Babaei dafcde807c bump the plugin version to v2.2.2 2024-11-08 12:24:47 +01:00
Mamadou Babaei a6025cb793 fix a chain of glove and hand-tracking bugs that render the hand-tracking state invalid at certain times 2024-11-08 12:24:47 +01:00
Mamadou Babaei 78f0d43637 bump the plugin version to v2.2.1 2024-10-23 14:50:30 +02:00
Mamadou Babaei e7e821f570 revise documentation to point to fab instead of ue marketplace 2024-10-23 14:50:29 +02:00
Mamadou Babaei a1512f2cef bump the plugin version to v2.2.0 2024-10-22 06:58:22 +02:00
Mamadou Babaei 292b746043 remove ue 5.5+ code that causes build failure and cannot be wrapped inside if/def/end preprocessors due to lack of its support in uht 2024-10-22 06:58:22 +02:00
Mamadou Babaei 030a71996e list ue 5.5 in the sgum-packager configuration file 2024-10-22 06:58:22 +02:00
Mamadou Babaei 563334317c include Runtime/Launch/Resources/Version.h only where it matters 2024-10-22 06:58:22 +02:00
Mamadou Babaei f874087596 add the documentation on consuming the FXRHandTrackingState struct in both Blueprint and C++ 2024-10-22 06:58:22 +02:00
Mamadou Babaei 9a808242b7 minor formatting fix 2024-10-22 06:58:22 +02:00
Mamadou Babaei 85e4b8967c change SG_BROWSER_BINARY_PATH_LINUX binary path 2024-10-22 06:58:22 +02:00
Mamadou Babaei ae6793166a migrate away from the deprecated FXRMotionControllerData in favor of FXRMotionControllerState and FXRHandTrackingState on UE 5.5+ 2024-10-22 06:57:58 +02:00
Mamadou Babaei 5c8066850d bump the plugin version to v2.1.4 2024-10-22 05:30:17 +02:00
Mamadou Babaei ae169cd184 add the missing release title to the v2.1.3 changelog entry 2024-10-22 05:30:17 +02:00
Mamadou Babaei 1f1290094f update the documentation on consuming the FXRMotionControllerData struct 2024-10-22 05:30:17 +02:00
Mamadou Babaei 937eb5996d bump the plugin version to v2.1.3 2024-10-11 12:31:27 +02:00
Mamadou Babaei 405a3f426e update the platform support matrix and also add a note in regards to fab and ue marketplace transition 2024-10-11 12:31:27 +02:00
Mamadou Babaei 6767753bfb add the planned features for the v2.2.x release series 2024-10-11 12:31:27 +02:00
Mamadou Babaei 4866564edc silence another ue 5.5 deprecation warning with a temporary workaround for the time being 2024-10-11 12:31:27 +02:00
Mamadou Babaei cc34976b5c avoid mentioning the patch releases in the planned features completion status page 2024-10-11 12:31:27 +02:00
Mamadou Babaei 726984fe4c address a few ue 5.5 deprecation warnings 2024-10-11 12:31:27 +02:00
Mamadou Babaei 37820cac97 add a missing header 2024-10-11 12:31:27 +02:00
Mamadou Babaei 15cc08aeeb add support for epic native toolchain v23 2024-10-11 12:31:27 +02:00
Mamadou Babaei 825fa9d46c bump the senseglove libraries to v2.105.2-f2de4b89 2024-10-11 12:31:26 +02:00
Mamadou Babaei f6d1a65003 fix code formatting 2024-10-11 12:31:26 +02:00
Mamadou Babaei a33cc1b679 remove a redundant header 2024-10-11 12:31:26 +02:00
Mamadou Babaei 84d0e5f7dd fix a bug inside USGVirtualHandComponent::PostEditChangeProperty() where the get member name check happens against the wrong class and member names 2024-10-11 12:31:26 +02:00
Mamadou Babaei 67b2747632 fix a grammatical typo in a comment 2024-10-11 12:31:26 +02:00
Mamadou Babaei 52345b5427 bump the plugin version to v2.1.2 2024-09-02 19:38:36 +02:00
Mamadou Babaei 8c7180dd0d update the changelog 2024-09-02 19:38:36 +02:00
Mamadou Babaei 6d8c75ad07 update the changelog 2024-09-02 19:38:35 +02:00
Mamadou Babaei 30410ed00f fix a few virtual hand component visibility issues 2024-09-02 19:38:35 +02:00
Mamadou Babaei 2571b7e163 fix the non-existent default hand-mesh warnings polluting the logs when packaging the game 2024-09-02 19:38:35 +02:00
Mamadou Babaei 15c713d27e update the changelog 2024-09-02 19:38:35 +02:00
Mamadou Babaei a1be910d47 fix the wrong script name for USXRTrackerKismetLibrary 2024-09-02 19:38:35 +02:00
Mamadou Babaei c0e286ac44 fix the wrong script name for USGHMDTrackerKismetLibrary 2024-09-02 19:38:35 +02:00
Mamadou Babaei e7a7e2bde8 expand the clickable area on the handbook index page revision buttons 2024-09-02 19:38:35 +02:00
Mamadou Babaei 2cedcdc18e an overview title fix to match the summary file 2024-09-02 19:38:35 +02:00
Mamadou Babaei deced25632 bump the SenseGlove Unreal Engine Plugin to v2.1.1 2024-08-18 01:46:53 +02:00
Mamadou Babaei e7a5321c8e fix documentation typos 2024-08-18 01:46:52 +02:00
Mamadou Babaei 21738c2c48 fix a bug where SG_GIT_IS_SHALLOW_CLONE while building the handbook is always set to yes even if it's not a shadow clone 2024-08-18 01:32:52 +02:00
Mamadou Babaei fbe29db4dc removed android ndk r25 armv7 and x86 dependencies brought back by mistake while merging v2.1.0 from the dev branch to the master branch 2024-08-18 00:55:33 +02:00
Mamadou Babaei e917182c17 fix a bug that causes a handbook revision mismatch when deploying the handbook from the dev branch 2024-08-18 00:28:34 +02:00
Mamadou Babaei 39b5ee1191 fix the messed up changelog file caused by cherry-picking merge conflicts between the dev branch and the master branch 2024-08-18 00:10:39 +02:00
Mamadou Babaei 286e851a51 bump the plugin version to v2.1.0 2024-08-16 19:55:25 +02:00
Mamadou Babaei 90cca59373 fix build issues caused by cherry-pick order between v2.0.x and v2.1.x releases; the dev branch already contains these fixes 2024-08-16 19:55:25 +02:00
Mamadou Babaei e3d1e0d23d extract the git version from the remote repo when it's a shallow clone to allow the sgum-packager work with release branches 2024-08-16 19:09:26 +02:00
Mamadou Babaei 1333e31eb0 determine the value of mdbook site-url from the makefile instead of hardcoding it per branch 2024-08-16 18:02:20 +02:00
Mamadou Babaei 798bc8a234 fix ue 5.4 runuat build issues inside the sggrabcomponent caused by missing headers 2024-08-16 18:02:20 +02:00
Mamadou Babaei 9365172b71 fix a broken url 2024-08-16 18:02:20 +02:00
Mamadou Babaei 3b4a5d256c add make pack to the output of make help 2024-08-16 18:02:20 +02:00
Mamadou Babaei fee2efe304 fix a broken url 2024-08-16 18:02:20 +02:00
Mamadou Babaei 3bd4467aa8 fix a url 2024-08-16 18:02:20 +02:00
Mamadou Babaei fa295ee1f3 add topic: Upgrade Guide 2024-08-16 18:02:19 +02:00
Mamadou Babaei 90f0fa86ac add the sub-topic: Optimizing Unreal Projects for Mobile 2024-08-16 18:02:19 +02:00
Mamadou Babaei eefce4faba formatting fixes 2024-08-16 18:02:19 +02:00
Mamadou Babaei a26d72a39c add topic: Optimizing Your Project for Higher FPS 2024-08-16 18:02:19 +02:00
Mamadou Babaei 2e4ee273c1 lock cargo dependencies for the hadbook to pecific major/minor releases and not patch releases 2024-08-16 18:02:19 +02:00
Mamadou Babaei 8107cadfbe clarify the note about how the separation of the real and virtual hand rendering is broken 2024-08-16 18:02:19 +02:00
Mamadou Babaei 239408f261 fix a typo 2024-08-16 18:02:19 +02:00
Mamadou Babaei 0240e62b84 remove troublesome inline keywords added by jetbrains rider 2024-08-16 18:02:19 +02:00
Mamadou Babaei fb114a4a28 mark the separation of the real and virtual hand rendering as broken and a note to the known issues section 2024-08-16 18:02:19 +02:00
Mamadou Babaei 41b4de7d55 fix a few bugs that does affect the real hand collision events because of SetVisibility and redundant checking against grabbed actor 2024-08-16 18:02:19 +02:00
Mamadou Babaei 9a76aa7d01 replace SGPawn::FImpl::EnableActorPhysics() and SGPawn::FImpl::DisableActorPhysics() with USGGrabComponent::SimulatePhysics() 2024-08-16 18:02:19 +02:00
Mamadou Babaei 6dbc6542c5 enable bGravityEnabled, bSimulatePhysics, and call WakeRigidBody on grab component's owning actor at BeginPlay() if bAffectPhysicsState is enabled 2024-08-16 18:02:19 +02:00
Mamadou Babaei 678c06fb04 document Configuring the SGPawn and Plugin Virtual Hand Mesh Settings as the final step in setting up the virtual hand meshes 2024-08-16 18:02:19 +02:00
Mamadou Babaei a15096eb64 fix a typo 2024-08-16 18:02:19 +02:00
Mamadou Babaei db2c11079c use the value of GrabAttachPointSocketName from the plugin settings as default for USGGrabComponent's AttachmentSocketName uproperty 2024-08-16 18:02:19 +02:00
Mamadou Babaei 551eca3985 add the sgbasicdemo-openxr repository to the examples and demo projects section 2024-08-16 18:02:19 +02:00
Mamadou Babaei be79401fe4 minor fix 2024-08-16 18:02:19 +02:00
Mamadou Babaei 5f05dff18d add video tutorials 2024-08-16 18:02:19 +02:00
Mamadou Babaei 6bbb914f47 add the contents for setting up the grab/release, and the touch systems 2024-08-16 18:02:18 +02:00
Mamadou Babaei c1592c4e47 add another android note 2024-08-16 18:02:18 +02:00
Mamadou Babaei 1db97c3904 fix the display name for various overloads of the Blueprint-exposed function Queue Command Vibro Level to expose sensible display names. 2024-08-16 18:02:18 +02:00
Mamadou Babaei 18228372a6 a changelog fix 2024-08-16 18:02:18 +02:00
Mamadou Babaei 2f9f7b415f fix a topic title 2024-08-16 18:02:18 +02:00
Mamadou Babaei 08088ca7fb minor fix 2024-08-16 18:02:18 +02:00
Mamadou Babaei 67d309d52d add topic: Deploying to Android (Standalone) 2024-08-16 18:02:18 +02:00
Mamadou Babaei eac5365c3e add a note in regards to meta xr and vive openxr plugins incompatibility 2024-08-16 18:02:18 +02:00
Mamadou Babaei 0ddd216a55 add instructions: Setting up the SenseGlove Grab and Touch Sockets 2024-08-16 18:02:18 +02:00
Mamadou Babaei 237d2c4c53 remove irrelevant section as it's already set up by the plugin automatically 2024-08-16 18:02:18 +02:00
Mamadou Babaei 2b0abbca20 mention a relevant video tutorial 2024-08-16 18:02:18 +02:00
Mamadou Babaei 9541756129 close the div tag properly 2024-08-16 18:02:18 +02:00
Mamadou Babaei b7d50f58d3 add the instructions for: Setting up the Rigid Bodies 2024-08-16 18:02:18 +02:00
Mamadou Babaei 37a99e477b fix license titles 2024-08-16 18:02:18 +02:00
Mamadou Babaei 7475b269a9 add instructions for importing / exporting compatible virtual hand meshes 2024-08-16 18:02:18 +02:00
Mamadou Babaei 2563df8191 minor fix 2024-08-16 18:02:17 +02:00
Mamadou Babaei df3adfe980 update the overview section 2024-08-16 18:02:17 +02:00
Mamadou Babaei 6acdd37103 add the content for setting up the wrist tracking hardware section 2024-08-16 18:02:17 +02:00
Mamadou Babaei 3729e80c51 add important notes for setting up the wrist tracker and virtual hands 2024-08-16 18:02:17 +02:00
Mamadou Babaei b4be6851c5 add the complete documentation for setting up the senseglove default classes 2024-08-16 18:02:17 +02:00
Mamadou Babaei da2c0b3f34 fix a build issue on ue 5.2 2024-08-16 18:02:17 +02:00
Mamadou Babaei 67c8ccdf65 apply summary.md changes to the overview page 2024-08-16 18:02:17 +02:00
Mamadou Babaei 8084bc5005 fix borken links 2024-08-16 18:02:17 +02:00
Mamadou Babaei 283db3705d add more topics to the menu 2024-08-16 18:02:17 +02:00
Mamadou Babaei 803ab3e192 minor fix 2024-08-16 18:02:17 +02:00
Mamadou Babaei cdce60389f add the introduction to the senseglove default classes 2024-08-16 18:02:17 +02:00
Mamadou Babaei 49ef127f7a fix the wrong content path 2024-08-16 18:02:17 +02:00
Mamadou Babaei 160af1b5df fix README.md broken links 2024-08-16 18:02:17 +02:00
Mamadou Babaei a3d03f79fb add a caution for bvalidateifdefaultclassesaresgcompliant 2024-08-16 18:02:17 +02:00
Mamadou Babaei fd178679cd fix a typo 2024-08-16 18:02:17 +02:00
Mamadou Babaei b6d80c4959 add the console commands SG_GetEngineScalabilitySettings and SG_SetEngineScalabilitySettings 2024-08-16 18:02:17 +02:00
Mamadou Babaei 8bc118551e add the license terms for the handbook 2024-08-16 18:02:17 +02:00
Mamadou Babaei 9614d1f72e add the boilerplate for setting up the senseglove default classes 2024-08-16 18:02:17 +02:00
Mamadou Babaei 65b918b19d fix broken links in the overview page by adding .. to the relative urls 2024-08-16 18:02:16 +02:00
Mamadou Babaei f288b4fc31 fix broken index/readme.md links in the overview page 2024-08-16 18:02:16 +02:00
Mamadou Babaei 5b5d065352 minor fix 2024-08-16 18:02:16 +02:00
Mamadou Babaei e44c831aa8 add the content for the overview page 2024-08-16 18:02:16 +02:00
Mamadou Babaei ad4d27c69f minor fix 2024-08-16 18:02:16 +02:00
Mamadou Babaei 3ba1b1d7b8 complete the plugin configuration, settings, and overrides, sections 2024-08-16 18:02:16 +02:00
Mamadou Babaei 8f4374a008 improve the repo's main readme file 2024-08-16 18:02:16 +02:00
Mamadou Babaei 78b341f14d reference the handbook's extra resources 2024-08-16 18:02:16 +02:00
Mamadou Babaei ad42f44799 bring on par the SGSettings blueprint api with the cpp api 2024-08-16 18:02:16 +02:00
Mamadou Babaei f9fb21fa9c add some custom css styles for better html formatting 2024-08-16 18:02:16 +02:00
Mamadou Babaei c663213844 add the plugin-settings section 2024-08-16 18:02:16 +02:00
Mamadou Babaei c9e08c2fb6 add a note about Hand and Body Tracking settings 2024-08-16 18:02:16 +02:00
Mamadou Babaei c8a4902f9a add the sensecom documentation 2024-08-16 18:02:16 +02:00
Mamadou Babaei 16dfdee924 add a caution in regards to broken meta quest hmds on steamvr 2024-08-16 18:02:16 +02:00
Mamadou Babaei 11cd91ef98 fix youtube video urls 2024-08-16 18:02:16 +02:00
Mamadou Babaei d091506319 whitespace fix 2024-08-16 18:02:16 +02:00
Mamadou Babaei 5aac46b884 add the low level api documentation 2024-08-16 18:02:16 +02:00
Mamadou Babaei cd22e7f9f2 complete installation instructions 2024-08-16 18:02:15 +02:00
Mamadou Babaei 08c3921430 Revert "move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings"
This reverts commit e16c1d216f.
2024-08-16 18:02:15 +02:00
Mamadou Babaei 20ef0424ed move bFallbackToHandTrackingIfNoGloveDetected from tracking settings to glove tracking settings 2024-08-16 18:02:15 +02:00
Mamadou Babaei 4e20629bc4 add an important alert 2024-08-16 18:02:15 +02:00
Mamadou Babaei 57a610ecb1 minor fixes 2024-08-16 18:02:15 +02:00
Mamadou Babaei cc1f4cdb9f fix a broken link 2024-08-16 18:02:15 +02:00
Mamadou Babaei 386e7a5df0 add instructions: Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets 2024-08-16 18:02:15 +02:00
Mamadou Babaei 00d82dfbd1 add topic: Extra Resources 2024-08-16 18:02:15 +02:00
Mamadou Babaei b2f5644843 add instructions: Safe and Reliable Glove Access in Blueprint 2024-08-16 18:02:15 +02:00
Mamadou Babaei a2ce0e0c33 center all youtube videos 2024-08-16 18:02:15 +02:00
Mamadou Babaei 636bf58775 add instructions: Enabling The SenseGlove Unreal Engine Plugin and Veirfying the Plugin Version 2024-08-16 18:02:15 +02:00
Mamadou Babaei 631a1c529b whitespace fix 2024-08-16 18:02:15 +02:00
Mamadou Babaei 0e077f016b add the epic games launcher installation instructions 2024-08-16 18:02:15 +02:00
Mamadou Babaei 5cc9113f09 replace inline code blocks with back tilde inside the changelog 2024-08-16 18:02:15 +02:00
Mamadou Babaei 09cc90f92c update the changelog 2024-08-16 18:02:15 +02:00
Mamadou Babaei f7e4f7dc08 revamp the main readme file with the latest information and instructions 2024-08-16 18:02:15 +02:00
Mamadou Babaei 6ae74f8e67 change the DocsURL from the old blueprint docs to the handbook 2024-08-16 18:02:15 +02:00
Mamadou Babaei cd4b664cd0 improve the main index layout 2024-08-16 18:02:14 +02:00
Mamadou Babaei dd6e76b300 make the main index generation code more readable 2024-08-16 18:02:14 +02:00
Mamadou Babaei f1ee78831e deploy the favicon to the main index as well 2024-08-16 18:02:14 +02:00
Mamadou Babaei ab4f9416ca bump the SenseGlove Unreal Engine Marketplace Packager v0.4.0-a65bb20 2024-08-16 18:02:14 +02:00
Mamadou Babaei e7628c4714 fix the windows cmd.exe issues with rename/copy and always use move when invoking the pack target 2024-08-16 18:02:14 +02:00
Mamadou Babaei e457b91cd3 remove the changelog.md file from filterplugin list and list the pdf and html documentation files 2024-08-16 18:02:14 +02:00
Mamadou Babaei 9844225989 minor fixes 2024-08-16 18:02:14 +02:00
Mamadou Babaei 9ebf4ce048 document for dependencies 2024-08-16 18:02:14 +02:00
Mamadou Babaei aea73e0f66 mention the purpose of make pack in the handbook readme file 2024-08-16 18:02:14 +02:00
Mamadou Babaei c921d3763d add make pack target to the handbook makefile 2024-08-16 18:02:14 +02:00
Mamadou Babaei 5c012ce7a1 try to fix rsync error on windows: error in rsync protocol data stream (code 12) 2024-08-16 18:02:14 +02:00
Mamadou Babaei 2e8afd7366 fix the windows rsync/git bash issue: the source and destination cannot both be remote 2024-08-16 18:02:14 +02:00
Mamadou Babaei 5297de19d9 add a deployment note in regards to sourcing the deployment configurations on windows + git bash setups 2024-08-16 18:02:14 +02:00
Mamadou Babaei bbb4de35b9 introduce #sg-handbook-revision-url and #sg-handbook-revision-url + other preprocessor improvements 2024-08-16 18:02:14 +02:00
Mamadou Babaei c319405894 add the initial implementation for the deploy target 2024-08-16 18:02:14 +02:00
Mamadou Babaei 7f3dc46012 revamp the handbook make targets 2024-08-16 18:02:13 +02:00
Mamadou Babaei 9c5a7478cf fix the broken pdf toc generation on linux 2024-08-16 18:02:13 +02:00
Mamadou Babaei 62389247d1 replace all bitfield uproperties with booleans 2024-08-16 18:02:13 +02:00
Mamadou Babaei 97ce815c08 adjust the exclusion list to the latest repo structure overhaul 2024-08-16 18:02:13 +02:00
Mamadou Babaei 2e18af7d7e merge the pack branch into the plugin's source and add the sgum-packager v0.3.0 utility for automatic packaging and deployment to epic marketplace 2024-08-16 18:02:13 +02:00
Mamadou Babaei c1c615b9bc winpython fixes and fix pdf-outline generation on gentoo using a temporary python env 2024-08-16 18:02:13 +02:00
Mamadou Babaei 347f243627 minor fixes and clean up 2024-08-16 18:02:13 +02:00
Mamadou Babaei d5313c8058 replace inline code blocks with back tilde 2024-08-16 18:02:13 +02:00
Mamadou Babaei 47ebb98a11 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp tutorial 2024-08-16 18:02:13 +02:00
Mamadou Babaei 4a7d6c55a8 set the default value of bValidateIfDefaultClassesAreSGCompliant to false 2024-08-16 18:02:13 +02:00
Mamadou Babaei 3619256c6d crop the image edge 2024-08-16 18:02:13 +02:00
Mamadou Babaei 03c44f533f add winpython and enable pdf-outline 2024-08-16 18:02:12 +02:00
Mamadou Babaei 5688143f31 complete advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint tutorial 2024-08-16 18:02:12 +02:00
Mamadou Babaei 11cea35d5c fix a bug where tracking status not being set when the hand data is valid 2024-08-16 18:02:12 +02:00
Mamadou Babaei 5ca9c2945d specify the browser binary path from the gnu-make file 2024-08-16 18:02:11 +02:00
Mamadou Babaei b7053e8018 formatting fix 2024-08-16 18:02:11 +02:00
Mamadou Babaei cf8319d753 add partial content to Handbook/src/advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md 2024-08-16 18:02:11 +02:00
Mamadou Babaei 1227e37ab2 minor fix 2024-08-16 18:02:11 +02:00
Mamadou Babaei dbd7f07f64 add links to the ue source code from github 2024-08-16 18:02:11 +02:00
Mamadou Babaei 14ad7eb8d4 add the blueprint title line 2024-08-16 18:02:11 +02:00
Mamadou Babaei 2999c8a362 minor fix 2024-08-16 18:02:11 +02:00
Mamadou Babaei 4ce1fbe647 minor fix 2024-08-16 18:02:11 +02:00
Mamadou Babaei f22366ff04 mention the pdf format as well 2024-08-16 18:02:11 +02:00
Mamadou Babaei 9ed456f1cb add mdbook-pdf support which is able to print pdfs using chromedevtools protocol retaining images 2024-08-16 18:02:11 +02:00
Mamadou Babaei 9bb68e2d7d remove cargo installs for typst-cli, mdbook-typst, and mdbook-epub 2024-08-16 18:02:11 +02:00
Mamadou Babaei d8bec7597e move the /assets/* content to their relative folders as it creates printing issues 2024-08-16 18:02:11 +02:00
Mamadou Babaei 540fed44d3 add the content for the Consuming FXRMotionControllerData section 2024-08-16 18:02:11 +02:00
Mamadou Babaei e2388561b3 replace c++ standard int type definitions with the ones from unreal 2024-08-16 18:02:11 +02:00
Mamadou Babaei 5f0897d54a remove the pdf and epub backend due to build errors and inability to show markdown images 2024-08-16 18:02:11 +02:00
Mamadou Babaei 7a2c804435 consider the value of site-url when verifying the handbook revision and simplify the makefile code to do so as well 2024-08-16 18:02:11 +02:00
Mamadou Babaei 9cc2d38618 make the default site-url next 2024-08-16 18:02:11 +02:00
Mamadou Babaei f36e91be5e mention the pdf and epub formats as well and rename the pdf output filename 2024-08-16 18:02:11 +02:00
Mamadou Babaei 89a221d0ae rename a page 2024-08-16 18:02:11 +02:00
Mamadou Babaei 4c90177a2d switch to typst-cli from crates.io instead of git 2024-08-16 18:02:11 +02:00
Mamadou Babaei 0e8134d4cd bump senseglove libraries to v2.104.1-55fddbd2 2024-08-16 18:02:10 +02:00
Mamadou Babaei 06afcf5f36 fix the inro notice 2024-08-16 18:02:10 +02:00
Mamadou Babaei 88d0081f20 fix a table column header 2024-08-16 18:02:10 +02:00
Mamadou Babaei 31efbc596c remove edit-url-template from the book.toml file 2024-08-16 18:02:10 +02:00
Mamadou Babaei ce07ec1570 minor fix 2024-08-16 18:02:10 +02:00
Mamadou Babaei 41f64c2f5b remove mdbook-lintcheck 2024-08-16 18:02:10 +02:00
Mamadou Babaei 82902033d3 add github flavored markdown alerts to the handbook 2024-08-16 18:02:10 +02:00
Mamadou Babaei 1c6ea12f5f add experimental mdbook plugins for epub and pdf generation 2024-08-16 18:02:10 +02:00
Mamadou Babaei 9d3b80440e fix the mdbook errors 2024-08-16 18:02:10 +02:00
Mamadou Babaei 9c990b828c add more change logs 2024-08-16 18:02:10 +02:00
Mamadou Babaei cbc2703a7f add more change logs 2024-08-16 18:02:10 +02:00
Mamadou Babaei 1ad1c6b197 update the changelog with many of the recent changes 2024-08-16 18:02:10 +02:00
Mamadou Babaei c0a1ec4497 minor changelog fix 2024-08-16 18:02:10 +02:00
Mamadou Babaei 59aa43ef10 add FSGDebugCube 2024-08-16 18:02:10 +02:00
Mamadou Babaei 2a4831d5a0 reorganize the handbook structure and add new sections 2024-08-16 18:02:10 +02:00
Mamadou Babaei 3684896091 rename SGGameUserSettingSettings to SGGameUserSettingsSettings 2024-08-16 18:02:10 +02:00
Mamadou Babaei 134c26b51d rename SGHardwareBenchmarkSettings to SGHardwareBenchmarkingSettings 2024-08-16 18:02:09 +02:00
Mamadou Babaei db0a86abfb apply the plugin settings when the user overrides the settings for the first time 2024-08-16 18:02:09 +02:00
Mamadou Babaei 09ccb5b561 do not ensure as it's possible to get a nullpointer during component uninitialization 2024-08-16 18:02:09 +02:00
Mamadou Babaei a2eccb3de8 re-implement the virtual hand settings overrides; and apply plenty of other improvements and bug fixes to the settings system; and introduce sgdebugcubesettings 2024-08-16 18:02:09 +02:00
Mamadou Babaei 16b4603f7f rename verify-build-type target to verify-handbook-revision 2024-08-16 18:02:09 +02:00
Mamadou Babaei 6ff5f014ff rename verify-build-type target to verify-build-revision 2024-08-16 18:02:09 +02:00
Mamadou Babaei 4f69156d77 remove the motion source wrist tracking overrides from the wrist tracker component due to the fact that it's utilized only inside the underlying tracking module and overriding it has no effects 2024-08-16 18:02:09 +02:00
Mamadou Babaei 87519b9fa1 re-implement the wrist tracking settings overrides 2024-08-16 18:02:09 +02:00
Mamadou Babaei d4d51e8e0e rename bInIsVisibleWhenHandDataUnavailable to bInVisibleWhenHandDataUnavailable 2024-08-16 18:02:09 +02:00
Mamadou Babaei d0c932444a apply some sgxrtracker enum parsing improvements 2024-08-16 18:02:09 +02:00
Mamadou Babaei a12a7099e8 rename bIsVirtualHandVisible to bVirtualHandVisible 2024-08-16 18:02:09 +02:00
Mamadou Babaei d9c684ab67 delete the engine utils default constructor and destructor 2024-08-16 18:02:09 +02:00
Mamadou Babaei 433e832d17 add the editor utils class 2024-08-16 18:02:09 +02:00
Mamadou Babaei c27a5a1fef fix the debug virtual hand settings and logic 2024-08-16 18:02:09 +02:00
Mamadou Babaei 50568a7007 fix a comment 2024-08-16 18:02:09 +02:00
Mamadou Babaei 6c18b55e3c introduce the senseglove unreal engine handbook 2024-08-16 18:02:09 +02:00
Mamadou Babaei 6f0b0abde7 a const correctness fix 2024-08-16 18:02:09 +02:00
Mamadou Babaei 6c35c3993f make FSGXRTracker::GetMotionControllerData() behave the same as 5.4 on both 5.2 and 5.3 2024-08-16 18:02:09 +02:00
Mamadou Babaei 901770d39b minor fix 2024-08-16 18:02:09 +02:00
Mamadou Babaei e62b87ffd2 update the changelog and clarify what happens when other openxr hand tracking provider's are enabled and the possible workarounds 2024-08-16 18:02:09 +02:00
Mamadou Babaei 142a91d3a0 workaround the runuat 5.2/5.3 build issue due to missing IOpenXRHMD.h from epic public headers 2024-08-16 18:02:09 +02:00
Mamadou Babaei c13a09be49 fix various runuat buiild issues 2024-08-16 18:02:09 +02:00
Mamadou Babaei 45c67aa8c2 break a circular dependency 2024-08-16 18:02:09 +02:00
Mamadou Babaei a6574d5f10 do not reigger OnGrabStateUpdated and OnTouchStateUpdated at all when the hand mesh is not valid or visible and also some other extra measures to make sure even if they are triggered they won't affect anything 2024-08-16 18:02:08 +02:00
Mamadou Babaei 9929bca5b7 take into account the device visual type when updating the hand visibility 2024-08-16 18:02:08 +02:00
Mamadou Babaei 1c077188d3 clarify the meta xr and vive openxr plugins incompatibility 2024-08-16 18:02:08 +02:00
Mamadou Babaei ca9c8caf39 rename variable 2024-08-16 18:02:08 +02:00
Mamadou Babaei dfdf279612 seprate the engine and senseglove module dependency lists 2024-08-16 18:02:08 +02:00
Mamadou Babaei adc7c08a27 implement our own GetMotionControllerData instead of using the one from the XRTrackingSystem as it only picks up the first hand tracking plugin in order to make sure at least internally we use the hand-tracking data from senseglove 2024-08-16 18:02:08 +02:00
Mamadou Babaei da5b3e4bd8 minor fixes 2024-08-16 18:02:08 +02:00
Mamadou Babaei 35a71fccaa mark the SenseGlove settings as DefaultConfig 2024-08-16 18:02:08 +02:00
Mamadou Babaei e91cd02e14 add more bluetooth permissions to be able to request access for nearby devices on android api level 32 in addition to 29 2024-08-16 18:02:08 +02:00
Mamadou Babaei 23169ef328 add the gradle deprecation warnings 2024-08-16 18:02:08 +02:00
Mamadou Babaei be69a27313 never extend the content browser context menu if any skeletal mesh or skeltons selected at the same time 2024-08-16 18:02:08 +02:00
Mamadou Babaei ecc6c2282b clean up and remove the redundant asset type actions no longer required by the senseglove sockets editor 2024-08-16 18:02:08 +02:00
Mamadou Babaei 7e24921a9b implement the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor 2024-08-16 18:02:08 +02:00
Mamadou Babaei dfca3603fb update the implemented features list 2024-08-16 18:02:08 +02:00
Mamadou Babaei 08c5ab9df7 revamp the whole settings system in order to unify the settings across various systems, modules, and api layers 2024-08-16 18:02:08 +02:00
Mamadou Babaei 2a5e36629d make the virtual hand anim instance proxy safer 2024-08-16 18:02:08 +02:00
Mamadou Babaei 853eb4356d minor fix: get object by reference 2024-08-16 18:02:08 +02:00
Mamadou Babaei a9c1a15d03 add the DebugVirtualHandSettings to the Debugging category 2024-08-16 18:02:08 +02:00
Mamadou Babaei c3226d4ba6 rename SGVirtualHandTrackingSettings to SGVirtualHandSettings 2024-08-16 18:02:08 +02:00
Mamadou Babaei f014f5db72 remove the deperecated jcenter repository from the android upl file 2024-08-16 18:02:08 +02:00
Mamadou Babaei 4fd52ce616 mark the x86 and armeabi-v7a platforms as unsupported inside the android upl file 2024-08-16 18:02:08 +02:00
Mamadou Babaei 06aa37d101 fix a critical Android crash that happens where the default development hand meshes could not be found 2024-08-16 18:02:08 +02:00
Mamadou Babaei b53b2afa1a remove the hardcoded SG_HAND_MESH_YAW_CORRECTION_OFFSET and rely on FVirtualHandTrackingSettings::RootBoneRotationCorrection 2024-08-16 18:02:07 +02:00
Mamadou Babaei 88e82ba276 update the changelog 2024-08-16 18:02:07 +02:00
Mamadou Babaei 34cdd8df55 mention the wrist tracking hardware visualization bug as a known issue with the new openxr system 2024-08-16 18:02:07 +02:00
Mamadou Babaei d11b4aea01 fix runuat build issues for ue 5.4 caused by missing headers 2024-08-16 18:02:07 +02:00
Mamadou Babaei bbe97ba76b remove redundant header files 2024-08-16 18:02:07 +02:00
Mamadou Babaei aabd059034 fix more runuat issues due to missing headers 2024-08-16 18:02:07 +02:00
Mamadou Babaei f69c08cbfb fix runuat build issues for ue 5.2 2024-08-16 18:02:07 +02:00
Mamadou Babaei 6ed9ef525d fix a crash when the wrist-tracker hardware set to auto-detection 2024-08-16 18:02:07 +02:00
Mamadou Babaei 73498f874c fix a few build issues 2024-08-16 18:02:07 +02:00
Mamadou Babaei f7bd1296f9 fix the wrong kismet library class name 2024-08-16 18:02:07 +02:00
Mamadou Babaei 7c939fc4a3 formatting fix 2024-08-16 18:02:07 +02:00
Mamadou Babaei 1569541f7d update the changelog 2024-08-16 18:02:07 +02:00
Mamadou Babaei 40691ad496 whitespace fix 2024-08-16 18:02:07 +02:00
Mamadou Babaei 633f6f1803 add missing header that contains engine version definitions 2024-08-16 18:02:07 +02:00
Mamadou Babaei 834323d5bf drop the minimal api specifier 2024-08-16 18:02:07 +02:00
Mamadou Babaei 76ecc994c4 remove redundant headers 2024-08-16 18:02:07 +02:00
Mamadou Babaei 1aaae5eeba remove unnecessary initialization 2024-08-16 18:02:07 +02:00
Mamadou Babaei c6dc352cf7 whitespace fix 2024-08-16 18:02:07 +02:00
Mamadou Babaei 1cb42eb846 fix wrong kismet script names and class exports 2024-08-16 18:02:07 +02:00
Mamadou Babaei 3fa1173458 remove the experimental bHandTrackingVisualizationAllowed feature 2024-08-16 18:02:07 +02:00
Mamadou Babaei 3ad52b020a remove SetWristTrackingSettings from the FSGWristTrackerComponent's header file since it does not have any implementation 2024-08-16 18:02:07 +02:00
Mamadou Babaei f79a55dac0 perform a ensure before dereferencing 2024-08-16 18:02:07 +02:00
Mamadou Babaei 989f5010d0 formatting fix 2024-08-16 18:02:07 +02:00
Mamadou Babaei a627aaa136 revamp the GetControllerOrientationAndPosition and GetWristTransform to use the same caluclations and get rid of bMotionSourceHandTracking in senseglove joint calculations 2024-08-16 18:02:06 +02:00
Mamadou Babaei 82355b2415 check if motioncontrollerdata is valid 2024-08-16 18:02:06 +02:00
Mamadou Babaei a7e6e419b8 remove the ability to override wrist tracking settings from the wrist tracker component 2024-08-16 18:02:06 +02:00
Mamadou Babaei f75e6f16a5 fix the how we determine the motion source inside the GetControllerOrientationAndPosition and GetControllerTrackingStatus for ue versions earlier than 5.3 2024-08-16 18:02:06 +02:00
Mamadou Babaei 1eddb8a8c2 add htc vive stand-alone support status to the platform support matrix 2024-08-16 18:02:06 +02:00
Mamadou Babaei 0bcaec2c09 fix ue 5.2 and 5.3 build issues 2024-08-16 18:02:06 +02:00
Mamadou Babaei 2a0bfedd7d update the changelog and the readme 2024-08-16 18:02:06 +02:00
Mamadou Babaei 730c956b1c update the changelog 2024-08-16 18:02:06 +02:00
Mamadou Babaei 5808a05dd2 add the editor user interface for adding the senseglove sockets 2024-08-16 18:02:06 +02:00
Mamadou Babaei 557a4b2e01 temporarility change the way we calculate the wrist offset 2024-08-16 18:02:06 +02:00
Mamadou Babaei 64ce07c852 remove SGWristTrackerVisualizationComponent 2024-08-16 18:02:06 +02:00
Mamadou Babaei babfb21267 fix a few wrist tracker issues and introduce SGWristTrackerVisualizationComponent 2024-08-16 18:02:06 +02:00
Mamadou Babaei 84f4ae270c pass outer as the worldcontextobject to glovetracker::getinstance 2024-08-16 18:02:06 +02:00
Mamadou Babaei ebe3302854 make USGGloveTracker::GetInstance as flexible as possible 2024-08-16 18:02:06 +02:00
Mamadou Babaei be24277db3 simplify getworld implementation 2024-08-16 18:02:06 +02:00
Mamadou Babaei b63fde7277 migrate the static getworld to sgengineutils 2024-08-16 18:02:06 +02:00
Mamadou Babaei c2844d0f9a safer in-editor getworld without the polluting logs 2024-08-16 18:02:06 +02:00
Mamadou Babaei d255d61319 fix the you are not the main thread and the editor is currently in a play mode errors 2024-08-16 18:02:06 +02:00
Mamadou Babaei c3bde75b1a fix the MarkRenderStateDirty data race condition by gathering as much as data only on the game thread 2024-08-16 18:02:06 +02:00
Mamadou Babaei 276c1f98aa introduce bValidateIfDefaultClassesAreSGCompliant 2024-08-16 18:02:06 +02:00
Mamadou Babaei b499a720c2 fix the blueprint category naming to adhere to the rest of the settings system 2024-08-16 18:02:06 +02:00
Mamadou Babaei a0dd5c1de9 move hardware benchmarking settings to its own class 2024-08-16 18:02:06 +02:00
Mamadou Babaei 9dac4cb81c disable bFallbackToHandTrackingIfNoGloveDetected by default 2024-08-16 18:02:06 +02:00
Mamadou Babaei 437e427f38 fix a bug where sgpawn hand's finger collider interact with the world when the hand is not mesh visible 2024-08-16 18:02:05 +02:00
Mamadou Babaei 7efbf9265b add the USGVirtualHandComponent::OnHandVisibilityChanged() event 2024-08-16 18:02:05 +02:00
Mamadou Babaei ced8af2a98 try to disable collision alltogether when the hand mesh is not visible 2024-08-16 18:02:05 +02:00
Mamadou Babaei 7db4ff67ed update the changelog 2024-08-16 18:02:05 +02:00
Mamadou Babaei d9a1fbf3db improve the sgusersettings implementation by introducing custom enum item and more accuracy 2024-08-16 18:02:05 +02:00
Mamadou Babaei ce7a74ebac implement the game user settings system 2024-08-16 18:02:05 +02:00
Mamadou Babaei 04b780a3f6 minor formatting fix 2024-08-16 18:02:05 +02:00
Mamadou Babaei 654ca4b9d9 minor formatting fix 2024-08-16 18:02:05 +02:00
Mamadou Babaei 2e691c96c9 add a partial workaround for a bug when the virtual hand inside the game is not visible but still have collisions with other objects inside the scene 2024-08-16 18:02:05 +02:00
Mamadou Babaei 246c78ff2f add IsAMetaQuestDevice() and IsAHtcViveDevice() methods 2024-08-16 18:02:05 +02:00
Mamadou Babaei a355dc9668 fix vive pro detection issues by introducing additional device identifier 2024-08-16 18:02:05 +02:00
Mamadou Babaei 46ec0b816e removed the allbreaker virtual hand model as it's no longer compatible with the openxr integration 2024-08-16 18:02:05 +02:00
Mamadou Babaei 4e56d4b5ca fix android build issues 2024-08-16 18:02:05 +02:00
Mamadou Babaei e596063cc4 update the changelog 2024-08-16 18:02:05 +02:00
Mamadou Babaei 72b3eb24b7 remove minor ue 5.1 comments and hints 2024-08-16 18:02:05 +02:00
Mamadou Babaei c4afafb277 update the changelog 2024-08-16 18:02:05 +02:00
Mamadou Babaei 288daeb844 implement bHandTrackingVisualizationAllowed 2024-08-16 18:02:05 +02:00
Mamadou Babaei df06e26e12 improve the wrist tracking code when using motion controllers 2024-08-16 18:02:05 +02:00
Mamadou Babaei 11dc86e86e refactor the sgxrtracker internals to use transforms as pimpl methods args instead of a combination of fvectors/fquats 2024-08-16 18:02:05 +02:00
Mamadou Babaei 96d480b303 minor fixes, mostrly formatting 2024-08-16 18:02:05 +02:00
Mamadou Babaei 25066a04da remove unused pimpl method 2024-08-16 18:02:05 +02:00
Mamadou Babaei 6bb4535d75 remove dead code 2024-08-16 18:02:05 +02:00
Mamadou Babaei 4881c88dc3 even more optimal fxrmotioncontroller data calculations that considers mesh when outputting senseglove data 2024-08-16 18:02:05 +02:00
Mamadou Babaei 714307e92c document more unreleased changes 2024-08-16 18:02:04 +02:00
Mamadou Babaei 085d28dbfd fix the wrong palm bone names on the allbreaker virtual hand models 2024-08-16 18:02:04 +02:00
Mamadou Babaei 23dff3d8a9 somewhat unfinished refactored sg bone calculations 2024-08-16 18:02:04 +02:00
Mamadou Babaei 332b930e45 increase the default finger distal phalanges length 2024-08-16 18:02:04 +02:00
Mamadou Babaei 55257efde1 add the senseglove debug kismet module 2024-08-16 18:02:04 +02:00
Mamadou Babaei 72ed8df442 unfinished improvements based on the last commit 2024-08-16 18:02:04 +02:00
Mamadou Babaei 751b9118da attempt at calculating a hand model and feeding it to get hand pose 2024-08-16 18:02:04 +02:00
Mamadou Babaei 27caa547d9 refactor the way we calculate the mesh bone reference transforms to read from the settings system instead of the hardcoded values 2024-08-16 18:02:04 +02:00
Mamadou Babaei 27f92daeeb add the hard-coded hand defaulet reference bone transfomrs to the virtual hand settings 2024-08-16 18:02:04 +02:00
Mamadou Babaei 58b4e3438f openxr bugfixes and improvements + 1st attempt at calculating the fxrmotioncontrollerdata based off of the hand mesh 2024-08-16 18:02:04 +02:00
Mamadou Babaei b239747463 fix more UE 5.4 RunUAT build issues 2024-08-16 18:02:04 +02:00
Mamadou Babaei bfc1e60091 refactor the animation, wrist tracking, and hand interaction manipulation systems for FXRMotionControllerData compatibility 2024-08-16 18:02:04 +02:00
Mamadou Babaei 4e00a867cc update the readme 2024-08-16 18:02:04 +02:00
Mamadou Babaei cab391a854 implement the OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support 2024-08-16 18:02:04 +02:00
Mamadou Babaei c2b3c8d153 rename sgheadmountdisplay to sgheadmounteddisplay 2024-08-16 18:02:04 +02:00
Mamadou Babaei ff9da15dcb add extra null checks 2024-08-16 18:02:04 +02:00
Mamadou Babaei 2e82ffb416 add vive xr elite hmd auto-detection checkes and other vive headset detection bug fixes and improvements 2024-08-16 18:02:03 +02:00
Mamadou Babaei 2eb6676e46 remove ASGVirtualHandActor 2024-08-16 18:02:03 +02:00
Mamadou Babaei 8c8dd9db20 make the sgsettings constructor private 2024-08-16 18:02:03 +02:00
Mamadou Babaei 8015b0dc5d bump senseglove libraries to v2.102.0-4a8bd81d and drop support for ue 5.1 and epic native toolchain v20 2024-08-16 18:02:03 +02:00
Mamadou Babaei 5b97f07fcb remove debug logs from FSGHeadMountDisplay::GetDeviceType() 2024-08-16 18:02:02 +02:00
Mamadou Babaei 0512d85652 check hmd auto-detection against various identifiers as the names returns from the engine is not reliable 2024-08-16 18:02:02 +02:00
Mamadou Babaei e08d980860 improve vive pro and vive focus 3 detection by utilizing optic resolution to distinguish them 2024-08-16 18:02:02 +02:00
Mamadou Babaei 97ee90052d implement hmd and wrist tracker hardware auto-detection fallback when it's not set explicitly 2024-08-16 18:02:02 +02:00
Mamadou Babaei 3389686e98 bump the plugin version to v2.0.8 2024-07-16 00:30:23 +02:00
Mamadou Babaei 56c111e160 fix a bug where the sgpawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at cdo initialization time 2024-07-16 00:30:23 +02:00
Mamadou Babaei 8975bef28f bump the plugin version to v2.0.7 2024-05-29 12:48:37 +02:00
Mamadou Babaei 9135bd0db8 make the allbreaker assets compatible with ue 5.1+ again 2024-05-29 12:48:37 +02:00
Mamadou Babaei 9f899dfaeb bump the plugin version to v2.0.6 2024-05-29 11:40:51 +02:00
Mamadou Babaei 18938e38b5 bump the plugin version to v2.0.5 2024-05-22 17:34:07 +02:00
Mamadou Babaei 7c5b31b47a fix the wrong palm bone names on the allbreaker virtual hand models 2024-05-22 17:34:06 +02:00
Mamadou Babaei 203ad37c30 bump the plugin version to v2.0.4 2024-05-17 11:41:22 +02:00
Mamadou Babaei c5caedc467 bump the plugin version to v2.0.3 2024-05-16 20:02:11 +02:00
Mamadou Babaei 128f1ca2f1 fix v2.0.2 UE 5.4 RunUAT build issues that mostly caused by missing headers 2024-05-15 04:44:01 +02:00
Mamadou Babaei 978a854b7d improve target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguish x64 builds from arm64 on windows 2024-05-15 04:44:00 +02:00
Mamadou Babaei c1bce97806 fix: asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64) 2024-05-15 04:44:00 +02:00
Mamadou Babaei b11071f4d3 bump the plugin version to v2.0.2 2024-04-25 12:56:51 +02:00
Mamadou Babaei ee1b1f25d0 bump the plugin version to v2.0.1 2024-04-15 15:09:55 +02:00
Mamadou Babaei bb2913ea20 do not call FSGHandLayer::ResetCalibration on every backend initialization 2024-04-15 15:09:54 +02:00
Mamadou Babaei 0acf1e60df only instantiate the connected glove once instead of recreating and destroying it every frame 2024-04-15 15:09:53 +02:00
Mamadou Babaei e8600ae93a bump senseglove libraries to v2.102.0-35d4de3f 2024-04-15 15:09:53 +02:00
Mamadou Babaei bdff50acb4 fix the wrong header file description sections for the header files 2024-04-15 15:09:51 +02:00
Mamadou Babaei 41a95456ac update the changelog with the unreleased changes 2024-04-15 15:09:51 +02:00
Mamadou Babaei f708ea39f3 update the outdated platform support matrix remarks 2024-03-23 17:24:55 +01:00
Mamadou Babaei b27ed8fb15 add ue 5.4 to the list of supported engines through azure devops 2024-03-23 17:24:55 +01:00
Mamadou Babaei dcf073270a bump the plugin version to v2.0.0 2024-03-22 21:36:07 +01:00
Mamadou Babaei e7b0ae2053 update the changelog 2024-03-22 21:36:07 +01:00
Mamadou Babaei cd8ba87d15 add missing modules to the directory structure 2024-03-22 21:36:06 +01:00
Mamadou Babaei 1e5ccc587d update the planned features status 2024-03-22 21:00:30 +01:00
Mamadou Babaei 9a5ff09b96 fix other build issues with non-unity builds 2024-03-22 21:00:30 +01:00
Mamadou Babaei 8ff26ff1ee add the missing string header that causes build issues in non-unity builds 2024-03-22 21:00:30 +01:00
Mamadou Babaei 9a5849f140 remove the platform dependant build hacks inside FSGArrayUtils::FromStdVector as msvc is not able to deduce TArray<T>::SizeType 2024-03-22 21:00:30 +01:00
Mamadou Babaei 722def4886 bump the senseglove libraries to v2.101.12-62b1be11 2024-03-22 21:00:29 +01:00
Mamadou Babaei 390299dcf6 fix android build issue inside FSGArrayUtils::FromStdVector introduced by 0cdc7e03ac 2024-03-22 21:00:29 +01:00
Mamadou Babaei 18cc652f8a Revert "try to init/uninit the backend module at the module start/shutdown"
This reverts commit c45bcaf618.
2024-03-22 21:00:29 +01:00
Mamadou Babaei 3ae67666e6 fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer msvc updates due to stricter implicit uint64 to int32 conversions 2024-03-22 21:00:29 +01:00
Mamadou Babaei 489a7d4bbf bump the senseglove backend libraries to v2.101.11-2d6fe9ce 2024-03-22 21:00:28 +01:00
Mamadou Babaei 24d784f4df correct the module logs grammars 2024-03-22 21:00:28 +01:00
Mamadou Babaei c8967695de try to init/uninit the backend module at the module start/shutdown 2024-03-22 21:00:28 +01:00
Mamadou Babaei 8ab60555c5 allow the c++ compiler the opportunity to perform rvo/nrvo if applicable 2024-03-22 21:00:28 +01:00
Mamadou Babaei 5136d1eb1b bump senseglove libraries to v2.101.10-7e515114 2024-03-22 21:00:27 +01:00
Mamadou Babaei 231013f093 update the changelog with added quest 3 controllers support 2024-03-22 21:00:27 +01:00
Mamadou Babaei 17b2d0c3e2 integrate the virtual hand mesh from allbreaker 2024-03-22 21:00:27 +01:00
Mamadou Babaei 6433f5040a remove redundant headers 2024-03-22 21:00:27 +01:00
Mamadou Babaei de460e25e7 expose as little as dependencies as possible 2024-03-22 21:00:26 +01:00
Mamadou Babaei d7c5a874ef correct the hand mesh yaw rotation inside the sgpawn after the squat/sgvect3d changes 2024-03-22 21:00:26 +01:00
Mamadou Babaei d55d81b7be replace SupportedTargetPlatforms with PlatformAllowList 2024-03-22 21:00:26 +01:00
Mamadou Babaei 66e3a06bd6 clean up unsed unreal version headers 2024-03-22 21:00:26 +01:00
Mamadou Babaei 73ff476d8a declare the openxr plugin as a dependency 2024-03-22 21:00:26 +01:00
Mamadou Babaei c184d26092 utilize UXRDeviceVisualizationComponent to display meshes on UE 5.2 onwards 2024-03-22 21:00:26 +01:00
Mamadou Babaei 421fea1b2b fix the changelog errors 2024-03-22 21:00:25 +01:00
Mamadou Babaei ac3afafde1 remove a changelog that is not valid anymore 2024-03-22 21:00:25 +01:00
Mamadou Babaei 0c9e46d745 bump the senseglove libraries to v2.101.9-8abfc26d 2024-03-22 21:00:25 +01:00
Mamadou Babaei bd84887115 bump the plugin version to v1.9.8 2024-03-22 21:00:24 +01:00
Mamadou Babaei 7bd31da2f5 apply a temporary workaround in order to ameliorate the hand animation after sgquat, sgvect3d fixes 2024-03-22 21:00:24 +01:00
Mamadou Babaei db414dc169 make bones rotations a private field 2024-03-22 21:00:24 +01:00
Mamadou Babaei f3dd6f5751 update the changelog 2024-03-22 21:00:24 +01:00
Mamadou Babaei da09978e1b proper angle conversions for vectors 2024-03-22 21:00:24 +01:00
Mamadou Babaei 5bae2b3614 proper sgvect3d and squat conversions to fvector and fquat 2024-03-22 21:00:24 +01:00
Mamadou Babaei 8cbb441b9a apply senseglove/unreal angle conversions in the gloves' api 2024-03-22 21:00:24 +01:00
Mamadou Babaei 139b9e8351 fix a crash when calling one of the SGHandInterpolatorImpl constructors which happens due to unintialized pimpl object 2024-03-22 21:00:24 +01:00
Mamadou Babaei b3f18044c8 update the changelog 2024-03-22 21:00:24 +01:00
Mamadou Babaei a01b98c440 bump senseglove libraries to v2.101.8-a2a2075b which resolves the android writehaptics crash 2024-03-22 21:00:23 +01:00
Mamadou Babaei f7712f598d update the change log with unreleased changes 2024-03-22 21:00:23 +01:00
Mamadou Babaei d80a251bd9 bump senseglove libraries to v2.101.7-3580cd9f 2024-03-22 21:00:22 +01:00
Mamadou Babaei 6f7ce1b694 bump senseglove libraries to v2.101.5-f0aff76b 2024-03-22 21:00:21 +01:00
Mamadou Babaei 0c88dd25d3 bump senseglove libraries to v2.101.4-6c860c42 with android fixes and fix a android crash 2024-03-22 21:00:21 +01:00
Mamadou Babaei 815bf37c3f bump senseglove libraries to v2.101.3-e583f6de 2024-03-22 21:00:20 +01:00
Mamadou Babaei 52669d10c1 implement the api updates and bump the senseglove libraries to v2.101.2-2eb7439f 2024-03-22 21:00:20 +01:00
Mamadou Babaei d43c964779 force glove recalibration on backend initialize 2024-03-22 21:00:19 +01:00
Mamadou Babaei 9d34001d37 add as*glove/device casting methods that resolves the sgpawn vibrotactile issues 2024-03-22 21:00:19 +01:00
Mamadou Babaei a0ff8067b9 use device impl casts 2024-03-22 21:00:19 +01:00
Mamadou Babaei 3741e15a71 list nova 2 gloves in the get devices from the device list 2024-03-22 21:00:19 +01:00
Mamadou Babaei 10ca64dddb another attempt at improving the glove casts 2024-03-22 21:00:19 +01:00
Mamadou Babaei 86f54fdaa2 try an alternative approach for glove instances upcasting at the lower levels of the api 2024-03-22 21:00:19 +01:00
Mamadou Babaei 7783465395 try to add a solution for glove type-casting in higher levels of the api 2024-03-22 21:00:19 +01:00
Mamadou Babaei ea8dfa01aa fix the send custom waveform signature on the hand layer 2024-03-22 21:00:19 +01:00
Mamadou Babaei e7df4a9bd2 fix a bug inside the ESGHapticLocation enum conversions 2024-03-22 21:00:19 +01:00
Mamadou Babaei 3cc400b7f9 bump senseglove libraries for v2.101.1-edc1163a 2024-03-22 21:00:18 +01:00
Mamadou Babaei 72bb3f9af6 implement the nova2 api updates and bump the senseglove libraries to v2.101.0-3e1693fb 2024-03-22 21:00:17 +01:00
Mamadou Babaei a470fadc32 bump the plugin version to v1.9.8 2024-03-12 20:32:52 +01:00
Mamadou Babaei 0259a24ac3 make bones rotations a private field 2024-03-12 20:32:52 +01:00
Mamadou Babaei cec1bfc92d fix a crash inside the USGHandPose::FromHandAngles in higher levels of the api 2024-03-12 20:32:51 +01:00
Mamadou Babaei 872d77768b drop the prefix for internal typedefs 2024-03-12 20:32:51 +01:00
Mamadou Babaei a750097772 add some performance optimizations by utilizing MoveTemp in return statements 2024-03-12 20:32:50 +01:00
Mamadou Babaei d5af4e6083 fix a bug where the right hand mesh is always hidden inside the game no matter whether the right glove is connected or not 2024-03-12 20:32:50 +01:00
Mamadou Babaei 6b140f649a fix a wrong variable name 2024-03-12 20:32:49 +01:00
Mamadou Babaei 61aa363b50 only include the sgconnect header if the build platform is android 2024-03-12 20:32:49 +01:00
Mamadou Babaei 315dfdd63f bump the plugin version to v1.9.7 2024-02-18 20:30:13 +01:00
Mamadou Babaei 237b1faa33 apply vibrotactile and force-feedback fixes backported from next major release 2024-02-18 20:30:12 +01:00
Mamadou Babaei 353b129ccd bump the plugin version to v1.9.6 2024-02-14 14:56:29 +01:00
Mamadou Babaei 0129558f24 fix the NovaGlove class instantiation methods to initialize a NovaGloveImpl instead of a SenseGloveImpl 2024-02-14 14:56:29 +01:00
Mamadou Babaei 5fb43d0af8 bump the plugin version to v1.9.5 2024-02-09 10:53:41 +01:00
Mamadou Babaei a7fce44542 fix a potential segfault inside SGDeviceModel::ParseFirmware 2024-02-09 10:53:41 +01:00
Mamadou Babaei 3046f4a35b bump the plugin version to v1.9.4 2024-02-08 07:47:52 +01:00
Mamadou Babaei 51ace68000 fix the bluprint parse fucntion signature to accept OutGloveInfo by reference 2024-02-08 07:47:52 +01:00
Mamadou Babaei 1cf1a56611 fix changelog formatting 2024-02-08 07:47:52 +01:00
Mamadou Babaei e69f6b2e59 bump the plugin version to v1.9.3 2024-02-03 04:53:51 +01:00
Mamadou Babaei 64b5883e73 rephrase fixed changes 2024-02-03 04:53:50 +01:00
Mamadou Babaei 1ff50e4003 bump the copyright years 2024-02-03 04:53:50 +01:00
Mamadou Babaei 4fdb0906d9 minor changelog fixes 2024-02-03 04:53:50 +01:00
Mamadou Babaei 8633170da8 fix the wrong version numbers inside the paltform support matrix and the main .uplugin file 2024-02-03 04:53:50 +01:00
Mamadou Babaei db1879b678 apply a few critical fixes backported from the next major release 2024-02-03 04:53:50 +01:00
Mamadou Babaei 8c46ed4b15 a minor changelog fix 2024-02-03 04:53:50 +01:00
Mamadou Babaei a74debdbdd bump the plugin version to v1.9.2 2023-11-03 18:38:52 +01:00
Mamadou Babaei 61a568c3db fix a bug where released actor is going to be null whenever the OnActorReleased event fires 2023-11-03 18:38:52 +01:00
Mamadou Babaei 8589e01121 restructure the planned features completion status 2023-11-03 18:38:51 +01:00
Mamadou Babaei 33c0d4e326 update the list of planned features and their completion status 2023-11-03 18:38:51 +01:00
Mamadou Babaei 4579037bd7 update the list of planned features and their completion status 2023-11-03 18:38:50 +01:00
Mamadou Babaei d8d5bb0962 update the list of planned features and their completion status 2023-11-03 18:38:50 +01:00
Mamadou Babaei 3344c21da2 add a list of planned features and their completion status to the main readme file 2023-11-03 18:38:50 +01:00
Mamadou Babaei 9d5db235c4 bump the plugin version to v1.9.1 2023-10-11 17:03:25 +02:00
Mamadou Babaei 5d48aa73ce add the missing unreal header that defines ENGINE_*_VERSION macros in order to pass epic store builds for ue 5.3 2023-10-11 17:03:24 +02:00
Mamadou Babaei f21ef73f5d bump the plugin version to v1.9.0 2023-10-10 17:31:24 +02:00
Mamadou Babaei 4dec5caa14 change the ufunction specifier for sgpawn blueprint implementable events to blueprint native event in order to allow overrides from c++ as well 2023-10-10 17:31:23 +02:00
Mamadou Babaei 7a2fbae9bb add a missing release note fix for v1.8.0 to the changelog file 2023-10-10 17:31:23 +02:00
Mamadou Babaei b3f4351ff6 bump the plugin version to v1.8.0 2023-10-10 16:13:55 +02:00
Mamadou Babaei 7183f36033 This single commit inroduces the following changes:
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.

- 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.
2023-10-10 16:13:54 +02:00
Mamadou Babaei 368f83cc0e bump the plugin version to v1.7.0 2023-09-14 18:53:30 +02:00
Mamadou Babaei b48b8f6d78 bump senseglove headers and libraries for linux and android to v2.12.0-19c9854 2023-09-14 18:53:30 +02:00
Mamadou Babaei 9d9db470f9 bump senseglove libraries for windows to v2.12.0-19c9854 2023-09-14 18:53:29 +02:00
Mamadou Babaei 6b165347fb move SGCoreImpl/SGPlatform to SGBuildHacks/SGPlatform and introduce SG_CPP20 and SG_CAPTURE_THIS 2023-09-14 18:53:29 +02:00
Mamadou Babaei 4f2530e8a2 update the changelog 2023-09-14 18:53:29 +02:00
Mamadou Babaei 936c27e404 update the changelog with unreleased changes 2023-09-14 18:53:29 +02:00
Mamadou Babaei 34b3992fb5 introduce senseglove backend and backend kismet modules in order to properly initialize the backend in order to avoid a bug where sgcoonect::init gets called every frame 2023-09-14 18:53:29 +02:00
Mamadou Babaei bd33e24ae2 update the changelog with unreleased changes 2023-09-14 18:53:29 +02:00
Mamadou Babaei 7c400de244 remove a duplicate log 2023-09-14 18:53:29 +02:00
Mamadou Babaei 30a0af3395 add sggameinstance for future use 2023-09-14 18:53:29 +02:00
Mamadou Babaei fea17e6e1b remove a duplicated slash in a header's path 2023-09-14 18:53:29 +02:00
Mamadou Babaei 6a542999f2 bump the plugin version to v1.6.1 2023-08-14 21:23:55 +02:00
Mamadou Babaei 4cebdf7d5d fix the platform support matrix 2023-08-14 21:23:54 +02:00
Mamadou Babaei b3339db7a5 add a missing header that causes build issues on ue 5.0 2023-08-14 21:23:54 +02:00
Mamadou Babaei bb7f0c7823 bump the plugin version to v1.6.0 2023-08-14 17:28:34 +02:00
Mamadou Babaei 0c884b6533 update the changelog 2023-08-14 17:28:34 +02:00
Mamadou Babaei e508b75b95 update the changelog 2023-08-14 17:28:33 +02:00
Mamadou Babaei daf1db8689 do not cache grabbed actors as overlapped actors 2023-08-14 17:28:33 +02:00
Mamadou Babaei 4003bc9cdb inline some pimpl methods in order to improve function call performance for regularly called methods 2023-08-14 17:28:32 +02:00
Mamadou Babaei 75d598a1d9 cache all overlapped actors with the real/virtual hands 2023-08-14 17:28:32 +02:00
Mamadou Babaei 248a87a949 initial working implementation of the separated virtual/real hand rendering 2023-08-14 17:28:31 +02:00
Mamadou Babaei 8a61e3da99 fix the wrong default gizmo colors when initialized using the default constructor. 2023-08-14 17:28:31 +02:00
Mamadou Babaei 7cefb87d98 fix ue 5.3 build issues 2023-08-14 17:28:30 +02:00
Mamadou Babaei 217cadf043 add support for the upcoming unreal engine 5.3 and native toolchain v22 libs to the build system 2023-08-14 17:28:30 +02:00
Mamadou Babaei e9a5deb2be bump senseglove libraries for windows to v2.11.0-b775a05 2023-08-14 17:28:29 +02:00
Mamadou Babaei 3622aef2a9 update the changelog 2023-08-14 17:28:28 +02:00
Mamadou Babaei d0c83530ff remove any mention of msvc 2017 and ue 4.27 third-party libs from the readme file 2023-08-14 17:28:28 +02:00
Mamadou Babaei 6dff3f5265 bump senseglove headers and libraries for linux and android to v2.11.0-b775a05 2023-08-14 17:28:27 +02:00
Mamadou Babaei 26c7c16fd8 initial attempt at separating the hand rendering from the real hand 2023-08-14 17:28:26 +02:00
Mamadou Babaei b9574734d3 alternative velocity calculation for released actors based on the hand's cached position history 2023-08-14 17:28:25 +02:00
Mamadou Babaei 5f53937a69 alternative velocity calculation for released actors based on a cached position history 2023-08-14 17:28:25 +02:00
Mamadou Babaei aded5730af apply the hand's velocity to the grabbed actor after release 2023-08-14 17:28:24 +02:00
Mamadou Babaei 1114ee0d7c bump the plugin version to v1.5.3 2023-07-19 18:23:27 +02:00
Mamadou Babaei 124349c345 bump senseglove libraries for windows to v2.10.1-3b0e7c9 2023-07-19 18:23:26 +02:00
Mamadou Babaei a80363df46 a minor changelog fix 2023-07-19 18:23:26 +02:00
Mamadou Babaei 0c8ac02d17 bump senseglove libraries for linux and android to v2.10.1-3b0e7c9 2023-07-19 18:23:24 +02:00
Mamadou Babaei c33bb3d7e4 bump the plugin version to v1.5.2 2023-07-19 01:20:32 +02:00
Mamadou Babaei 77f6197c07 fix a build issue with android shipping builds 2023-07-19 01:14:18 +02:00
Mamadou Babaei 3b02b7d706 whitespace fix 2023-07-19 01:14:18 +02:00
Mamadou Babaei 1362134890 remove redundant whitespaces 2023-07-19 01:14:17 +02:00
Mamadou Babaei 28ac14ea1c fix a grammatical error in the changelog 2023-07-19 01:14:17 +02:00
Mamadou Babaei 535d7d17ba bump the plugin version to v1.5.1 2023-07-13 19:49:56 +02:00
Mamadou Babaei 9fe117db1a fix grab/release bug for the right hand 2023-07-13 19:49:55 +02:00
Mamadou Babaei 7191db6822 fix a wrist tracker bug where hands are getting tracked in reverse 2023-07-13 19:49:55 +02:00
Mamadou Babaei da9c322080 do checks against the right hand which is cleaner to read 2023-07-13 19:49:55 +02:00
Mamadou Babaei 437218921f bump the plugin version to v1.5.0 2023-06-16 02:12:21 +02:00
Mamadou Babaei 9078990b67 update the changelog 2023-06-16 02:12:21 +02:00
Mamadou Babaei c124674a0e fix the motion source options crashes 2023-06-16 02:12:21 +02:00
Mamadou Babaei 6359ac1797 refactor the newly added motion source settings and off-load them from the wrist tracker to the settings system, though this causes crashes still 2023-06-16 02:12:21 +02:00
Mamadou Babaei 029314a953 bump senseglove libraries for windows to v.2.10.0-12133ac 2023-06-16 02:12:21 +02:00
Mamadou Babaei 160acf069c bump senseglove libraries for linux and android to v.2.10.0-12133ac 2023-06-16 02:12:20 +02:00
Mamadou Babaei ee856cb4fe update the changelog with the latest changes 2023-06-16 02:12:20 +02:00
Mamadou Babaei 398ddfdd13 remove not yet implemented from ViveTracker and ViveFocus3WristTracker enums' names 2023-06-16 02:12:20 +02:00
Mamadou Babaei bac886843e fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked. 2023-06-16 02:12:20 +02:00
Mamadou Babaei d0045980df bump senseglove libraries and headers for linux and android to v2.9.0-21c54c5 2023-06-16 02:12:19 +02:00
Mamadou Babaei 2ff5a62763 update the changelog to reflect the latest changes 2023-06-16 02:12:19 +02:00
Mamadou Babaei 4f03237857 bump senseglove libraries for windows to v2.9.0-21c54c5 2023-06-16 02:12:18 +02:00
Mamadou Babaei 5cf7d1ff55 add (not implemented yet) to the blueprint display name for positional tracking hardware that is not implemented yet 2023-06-16 02:12:18 +02:00
Mamadou Babaei 2e9c051c53 add support for vive focus 3 positional tracking hardwares 2023-06-16 02:12:18 +02:00
Mamadou Babaei 17d552d4bb add support for oculus quest pro positional tracking hardwares 2023-06-16 02:12:18 +02:00
Mamadou Babaei 1a2f4994a0 remove support for oculus touch, pico neo 2, and pico neo 3 positional tracking hardwares 2023-06-16 02:12:18 +02:00
Mamadou Babaei 63d855c907 fix ESGPositionalTrackingHardware enum display names and comments 2023-06-16 02:12:18 +02:00
Mamadou Babaei 9be53413ec update the changelog 2023-06-16 02:12:18 +02:00
Mamadou Babaei b2f589be8f fully refactor the top-level configurations in the settings system into ustructs 2023-06-16 02:12:18 +02:00
Mamadou Babaei 5ee916ce42 update the platform support matrix to reflect the latest support status 2023-06-16 02:12:18 +02:00
Mamadou Babaei 4156a6d649 bump senseglove libraries for windows v2.8.0-ff14904 2023-06-16 02:12:18 +02:00
Mamadou Babaei 83ff82b45f bump senseglove libraries for linux and android to v2.8.0-ff14904 2023-06-16 02:12:17 +02:00
Mamadou Babaei 9b7e806182 drop support for native toolchain v19, msvc v141 (2017), and thus ue 4.27 in the build system 2023-06-16 02:12:17 +02:00
Mamadou Babaei 31ec73031e bump the plugin version to v1.4.3 2023-06-01 23:31:28 +02:00
Mamadou Babaei 684ba846b9 update the changelog 2023-06-01 23:31:28 +02:00
Mamadou Babaei 2b94af22ad fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:31:28 +02:00
Mamadou Babaei 3a91be1a84 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:31:27 +02:00
Mamadou Babaei 048dc4dcc8 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:31:27 +02:00
Mamadou Babaei da4b0871d4 bump the plugin version to v1.4.2 2023-06-01 21:46:56 +02:00
Mamadou Babaei 2096d64149 update the changelog 2023-06-01 21:46:55 +02:00
Mamadou Babaei fae199c90c fix the changelog typos and errors 2023-06-01 21:46:55 +02:00
Mamadou Babaei 2fa32be80f minor grammatical fix 2023-06-01 21:46:54 +02:00
Mamadou Babaei 50208929d1 update the changelog with unreleased changes 2023-06-01 21:46:54 +02:00
Mamadou Babaei fb8803fe59 fix an edit condition parsing failure that caused a bug in the settings
system where the virtual hand and the wrist tracker debug gizmos where
always drawn, regardless of chosen settings
2023-06-01 21:46:53 +02:00
Mamadou Babaei 06801dac06 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:53 +02:00
Mamadou Babaei 5055a6bbf6 fix typos in the changelog 2023-06-01 21:46:52 +02:00
Mamadou Babaei 27778eb8b9 fix a typo in the changelog 2023-06-01 21:46:52 +02:00
Mamadou Babaei 07e256be31 fix the changelog 2023-06-01 21:46:51 +02:00
Mamadou Babaei e4d22cd32e fix a typo in the changelog 2023-06-01 21:46:51 +02:00
Mamadou Babaei 97490ec109 minor fix in the changelog 2023-06-01 21:46:50 +02:00
Mamadou Babaei 1028f0736b bump the plugin version v1.4.1 2023-05-29 02:10:11 +02:00
Mamadou Babaei b5271b6067 log unreleased changes 2023-05-29 02:10:11 +02:00
Mamadou Babaei 5e95cfcb6a remove dead gradle code from the android module 2023-05-29 02:10:10 +02:00
Mamadou Babaei f12b2a26d8 supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:10:10 +02:00
Mamadou Babaei 7adb4c25d9 bump the plugin version to v1.4.0 2023-05-19 19:02:41 +02:00
Mamadou Babaei 7fd05244b1 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:45 +02:00
Mamadou Babaei 6a3bffaa70 remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:44 +02:00
Mamadou Babaei b51629e929 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:15:44 +02:00
Mamadou Babaei 1b390c525d temporarily disable the debug gizmo for the virtual hand and the wrist tracker due to an esoteric bug in the settings system 2023-05-19 18:15:44 +02:00
Mamadou Babaei 710309e9be remove commented code 2023-05-19 18:15:43 +02:00
Mamadou Babaei 8f232e9c75 increase the default finger tips collider sizes 2023-05-19 18:15:43 +02:00
Mamadou Babaei dd56f8be8f get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:15:42 +02:00
Mamadou Babaei 2b1f430e27 fix a potential crash 2023-05-19 18:15:42 +02:00
Mamadou Babaei 121ec47ca6 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:15:42 +02:00
Mamadou Babaei 0ab08bc9c4 set the default attachment rotation rule to keep relative 2023-05-19 18:15:41 +02:00
Mamadou Babaei 786cb5ed8c set the default attachment scale rule to snap to target 2023-05-19 18:15:41 +02:00
Mamadou Babaei 3e6252a5c2 do not affect collision when grab/release 2023-05-19 18:15:40 +02:00
Mamadou Babaei c67d2e7bf7 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:15:40 +02:00
Mamadou Babaei 01ae2b5920 refactor the grab/touch logic and data structure and also cache the component ready to be grabbed in order to affect its physics state 2023-05-19 18:15:39 +02:00
Mamadou Babaei 70fc1df7da try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:15:39 +02:00
Mamadou Babaei d1a1e0a9d8 add grab sucess/fail checks with error messages 2023-05-19 18:15:39 +02:00
Mamadou Babaei df529ceacb add ensure checks on the grab socket name 2023-05-19 18:15:38 +02:00
Mamadou Babaei fa02bdbdf9 move socket name to a temp var for easier debugging 2023-05-19 18:15:38 +02:00
Mamadou Babaei ac81d34f7f move attachment rules to a temp var for easier debugging 2023-05-19 18:15:37 +02:00
Mamadou Babaei d747cdc1e0 fix a release-detection logic error 2023-05-19 18:15:37 +02:00
Mamadou Babaei b41270d077 clean up and simplify the touch callback lambda 2023-05-19 18:15:36 +02:00
Mamadou Babaei 131cd66edc update the changelog 2023-05-19 18:15:36 +02:00
Mamadou Babaei f43ffd213c force off haptic commands when collision ends 2023-05-19 18:15:36 +02:00
Mamadou Babaei 3ef364ad86 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:15:35 +02:00
Mamadou Babaei 1727693433 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:15:35 +02:00
Mamadou Babaei ed1d3d2a1e add a note about abi/api breaking changes 2023-05-19 18:15:34 +02:00
Mamadou Babaei 74552ab05e bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:15:34 +02:00
Mamadou Babaei 4968c8b777 removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:15:33 +02:00
Mamadou Babaei 18d3fb0e27 try to fix various build issues with the senseglove core types module 2023-05-19 18:15:32 +02:00
Mamadou Babaei 00ca818a7b fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:15:32 +02:00
Mamadou Babaei ea6af167dc whitelist all modules for linuxarm64 target platform 2023-05-19 18:15:32 +02:00
Mamadou Babaei cbdd3fad95 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:15:31 +02:00
Mamadou Babaei d98c1eea05 fix a build error where engine versions are < 5.2 2023-05-19 18:15:31 +02:00
Mamadou Babaei 6dfe66e548 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:15:29 +02:00
Mamadou Babaei 2f9602c7f2 fix a circular dependency build issue 2023-05-19 18:15:28 +02:00
Mamadou Babaei 9cb87e43ae add a missing dependency that causes packaging issues 2023-05-19 18:15:28 +02:00
Mamadou Babaei bd4468669f capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:15:27 +02:00
Mamadou Babaei 07ea8737ea fix a crash due to uninitialized pimpl object 2023-05-19 18:15:27 +02:00
Mamadou Babaei 3de2beab2b fix lambda crashes and ensure logic bugs 2023-05-19 18:15:26 +02:00
Mamadou Babaei 31ee97287d complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:15:26 +02:00
Mamadou Babaei dc8ee14cbe add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:15:25 +02:00
Mamadou Babaei 63fe791aa5 expose the connected glove in the virtual hand's api 2023-05-19 18:15:25 +02:00
Mamadou Babaei fa4a636434 add static get component methods for quickly accessing grab/touch components 2023-05-19 18:15:25 +02:00
Mamadou Babaei a109d8740a remove the variable names from the grab/touch signatures 2023-05-19 18:15:24 +02:00
Mamadou Babaei 3afd376b50 add the grab/touch state update events 2023-05-19 18:15:24 +02:00
Mamadou Babaei ec085314c8 update the changelog 2023-05-19 18:15:23 +02:00
Mamadou Babaei c1ce27d157 fix a crash by removing wrong delegate binds 2023-05-19 18:15:23 +02:00
Mamadou Babaei 5103a455a3 add a buzz timeout uproperty 2023-05-19 18:15:22 +02:00
Mamadou Babaei 40c5532a6b merge all properties inside the grab component into one group 2023-05-19 18:15:22 +02:00
Mamadou Babaei 309c1fc2d1 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:15:22 +02:00
Mamadou Babaei e810305001 Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:15:21 +02:00
Mamadou Babaei 6ae5439d94 move force-feedback properties from the touch component to the grab component 2023-05-19 18:15:21 +02:00
Mamadou Babaei 6cfaecfd23 cache which finger can grab or touch objects 2023-05-19 18:15:20 +02:00
Mamadou Babaei a2c67c4aac set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:15:20 +02:00
Mamadou Babaei 3d627b8b2c add the api for getting/setting touch properties 2023-05-19 18:15:19 +02:00
Mamadou Babaei b71d2fcf2f add the api for getting/setting grab properties 2023-05-19 18:15:19 +02:00
Mamadou Babaei eed3728410 add a grab socket uproperty, getters, and setters 2023-05-19 18:15:19 +02:00
Mamadou Babaei 2792d80fc8 whitespace fix 2023-05-19 18:15:18 +02:00
Mamadou Babaei 3165c0d59d differentiate the default grab/touch socket names 2023-05-19 18:15:18 +02:00
Mamadou Babaei 9a37047f4c integrate the touch component and colliders and rename the grab ones 2023-05-19 18:15:17 +02:00
Mamadou Babaei b05220a7a2 add a touch component intended to be used for force-feedback 2023-05-19 18:15:17 +02:00
Mamadou Babaei 2a9517ec92 add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:15:16 +02:00
Mamadou Babaei f3e88e224f document the unreleased changes 2023-05-19 18:15:16 +02:00
Mamadou Babaei 24ca77fa0e fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:15:16 +02:00
Mamadou Babaei fc2a612198 formatting fix 2023-05-19 18:15:15 +02:00
Mamadou Babaei 5661803ce5 document a missing changelog item 2023-05-19 18:15:15 +02:00
Mamadou Babaei 29941da0eb Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:15:14 +02:00
Mamadou Babaei 1d1d9121fe bump the plugin version to v1.3.1 2023-04-28 02:12:44 +02:00
Mamadou Babaei c7adffbde9 temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:12:43 +02:00
Mamadou Babaei c768e4a0ac fix runuat rocket build issues by adding the missing headers 2023-04-28 02:12:43 +02:00
Mamadou Babaei 059c31dcee document the senseglove debug module 2023-04-28 02:12:42 +02:00
Mamadou Babaei e5fa12160e document unreleased changes 2023-04-28 02:12:42 +02:00
Mamadou Babaei 35689c4e20 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:12:41 +02:00
Mamadou Babaei 564a577031 bump the plugin version to v1.3.0 2023-04-28 01:20:53 +02:00
Mamadou Babaei a704487289 temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:20:53 +02:00
Mamadou Babaei 8f80d84fd9 bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:20:52 +02:00
Mamadou Babaei 4548323e01 bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:20:52 +02:00
Mamadou Babaei 83076bcc13 document recent changes 2023-04-28 01:20:52 +02:00
Mamadou Babaei 5f4bd52770 document the senseglove libraries bump in the changelog 2023-04-28 01:20:52 +02:00
Mamadou Babaei fd853d65c4 adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:20:51 +02:00
Mamadou Babaei 7e99b4688a fix a gramatical error 2023-04-28 01:20:51 +02:00
Mamadou Babaei d880df91a8 add a debug virtual hand and some other fixes 2023-04-28 01:20:51 +02:00
Mamadou Babaei 1a4a7a1048 fix the hand right hand offset 2023-04-28 01:20:51 +02:00
Mamadou Babaei 5ce1af1b4f remove redundant headers 2023-04-28 01:20:51 +02:00
Mamadou Babaei 508fe522c6 fix debug gizmo default colors 2023-04-28 01:20:51 +02:00
Mamadou Babaei 9238cf77da refactor the debug gizmo draw method 2023-04-28 01:20:51 +02:00
Mamadou Babaei 306881fe69 update the changelog with unreleased changes 2023-04-28 01:20:51 +02:00
Mamadou Babaei 527809a04f refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:20:51 +02:00
Mamadou Babaei cad5753327 fix gizmo drawing issue happens due to a null world object 2023-04-28 01:20:51 +02:00
Mamadou Babaei 941b6f67f2 add a new generic senseglove debug module 2023-04-28 01:20:51 +02:00
Mamadou Babaei 2819d1ee1c add the base implementation for the senseglove grab component 2023-04-28 01:20:51 +02:00
Mamadou Babaei 8937bf086e increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:20:51 +02:00
Mamadou Babaei 70d578afaa increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:20:51 +02:00
Mamadou Babaei e8843b4bed document unreleased changes 2023-04-28 01:20:51 +02:00
Mamadou Babaei a2f0dccfb1 fix the wrong hand offset calculations 2023-04-28 01:20:51 +02:00
Mamadou Babaei 5e84ad89c3 fix the wrong tracker origin calculations 2023-04-28 01:20:51 +02:00
Mamadou Babaei 288b18c827 fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:31 +02:00
Mamadou Babaei 5f80d8769f minor code improvements and clean up 2023-04-20 15:55:31 +02:00
Mamadou Babaei 956038d78f fix the directory structure 2023-04-11 21:05:40 +02:00
Mamadou Babaei 8af055008d remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:27 +02:00
Mamadou Babaei a5dee6e191 set engine version to 5.2.0 2023-04-11 15:38:20 +02:00
Mamadou Babaei a0e30c8322 bump the plugin version to v1.2.1 2023-03-30 06:43:39 +02:00
Mamadou Babaei dd5d73de59 add the engine settings module into the private include paths for the senseglove settings module in order to solve run uat build issues 2023-03-30 06:23:05 +02:00
Mamadou Babaei 22c875cd84 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:16:14 +02:00
Mamadou Babaei 60cc9d4325 remove the launch and settings from the android module's private includes 2023-03-30 05:59:00 +02:00
Mamadou Babaei 573d3190c3 bump the plugin version to v1.2.0 2023-03-28 21:40:03 +02:00
Mamadou Babaei 7da08b6fe9 add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:30:30 +02:00
Mamadou Babaei fffcb1ffee alternative approach to constructor helpers in order to set the default hand mesh as it won't causes annoying ue pop-up cdo messages 2023-03-28 18:30:29 +02:00
Mamadou Babaei cf9f0078a4 remove the old virtual hand model mesh 2023-03-28 18:30:29 +02:00
Mamadou Babaei a0c469c641 fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:30:28 +02:00
Mamadou Babaei 9f604b30f8 add missing paths headers that causes uat build issues 2023-03-28 11:47:30 +02:00
Mamadou Babaei de5518c0f2 add missing vershon headers and clean up unused headers 2023-03-28 11:47:29 +02:00
Mamadou Babaei 5a6187b586 fix uat errors C4458 when building the virtual hand component 2023-03-28 11:22:48 +02:00
4027 changed files with 12237 additions and 5506 deletions
+1 -3
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@@ -38,8 +38,6 @@ Resources/**/* filter=lfs diff=lfs merge=lfs -text
# LFS: everything under Source/ThirdParty/ # LFS: everything under Source/ThirdParty/
Source/ThirdParty/**/* filter=lfs diff=lfs merge=lfs -text Source/ThirdParty/**/* filter=lfs diff=lfs merge=lfs -text
# Except
Source/ThirdParty/**/*.Build.cs filter= diff= merge= text
# LFS: everything under Handbook/dist/ # LFS: everything under Handbook/dist/
Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
@@ -49,4 +47,4 @@ Handbook/dist/**/* filter=lfs diff=lfs merge=lfs -text
# LFS: sgum-packager Linux and Windows binaries # LFS: sgum-packager Linux and Windows binaries
Packager/sgum-packager filter=lfs diff=lfs merge=lfs -text Packager/sgum-packager filter=lfs diff=lfs merge=lfs -text
Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text Packager/sgum-packager.exe filter=lfs diff=lfs merge=lfs -text
+3 -3
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@@ -365,17 +365,17 @@ clean:
.PHONY: install-build-deps .PHONY: install-build-deps
install-build-deps: install-build-deps:
@echo "Installing build dependencies if they have not already been installed..." @echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --version "0.4.49" --locked @cargo install mdbook --vers "^0.4" --locked
@cargo install xq --vers "^0.4" --locked @cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.7" --locked @cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "0.1.11" --locked @cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..." @echo "Installing mdbook-pdf-outline..."
@python -m venv $(VIRTUAL_ENV) \ @python -m venv $(VIRTUAL_ENV) \
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \ && . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
&& pip install mdbook-pdf-outline 2>/dev/null && pip install mdbook-pdf-outline 2>/dev/null
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev cac03b7f4b151f106f7f05b13da4c33fc098dd2c --locked @cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
################################################################################ ################################################################################
# Make Targets - mdBook # Make Targets - mdBook
+5 -16
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@@ -15,16 +15,10 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Via Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md) - [Via Microsoft Azure DevOps Repositories](getting-started/installation/microsoft-azure-devops-repositories.md)
- [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md) - [Enabling and Verifying the Plugin Version](getting-started/plugin-verify-version-enable/README.md)
- [SenseCom](getting-started/sensecom/README.md) - [SenseCom](getting-started/sensecom/README.md)
- [Bluetooth Low Energy](getting-started/sensecom/bluetooth-low-energy/README.md) - [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md)
- [SenseCom on Android](getting-started/sensecom/bluetooth-low-energy/android.md) - [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-low-energy/gnu-linux.md) - [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md) - [SenseCom on Microsoft Windows](getting-started/sensecom/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) - [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) - [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) - [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
@@ -68,7 +62,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md) - [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
- [Upgrade Guide](misc/upgrade-guide/README.md) - [Upgrade Guide](misc/upgrade-guide/README.md)
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md) - [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
- [Third-Party Tutorials](misc/optimize-higher-fps/third-party-tutorials/README.md)
# 🛠️ Advanced Topics # 🛠️ Advanced Topics
@@ -80,7 +73,6 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md) - [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md) - [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md) - [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Integrations](advanced-topics/openxr/third-party-integrations/README.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md) - [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API # 🔌 Low-Level API
@@ -102,10 +94,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md) - [SenseGlove Unreal Engine Handbook License](license/senseglove-unreal-engine-handbook.md)
- [Third-Party Licenses](license/third-party.md) - [Third-Party Licenses](license/third-party.md)
- [SenseGlove SDK License](license/senseglove-sdk.md) - [SenseGlove SDK License](license/senseglove-sdk.md)
- [SGBLE and SGBLExx Rust Dependencies Licenses](license/sgble-sgblexx-rust-dependencies.md) - [Boost C++ Libraries](license/boost-cpp-libraries.md)
- [Boost C++ Libraries License](license/boost-cpp-libraries.md)
- [{fmt} Formatting Library License](license/fmt-formatting-library.md)
- [Loguru Logging Library License](license/loguru-loggin-library.md)
- [Serial Communication Library License](license/serial-communication-library.md) - [Serial Communication Library License](license/serial-communication-library.md)
----------- -----------
@@ -1,265 +0,0 @@
# Third-Party OpenXR Integrations
The **SenseGlove Unreal Engine Plugin** registers itself as an `OpenXRHandTracking` provider, making it a fully compatible, drop-in replacement for Epics own **OpenXRHandTracking** plugin in Unreal Engine. This allows it to integrate seamlessly with any third-party system or plugin that can consume OpenXR hand-tracking data.
One notable example is the open-source, MIT-licensed [VR Expansion Plugin (VRE)](#vr-expansion-plugin).
> [!IMPORTANT]
> As explained in the
> [Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data](../third-party-tutorials/)
> section, its entirely possible to build your own custom hand interaction
> system without relying on
> [SGPawn](../../../getting-started/setup-senseglove-default-classes/sgpawn.html)
> or any third-party OpenXR-compatible interaction plugin altogether.
>
> If your project requires finer-grained control than what these solutions
> offer, the tutorials in that section will guide you through understanding the
> OpenXR hand-tracking data format in Unreal Engine and help you implement a
> fully tailored interaction system from the ground up in a few hours.
As the SenseGlove Unreal Engine Plugin is fully OpenXR-compliant, it provides OpenXR hand-tracking data in the expected format and takes over as the active provider within Unreal. If your existing interaction system (e.g. VRE plugin) already uses OpenXR hand-tracking, SenseGlove will function as a direct tracking source instead of a real hand.
> [!NOTE]
> Since most hand-tracking systems are not capable of haptics feedback,
> integrating SenseGlove's haptic feedback requires a small amount of additional
> effort.
>
> The SenseGlove API is fully exposed to Unreal Engine via C++ and Blueprint,
> so triggering haptic feedback is as simple as calling a function.
> For more information, refer to the [Blueprint Changes](#blueprint-changes)
> section below.
> [!IMPORTANT]
> If you're using a third-party OpenXR hand interaction system, configuring the
> [Wrist-Tracker Hardware Settings](../../../getting-started/setup-wrist-tracking-hardware/)
> will likely have no effect, and your hand offsets may appear at the incorrect
> location in the scene.
>
> This is because those settings are only recognized by SenseGloves native
> actors and components such as `SGPawn`, `SGWristTrackerComponent`, etc.
> Most third-party plugins are unaware of these settings. As a result, you'll
> need to figure out how to manually apply the appropriate offsets within your
> chosen OpenXR hand interaction system.
>
> For example, the VRE plugin provide similar configurations in their plugin's
> settings section. For more information refer to the
> [Changing Wrist-Tracker Offsets](#changing-wrist-tracker-offsets) section
> below.
## Comparison of Supported OpenXR Hand-Interaction Systems
| | **Built-in?** | **Works out of the box?** | **Beginner-friendly?** | **Learning Curve** | **Featureful** | **Customizable?** | **Supports Custom Gestures?** |
|-------------------------------------|---------------|------------------------------------|--------------------------------------------------|-----------------------------|--------------------------------------------------------------------------|-----------------------------------------------------------------|------------------------------------------------------------------------------------------------------------------------|
| **SGPawn** | ✅ Yes | ✅ Yes | ✅ Most beginer-friendly | ✅ Very easy | ⚠️ Very basic | ⚠️ Very limited | ❌ Not yet, maybe added in the future |
| **SenseGlove OpenXR** | ✅ Yes | ❌ Requires Blueprint or C++ coding | ✅ Requires a few hours of watching tutotrials | ✅ Moderate | ❌ You need to develop your own features and functionalities from scratch | ✅ Your imagination, creativity, and skill level are your limits | ✅ You have to implement your own recognition logic; example pinch detection algorithm is taught in the tutorial series |
| **VR Expansion Plugin** | ❌ No | ⚠️ Partially requires setup | ❌ Best suited for intermediate or advanced users | ⚠️ Steep | ✅ Diverse features and functionalities | ✅ Highly customizable | ✅ Via custom logic |
| **Other OpenXR-compatible Plugins** | ❌ No | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation | ❓ Check their documentation |
## VR Expansion Plugin
The [**VR Expansion Plugin (VRE)**](https://vreue4.com/) is a robust, community-driven plugin for Unreal Engine that focuses on advanced VR interaction and gameplay mechanics. It is open-source (MIT licensed), actively maintained, and has received support from Epic via the [MegaGrants program](https://www.unrealengine.com/en-US/megagrants).
Designed to extend Unreals capabilities for virtual reality, VRE offers a modular set of tools covering:
- Multiplayer and networking
- Locomotion systems
- Object gripping and interaction
- Custom movement and physics handling
The plugin is particularly useful for teams building sophisticated VR experiences. While it's beginner-friendly to an extent, its depth and flexibility are **best suited for intermediate to advanced Unreal Engine developers**. Whether you're prototyping with built-in features or extracting specific systems for your own framework, VRE offers a rich foundation for VR development.
> [!NOTE]
> For support and assistance with the VRE plugin, you can join
> [its active and welcoming Discord community](https://discord.gg/P4V7TY8BQy),
> known for being responsive and supportive.
### SGVRETemplate Demo Scene
To showcase how SenseGlove can be integrated with OpenXR-compatible third-party interaction systems, SenseGlove provides a ready-to-use [VR Expansion Plugin Integration Demo for Unreal Engine 5.4](https://dev.azure.com/SenseGlove/_git/SGVRETemplate).
This repository includes UE `5.4`compatible versions of both the **SenseGlove** and **VR Expansion** plugins, with all necessary setup and configuration already in place. Simply download the project and it should run out of the box, allowing you to explore the integration without additional setup.
> [!NOTE]
> SenseGlove provides this demo to demonstrate the potential for integrating
> with third-party OpenXR-based hand interaction systems.
> Please note that the **VR Expansion Plugin** is a third-party solution, and as
> such, **we do not offer official support for it**.
>
> For help with the VRE plugin, refer to its documentation at
> [**vreue4.com**](https://vreue4.com/) and consider joining the
> [**official VRE Discord community**](https://discord.gg/P4V7TY8BQy),
> which is active, supportive, and very responsive.
### SGVRETemplate Modifications
The [**SGVRETemplate**](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) is built on top of the [VR Expansion Plugin Example Template](https://github.com/mordentral/VRExpPluginExample). However, since the original template is not directly compatible with SenseGlove, several adjustments were necessary.
In addition, a few known issues with OpenXR support in the VR Expansion Plugin for Unreal Engine `5.4` required us to modify the plugin itself to ensure smooth integration.
Below is an overview of the key modifications made to both the project template and this version of the VRE plugin.
#### Blueprint Changes
- **Content/VRE/Core/Character/BP_VRCharacter**: Four functions were added: `SendVibration`, `SendFFB`, `SendSqueeze`, and `ResetHaptics`. These functions retrieve the glove instance and send the appropriate haptic command to it. In the `OnPossessed` event, `Load Controller by Name` was added along with a string uproperty `Tracking Offset`, which is used to load the correct tracking offsets based on the selected profile.
> [!NOTE]
> If you'd like to implement your own haptic functions, the most convenient
> approach is to
> [safely acquire a glove instance](../../../advanced-topics/safe-glove-access-blueprint/).
> Once you have the glove instance, applying haptic feedback is as simple as
> calling the appropriate function.
>
> SenseGlove supports three types of haptics: Vibrations, Force-feedback, and
> Wrist-squeeze.
>
> - Using `Send Custom Waveform`, you can send vibrations to the glove instance.
> - Using `Queue Command Force Feedback Levels`, you can send force-feedback.
> - Using `Queue Command Wrist Squeeze`, you can send a wrist-squeeze command to
> the glove.
>
> Each of these functions can be called directly on the glove instance to
> trigger the desired haptic feedback.
- **Content/VRE/Core/GraspingHands/GraspingHandManny**: In the `SetupFingerAnimations` function, replace the hardcoded check for `HandType == Left` with a string comparison: convert the enum to a string and check if it contains `"Left"`. This allows compatibility with alternative tracking sources such as `"Left Foot"`.
#### C++ Changes
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/Grippables/HandSocketComponent.h**: The following line was added as a public `UPROPERTY` in the header file:
```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Animation")
float HandAnimationProgress = 0.0f;
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/Grippables/HandSocketComponent.cpp**: In the function `bool UHandSocketComponent::GetBlendedPoseSnapShot(FPoseSnapshot& PoseSnapShot, USkeletalMeshComponent* TargetMesh, bool bSkipRootBone, bool bFlipHand)`, the `TrackLocation` calculation was modified from:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = 0.0f;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
To:
```cpp
if (TrackIndex != INDEX_NONE && (!bSkipRootBone || TrackIndex != 0))
{
double TrackLocation = HandTargetAnimation->GetPlayLength() * HandAnimationProgress;
HandTargetAnimation->GetBoneTransform(LocalTransform, FSkeletonPoseBoneIndex(TrackMap[TrackIndex].BoneTreeIndex), TrackLocation, false);
}
else
{
```
- **Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp**: In the function `void UGripMotionControllerComponent::GetCurrentProfileTransform(bool bBindToNoticationDelegate)`, the following logic was updated from:
```cpp
if (HandType == EControllerHand::Left || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (HandType == EControllerHand::Right)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
To:
```cpp
if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Left") || HandType == EControllerHand::AnyHand || !VRSettings->bUseSeperateHandTransforms)
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransform;
}
else if (UEnum::GetDisplayValueAsText(HandType).ToString().Contains("Right"))
{
NewControllerProfileTransform = VRSettings->CurrentControllerProfileTransformRight;
}
```
The following function was also updated; from:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0)
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0)
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
To:
```cpp
void UGripMotionControllerComponent::GetHandType(EControllerHand& Hand)
{
if (!IMotionController::GetHandEnumForSourceName(MotionSource, Hand))
{
// Check if the palm motion source extension is being used
// I assume eventually epic will handle this case
if (MotionSource.Compare(FName(TEXT("RightPalm"))) == 0 || MotionSource.Compare(FName(TEXT("RightWrist"))) == 0 || MotionSource.ToString().Contains("Right"))
{
Hand = EControllerHand::Right;
}
// Could skip this and default to left now but would rather check
else if (MotionSource.Compare(FName(TEXT("LeftPalm"))) == 0 || MotionSource.Compare(FName(TEXT("LeftWrist"))) == 0 || MotionSource.ToString().Contains("Left"))
{
Hand = EControllerHand::Left;
}
else
{
Hand = EControllerHand::Left;
}
}
}
```
#### Changing Wrist-Tracker Offsets
If you are using wrist-tracking hardware supported by the SenseGlove plugin, you can change the offsets inside `BP_VRCharacter` using the uproperty `Tracking Offset` typing or copying any of the following, depending on your hardware:
- **SenseGlove_Quest3**: The wrist-tracking controller profile for for Meta Quest3.
- **SenseGlove_ViveWristTrackers**: The wrist-tracking controller profile for HTC VIVE wrist trackers.
#### Changing Motion Source
In `BP_VRCharacter`, you can change the wrist-tracking motion source for each hand. This is required depending on which tracker you are using.
#### Adding More Gestures
In the `GraspingHandManny` Blueprint, weve created a simple function called `SaveHandPose`. If you press the `Space Bar` while the game is running, it will save the current pose of the corresponding hand. The pose is stored in a gestures database located under `Content/SenseGlove` with the default name `NewHandPose`. You should rename the pose to something meaningful when you intend to use it.
Its helpful to add an Event Dispatcher to the `GraspingHandManny` Blueprint, which is triggered in the Event Graph by the `On New Gesture Detected` event from the `OpenXRHandPose` component. This system is index-based rather than name-based, so keep that in mind when adding more dispatchers. By default, weve included examples for `Teleport`, `Grab`, `Release`, and `Use`.
#### Video Summary
This short video provides an overview of some of the key changes and modifications behind the SGVRETemplate demo scene, mentioned above.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/6uTu4T10mjU" frameborder="0" allowfullscreen></iframe>
</div>
### SGVRETemplate Demo Calibration Scene
The SGVRETemplate includes a basic Calibration Scene located at `Content/SenseGlove/Maps/Calibration`. Inside this level, youll find a copy of `Content/SenseGlove/Blueprints/Calibration/BP_Calibrator` Blueprint responsible for transitioning to your desired target map after the calibration process is complete. You can configure the target map directly within this Blueprint by adjusting the `Level to Load` uproperty.
+179 -395
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@@ -5,222 +5,6 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.7.2] - 2026-02-17
This patch release resolves build issues affecting Unreal Engine `5.7` on Linux `Arm64` architecture.
### Fixed
- Fixed an issue in UE `5.7` projects where Linux `Arm64` builds were incorrectly linking against third-party libraries compiled with Epic Native/Cross Toolchain `v25` (shipped with UE `5.6`), instead of the required Toolchain `v26` binaries (shipped with UE `5.7`).
## [2.7.1] - 2025-12-09
This patch release addresses a severe regression affecting UE `5.5` projects with specific settings.
### Fixed
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.5` that when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()` in certain conditions; specifically while SenseCom is running and gloves are present and connected. This issue is [related to critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, which had already been addressed for the plugin versions running on UE `5.6+`](#260---2025-06-04). Because it only gets triggered under specific project settings, we were previously unaware that it also affected IHeadMountedDisplay::GetHMDMonitorInfo() in UE 5.5.
### Documentation
- Locked the [mdbook-pdf](https://github.com/HollowMan6/mdbook-pdf) crate to [`v0.1.11`](https://github.com/HollowMan6/mdbook-pdf/releases/tag/v0.1.11) due to the following `v0.1.12` panick during PDF generation: called `Result::unwrap()` on an `Err` value: Unable to deserialize the `RenderContext`.
## [2.7.0] - 2025-11-18
This minor release focuses on delivering performance improvements, made possible by major optimizations in the underlying proprietary SenseGlove libraries, while also introducing some breaking changes.
### Added
- Added support for UE `5.7`.
- Added support for Android NDK `r27c`, which is the recommend Android SDK since UE `5.6.1` and the default for UE `5.7+` for Android Standalone builds.
- Added support for Epic Cross and Native Toolchains `v26`, which is shipped with the UE `5.7` and GNU/Linux support.
- Added prebuilt binaries for third-party library [{fmt} Formatting Library](https://github.com/fmtlib/fmt) on all supported platforms. This third-party library is a required dependency of SenseGlove libraries >= `v2.300.0`.
- Added prebuilt binaries for third-party library: [Loguru Logging Library](https://github.com/emilk/loguru) on all supported platforms. This third-party library is a required dependency of SenseGlove libraries >= `v2.300.0`.
- Added third-party module `SGCommonThirdPartyLibs`.
- Added third-party module `SGConnectShmThirdPartyLibs`.
- Added third-party module `SGCoreShmThirdPartyLibs`.
- Added third-party module `SGCoreThirdPartyHeaders`.
- Added third-party module `SGFmtThirdPartyLibs`.
- Added third-party module `SGLogThirdPartyLibs`.
- Added third-party module `SGLoguruThirdPartyLibs`.
- Added third-party module `SGWjwwoodSerialThirdPartyLibs` to replace `SGSerialThirdPartyLibs` while retaining `SGSerialThirdPartyLibs` for a different purpose. See the relevant comment in the Changed section below.
- Added UPROPERTY `USGTouchComponent::VibrotactileAmplitude`.
- Added UPROPERTY `USGTouchComponent::VibrotactileFrequency`.
- Added method `USGTouchComponent::GetVibrotactileAmplitude()`.
- Added method `USGTouchComponent::SetVibrotactileAmplitude()`.
- Added method `USGTouchComponent::GetVibrotactileFrequency()`.
- Added method `USGTouchComponent::SetVibrotactileFrequency()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::GetVibrotactileAmplitude()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::SetVibrotactileAmplitude()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::GetVibrotactileFrequency()`.
- Added Blueprint-accessible method `USGTouchComponentKismetLibrary::SetVibrotactileFrequency()`.
### Fixed
- Fix a typo in the function name `SGDeviceList::SenseCommRunning()`. This fix breaks ABI and API compatibility with previous versions of the plugin and affects both C++ and Blueprint code.
### Changed
- `SGDeviceList::SenseCommRunning()` has been renamed to `SGDeviceList::SenseComRunning()` due to a typo. This change breaks ABI and API compatibility with previous versions of the plugin and affects both C++ and Blueprint code.
- Bumped the SenseGlove libraries to `v2.305.3-17a820b6e`. This release of the SenseGlove libraries disables RTTI/Exceptions for the most parts and isolates it to a minor portion of the code base, which yields noticable performance gains. Futhermore, some optiomizations are done in the multi-threaded code, such as replacing Spinlocks with Adaptive Mutexes (a hybrid Mutex/Spinlock).
- As a result of SenseGlove libraries >= `v2.300.0` changing it's directory structure, the `ThirdParty` folder's directory structure has been revamped.
- Renamed third-party module `SGSerialThirdPartyLibs` to `SGWjwwoodSerialThirdPartyLibs` since SenseGlove libraries >= `v2.300.0` ships a new static library named `sgserial`. Thus, to avoid confusion and naming conflicts the third-party `serial` static library is now provided by the `SGWjwwoodSerialThirdPartyLibs` module and `sgserial` is provided by the `SGSerialThirdPartyLibs` module.
- `FSGGloveTrackingSettings::GloveConnectivityCheckInterval` settings have been renamed to `FSGGloveTrackingSettings::DataRetrievalRefreshRate` for adoption other than glove connectivity use cases.
- `USGVirtualHandComponent::GetMotionControllerData()` signature has changed.
- `USGVirtualHandComponent::GetHandTrackingState()` signature has changed.
- `USGWristTrackerComponent::GetMotionControllerData()` signature has changed.
- `USGWristTrackerComponent::GetHandTrackingState()` signature has changed.
- `USGVirtualHandComponentKismetLibrary::GetMotionControllerData()` signature has changed.
- `USGVirtualHandComponentKismetLibrary::GetHandTrackingState()` signature has changed.
- `SGPawn` and `SGTouchComponent` no longer use the legacy `QueueVibroLevels` method for applying vibrotactile feedback. Instead it's been replaced with `SendCustomWaveform`.
- Changed `USGTouchComponent::VibrotactileDuration` UPROPERTY's maximum value to `1.0f`. Previously it was uncapped, and now any value beyond `1.0f` seconds is clamped.
### Removed
- Dropped support for Unreal Engine `5.3`, which was already deprecated in the `v2.6.x` release series.
- Dropped support for MSVC `v142` (Visual Studio 2019), since UE `5.3` was the last supported version relying on it.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from third-party module `*.Build.cs` files.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from `SenseGlove.Build.cs`, `SenseGloveKismet.Build.cs`, `SenseGloveTracking.Build.cs`, files.
- Cleaned up remnants of the long-removed Unreal Engine `5.2` from `SenseGloveTracking` module.
- `USGVirtualHandComponent::GetMotionControllerState()` has been removed.
- `USGWristTrackerComponent::GetMotionControllerState()` has been removed.
- `USGVirtualHandComponentKismetLibrary::GetMotionControllerState()` has been removed.
- `USGWristTrackerComponentKismetLibrary::GetMotionControllerState()` has been removed.
- `USGTouchComponent::VibrotactileLevel` UPROPERTY has been removed.
- `USGTouchComponent::GetVibrotactileLevel()` method has been removed.
- `USGTouchComponent::SetVibrotactileLevel()` method has been removed.
- `USGTouchComponentKismetLibrary::GetVibrotactileLevel()` method has been removed and is no longer available to Blueprint.
- `USGTouchComponentKismetLibrary::SetVibrotactileLevel()` method has been removed and is no longer available to Blueprint.
### Deprecated
- **This is the last major/minor release to support Unreal Engine `5.4`**, and its support will be removed in future minor or major releases. This is **important to keep in mind if your target development and deployment platform is [HTC VIVE in Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive)**. Unfortunately, HTC has not released any updates to their HTC ViveOpenXR plugin since December 6, 2024. Their [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/) [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/) [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only Unreal Engine `5.3` and `5.4`. [HTC VIVE PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will remain fully functional because, on Microsoft Windows, it is supported via the [OpenXRViveTracker Plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#openxrvivetracker-plugin), which is bundled with Unreal Engine and officially maintained by Epic Games. If you still intend to target HTC in Standalone Mode, you are welcome to continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will retain HTC Standalone Mode support. However, please keep in mind that once newer versions of the SenseGlove Unreal Engine Plugin are released and UE `5.4` is no longer supported, the latest release of the plugin supporting UE `5.4` will not receive new features, hardware support, or bug fixes. If at any point in the future HTC releases a new version of their ViveOpenXR plugin that supports any Unreal Engine version we actively support, [in accordance with our support policy and Platform Support Matrix](../appendix/platform-support-matrix.html), we will make every reasonable effort to reintroduce HTC Standalone Mode support.
### Documentation
- Added [{fmt} Formatting Library License](../license/fmt-formatting-library.html) section.
- Added [Loguru Logging Library License](../license/loguru-loggin-library.html) section.
- Updated [Setting up the Touch System](../getting-started/setup-touch-system/index.html) section to reflect the recent touch system changes.
- Added [a third-party tutorial to the Android Standalone Mode Deployment](../misc/android-standalone-deployment/third-party-tutorials/) section for UE `5.7` which provides a one-click Android development and build environment setup, instructions on how to setup and use the new UE `5.7` project launcher, and how to enabled OpenXR hand-tracking support on Meta Quest and HTC VIVE devices.
## [2.6.3] - 2025-06-27
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added a new section to the handbook titled [Third-Party OpenXR Integrations](../advanced-topics/openxr/third-party-integrations/) section.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.2] - 2025-06-10
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added [a third-party tutorial to the Optimizing Your Project for Higher FPS](../misc/optimize-higher-fps/third-party-tutorials/) section.
## [2.6.1] - 2025-06-05
This patch release addresses several critical build and linking issues.
### Fixed
- Fix a linking issue on GNU/Linux with UE `5.6` where SenseGlove libraries were built against dynamic versions of `libc++` and `libc++abi` libraries rather than the static versions.
- Fix an issue where SenseGlove libraries for some targets were not actually built with `C++20` and still were built against `C++17`.
- Fix an issue where SenseGlove libraries for some targets were built or linked with incorrect settings.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Bumped the SenseGlove libraries to `v2.204.0-3a37b1977`.
### Removed
- SenseGlove plugin no longer ships Boost or wjwwood's Serial Communication Library header files as SenseGlove public headers shipped with `v2.204.0-3a37b1977` render them redundant. This significantly removes clutter, free up disk space, and speed up builds to some extent.
### Documentation
- Fix some changelog typos.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.0] - 2025-06-04
This minor release delivers broad compatibility, stability, and maintainability enhancements, focusing on bringing full Unreal Engine `5.6` support, C++20 migration, and resolving various GNU/Linux build issues.
### Added
- Added support for Epic Native Toolchain `v25`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Resolved GNU/Linux build issues for Unreal Engine `5.5` and `5.6` caused by incorrect linkage to GNU/GCC's `libstdc++` instead of LLVM/Clang's `libc++`.
- Fix `SGLog` build issues on GNU/Linux with UE `5.6`.
- Fix type conversion safety and consistency issues across all `SGLog` formatters.
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Replaced Epic Native Toolchain `v24` support with Epic Native Toolchain `v25` due to the fact that now `v25` is the default Linux toolchain for UE `5.6`.
- Revamped `FSGHMDTracker` to resolve a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Revamped the UBT logic for importing third-party headers and libraries by introducing third-party dependency modules, `SGBleThirdPartyLibs`, `SGConnectThirdPartyHeaders`, `SGConnectThirdPartyLibs`, `SGCoreThirdPartyLibs`, and `SGSerialThirdPartyLibs`, which significantly reduces UBT boilerplate code and increases maintainability.
- Bumped the SenseGlove libraries to `v2.203.0-f3d3e676`.
- SenseGlove libraries have migrated to `C++20` from `C++17`.
- Revamped the `SGLog` logging utility class to use `TUniquePtr` instead of `std::unique_ptr`.
- `SGLog` now relies on `TAtomic<bool>` for thread-safe initialization.
- `SGBackend` now relies on `TAtomic<bool>` for thread-safe initialization.
- `USGBackend::IsBackendInitialized()` is no longer inlined and the initialization flag has been moved to the private implementation of `USGBackend`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.6.0-4108c6f`.
### Removed
- Dropped support for Epic Native Toolchain `v24`, which was last shipped with the preview release of UE `5.6`, but has been removed from the `5.6` branch on GitHub.
### Deprecated
- This is the last minor release to support Unreal Engine `5.3` and its support will be removed from the next minor or major releases.
### Documentation
- Revised the outdated [Plugin Directory Structure](./directory-structure.html) section to accurately reflect the latest changes to the `Source/ThirdParty` directory layout changes.
- Lock the [mdbook](https://github.com/rust-lang/mdBook) crate version to `v0.49.0` to avoid layout issues introduced with `v0.50.0`.
- Additional minor fixes and improvements that may not be listed here.
## [2.5.0] - 2025-05-09
This minor release primarily focuses on bringing Bluetooth Low Energy support to the SenseGlove Unreal Engine integration.
### Added
- Added support for Epic Native Toolchain `v24`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Backend initialization error handling on Android.
- Fix [a critical issue introduced by UE `5.5`](https://github.com/EpicGames/UnrealEngine/blob/ef1397773d160d39423feb90cb2196ddfaa1e2ae/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1740) that [also affects the upcoming UE `5.6`](https://github.com/EpicGames/UnrealEngine/blob/bedc5631b81cd39aaac8d61f303eacc86d4220f0/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1772). This is known as issue `UE-212224`, which leads to a deadlock during `PipelinedFrameState` acquisition between the game and rendering threads.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The error codes returned from `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` have been changed. This is a breaking change for any code that relies on handling the return codes from those functions.
- Bumped the SenseGlove libraries to the `v2.200.0-0cb715d0` release with BLE (Bluetooth Low Energy) support.
### Removed
- Dropped support for Unreal Engine `5.2` and Epic Native Toolchain `v21` (previously used for building UE `5.2` Linux dependencies), as they were already deprecated in the `v2.4.x` release series.
### Documentation
- Revamped [SenseCom documentation](../getting-started/sensecom) in order to divide the SenseCom instructions section into [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy) and [Bluetooth Serial instructions for SenseCom](../getting-started/sensecom/bluetooth-serial) sections.
- Added [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy).
- Added [Bluetooth Serial instructions for Android](../getting-started/sensecom/bluetooth-serial/android.html).
- Added [SGBLE and SGBLExx Rust Dependency Licenses](../license/sgble-sgblexx-rust-dependencies.html).
- Bumped the [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) crate to [`cac03b7f4b151f106f7f05b13da4c33fc098dd2c`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/cac03b7f4b151f106f7f05b13da4c33fc098dd2c).
- List the third-party tutorials inside the [Extra Resources](../appendix/extra-resources.html#third-party-tutorials) section in a categorized manner.
- Improved changelog formatting.
- Additional minor fixes and improvements that may not be listed here.
## [2.4.2] - 2025-02-17 ## [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. This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
@@ -282,7 +66,7 @@ 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. - 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. - 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/). - 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. - Fixed a few broken URLs caused by bad markdown formatting.
- Applied various Handbook Makefile fixes. - Applied various Handbook Makefile fixes.
- Clarified the HTC VIVE standalone support status in the platform support matrix. - Clarified the HTC VIVE standalone support status in the platform support matrix.
@@ -438,7 +222,7 @@ This is a bugfix release with no actual plugin code changes, mostly addressing i
### Removed ### 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 ## [2.1.0] - 2024-08-16
@@ -447,92 +231,92 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Added ### 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 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 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 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 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 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. - 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 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 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 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 USGHMDTrackerKismetLibrary which exposes the equivalent C++ HMD auto-detection functionality to Blueprint.
- Added `FSGHMDTrackingSettings` config struct. - 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 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 USGGloveTrackerKismetLibrary which exposes the equivalent C++ functionality to Blueprint.
- Added `FSGGloveTrackingSettings` config struct. - Added FSGGloveTrackingSettings config struct.
- Added `FSGTrackingSettings` config struct. - Added FSGTrackingSettings config struct.
- Added `FSGHandTrackingSettings` config struct. - Added FSGHandTrackingSettings config struct.
- Added `FSGWristTrackingDebuggingSettings` config struct. - Added FSGWristTrackingDebuggingSettings config struct.
- Added `FSGVirtualHandSettings` config struct. - Added FSGVirtualHandSettings config struct.
- Added `FSGVirtualHandAnimationSettings` config struct. - Added FSGVirtualHandAnimationSettings config struct.
- Added `FSGVirtualHandDebuggingSettings` config struct. - Added FSGVirtualHandDebuggingSettings config struct.
- Added `FSGVirtualHandGrabSettings` config struct. - Added FSGVirtualHandGrabSettings config struct.
- Added `FSGVirtualHandHapticsSettings` config struct. - Added FSGVirtualHandHapticsSettings config struct.
- Added `FSGVirtualHandMeshSettings` config struct. - Added FSGVirtualHandMeshSettings config struct.
- Added `FSGVirtualHandPhalangesLengthSettings` config struct. - Added FSGVirtualHandPhalangesLengthSettings config struct.
- Added `FSGVirtualHandTouchSettings` 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). - 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. - 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. - 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. - 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 USGGrabComponent::SimulatePhysics() method.
- Added `FSGDebugCube`. - Added FSGDebugCube.
- Added `FSGDebugCubeSettings`. - Added FSGDebugCubeSettings.
- Added the `SenseGloveDebugKismet` module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint. - 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 USGDebugCubeKismetLibrary in order to expose the FSGDebugCube functionalities to Blueprint.
- Added `USGDebugGizmoKismetLibrary` in order to expose the `FSGDebugGizmo` 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 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`. - 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 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 wrist tracking system.
- Introduced a new `FXRMotionControllerData` compatible hand interaction manipulation 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 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 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 FSGAssetUtils editor-only class.
- Added `FSGContentBrowserExtension` editor-only class. - Added FSGContentBrowserExtension editor-only class.
- Added `FSGPluginStyle` editor-only class. - Added FSGPluginStyle editor-only class.
- Added `FSGSocketsEdito`r editor-only class. - Added FSGSocketsEditor editor-only class.
- Added `FSGSocketsEditorCommands` editor-only class. - Added FSGSocketsEditorCommands editor-only class.
- Added the `FSGInitializationSettings` config struct in order to control how the plugin is initialized. - 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. - 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 USGGameUserSettingsKismetLibrary in order to allow all the Engine Scalability Settings to be managed from the Blueprint side.
- Added `FSGGameUserSettingsSettings` config struct. - Added FSGGameUserSettingsSettings config struct.
- Added the SenseGlove console commands: `SG_GetEngineScalabilitySettings()` and `SG_SetEngineScalabilitySettings(Scalability)`. - Added the SenseGlove console commands: SG_GetEngineScalabilitySettings() and SG_SetEngineScalabilitySettings(Scalability).
- Added `SGHardwareBenchmarkingSettings` config struct. - Added SGHardwareBenchmarkingSettings config struct.
- Introduced `ESGEngineScalabilitySettings` enum. - Introduced ESGEngineScalabilitySettings enum.
- Added `FSGVirtualHandSettingsOverrides` config struct used by the new settings override system. - Added FSGVirtualHandSettingsOverrides config struct used by the new settings override system.
- Added `SGWristTrackingSettingsOverrides` config structured 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 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. - 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
- 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 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 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 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. - 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. - Some Android UPL tweaks, permission, and build fixes.
- Many other large and small fixes and improvements that might not be listed here. - 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 ### 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. - 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 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 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 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`. - 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). - 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. - 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. - 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. - 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. - 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. - 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. - FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
- `FSGDebugVirtualHandSettings` has been renamed to `FSGVirtualHandDebuggingSettings`. - 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 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. - The USGGrabComponent 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. - 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 `/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` - The `/LICENSE.md` file has been migrated to `/Handbook/src/license/senseglove-unreal-engine-plugin.md`
@@ -547,19 +331,19 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Removed ### 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 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 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 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 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 also GetFingerBoneName(), GetFingerBoneRefTransform(), GetFingerBoneRefRotation() and GetFingerBoneRefRotation() from USGVirtualHandComponent.
- Removed some remnants of UE `5.1` and older releases from the C++ code. - 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`. - Removed the `pack` utility branch and merge it to the plugin's source code at `/Packager`.
### Known Issues ### 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. - 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. - 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 ## [2.0.8] - 2024-07-15
@@ -568,23 +352,23 @@ This is a bugfix release that contains a somewhat important bugfix backported fr
### Fixed ### 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 ## [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 ### 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 ## [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
- 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 ### Fixed
@@ -603,21 +387,21 @@ This is a bugfix release with no actual plugin's code change.
### Fixed ### 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 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 ## [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 ### 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. - 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. - 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 other UE 5.4 RunUAT build issues, mostly caused by missing headers.
### Removed ### 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 ## [2.0.2] - 2024-04-25
@@ -625,11 +409,11 @@ This is a patch release with no code changes.
### Added ### 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 ### 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 ## [2.0.1] - 2024-04-15
@@ -637,15 +421,15 @@ This is a bugfix release.
### Fixed ### 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. - 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/`. - Fix the wrong header file description sections for the header files inside `SenseGloveKismet/Public/SGKismet/`.
### Changed ### Changed
- SenseGlove libraries have been updated to `v2.102.0-35d4de3f`. - 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. - 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. - SesenGloveBackend module is no longer calling FSGHandLayer::ResetCalibration on every backend initialization.
## [2.0.0] - 2024-03-22 ## [2.0.0] - 2024-03-22
@@ -656,37 +440,37 @@ 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 the SenseGlove Nova 2 devices.
- Added support for Quest 3 controllers. - 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. - 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. - 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 ### 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. - 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. - 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. - Allow the C++ compiler the opportunity to perform RVO/NRVO if applicable.
- Fix the modules' order inside the `.uplugin` file. - 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 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 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 other build issues in USGDevice, USGNovaGloveSensorData, FSGDeviceImpl, and FSGSenseGloveVarsImpl when performing non-Unity builds due to the missing relevant headers.
- Fix changelog formatting. - Fix changelog formatting.
- Some other improverment and fixes. - Some other improverment and fixes.
### Changed ### 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. - 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. - 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. - 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. - 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 `VibrotactileLevel`. - 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 `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 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 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 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 ### Removed
- Various classes and parts of the API have been removed in order to reflect and adhere to upstream SenseGlove libraries. - 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 ## [1.9.8] - 2024-03-12
@@ -695,14 +479,14 @@ This is a bugfix release that contains bugfixes backported from the next major r
### Fixed ### 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 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. - Fix a crash inside the USGHandPose::FromHandAngles method.
- Some performance optimizations by utilizing `MoveTemp` in return statements. - Some performance optimizations by utilizing MoveTemp in return statements.
- Some improvements applied to the source code. - Some improvements applied to the source code.
- Some other minor fixes. - Some other minor fixes.
### Changed ### 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 ## [1.9.7] - 2024-02-18
@@ -710,8 +494,8 @@ This is a bugfix release that contains bugfixes backported from the next major r
### Fixed ### 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 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 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 ## [1.9.6] - 2024-02-14
@@ -719,7 +503,7 @@ This is a bugfix release.
### Fixed ### 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 ## [1.9.5] - 2024-02-09
@@ -727,7 +511,7 @@ This is a bugfix release.
### Fixed ### 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 ## [1.9.4] - 2024-02-08
@@ -735,7 +519,7 @@ This is a bugfix release addressing mostly Blueprint API issues with ABI breakin
### Fixed ### 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. - Changelog formatting.
## [1.9.3] - 2024-02-03 ## [1.9.3] - 2024-02-03
@@ -744,15 +528,15 @@ This is a hotfix release addressing a few critical issues that might result in c
### Fixed ### 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 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 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 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 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. - 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. - Removed a redundant code statement inside the SGNovaGloveImpl::GetSubFirmwareVersion method.
- Some minor const correctness fixes. - Some minor const correctness fixes.
- Some other minor code fixes and improvements. - 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. - Minor changelog fixes.
- Bumped the copyright years. - Bumped the copyright years.
@@ -764,69 +548,69 @@ This is a hotfix release addressing a few critical issues that might result in c
### Fixed ### 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 ## [1.9.1] - 2023-10-11
### Fixed ### 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 ## [1.9.0] - 2023-10-10
### Changed ### 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 ### 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 ## [1.8.0] - 2023-10-10
### Added ### Added
- Introduced new `SGPawn` events: `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch`. - Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed `OnGrabStateUpdated`, `OnTouchStateUpdated`, `OnActorGrabbed`, `OnActorReleased`, `OnActorBeginTouch`, and `OnActorEndTouch` events to Blueprint as `BlueprintImplementableEvent`. - Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.
### Fixed ### 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 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 the DECLARE_EVENT macro signature for OnGrabStateUpdated and OnTouchStateUpdated events.
## [1.7.0] - 2023-09-14 ## [1.7.0] - 2023-09-14
### Added ### Added
- Introduce `SGGameInstance`, a customized SenseGlove game instance for future use. - Introduce SGGameInstance, a customized SenseGlove game instance for future use.
- Added the new `SenseGloveBackend` and `SenseGloveBackendKismet` modules. - 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_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. - 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.
### Changed ### Changed
- SenseGlove libraries have been updated to `v2.12.0-19c9854`. - SenseGlove libraries have been updated to v2.12.0-19c9854.
- `SGCoreImpl`/`SGPlatform` has been moved to `SGBuildHacks`/`SGPlatform`. - SGCoreImpl/SGPlatform has been moved to SGBuildHacks/SGPlatform.
### Fixed ### 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. - Some other minor fixes and improvements.
## [1.6.1] - 2023-08-14 ## [1.6.1] - 2023-08-14
### Fixed ### Fixed
- Fix Unreal Engine `5.0` build issues. - Fix Unreal Engine 5.0 build issues.
- Minor documentation fixes. - Minor documentation fixes.
## [1.6.0] - 2023-08-14 ## [1.6.0] - 2023-08-14
### Added ### 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. - 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. - Added separation of the virtual and real hand rendering.
### Fixed ### Fixed
@@ -836,7 +620,7 @@ This is a hotfix release addressing a few critical issues that might result in c
### Changed ### 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 ## [1.5.3] - 2023-07-19
@@ -848,7 +632,7 @@ This is a hotfix release mostly addressing Android Bluetooth performance issues.
### Changed ### 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 ## [1.5.2] - 2023-07-19
@@ -856,7 +640,7 @@ This is a hotfix release mostly addressing Android-related issues.
### Fixed ### 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. - Minor changelog fixes and some source code formatting fixes.
## [1.5.1] - 2023-07-13 ## [1.5.1] - 2023-07-13
@@ -876,7 +660,7 @@ This release breaks ABI/API compatibility with the previous versions in some are
- Added HTC VIVE Focus 3 positional tracking hardware enum. - 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 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 ### Fixed
@@ -884,12 +668,12 @@ This release breaks ABI/API compatibility with the previous versions in some are
### Changed ### Changed
- Fully refactored the top-level configurations in the settings system into ustructs. - Fully refactored the top-level configurations in the settings system into USTRUCTs.
- SenseGlove libraries have been updated to `v2.10.0-12133ac`. - SenseGlove libraries have been updated to v2.10.0-12133ac.
### Removed ### 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 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 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. - Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
@@ -909,7 +693,7 @@ This is a hotfix release addressing a few critical issues.
### Fixed ### 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. - 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. - Some minor changelog fixes.
@@ -932,19 +716,19 @@ This release breaks ABI/API compatibility with the previous versions.
### Added ### Added
- Added support for the stable release of Unreal Engine `5.2` (the preview release has been supported since `v1.2.0`). - 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 Linux AArch64 platform support.
- Added a new Grab component that can turn any actor into a grabbable object. - 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 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. - 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 ### 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 ### 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. - 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 ### Removed
@@ -953,7 +737,7 @@ This release breaks ABI/API compatibility with the previous versions.
### Deprecated ### 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 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. - 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.
## [1.3.1] - 2023-04-28 ## [1.3.1] - 2023-04-28
@@ -979,9 +763,9 @@ This release breaks ABI/API compatibility with the previous versions in addition
### Changed ### 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. - 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 ## [1.2.1] - 2023-03-30
@@ -995,29 +779,29 @@ This release breaks ABI/API compatibility with the previous versions.
### Added ### 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 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. - Introduced SGPawn, SGPlayerController, SGGameModeBase, etc classes.
- Added an internal `SenseGloveCoreTypes` module in order to share common SenseGloveCore types between various modules. - 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`). - 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 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. - Added a Plugin's settings manager and two new modules SenseGloveSettings and SenseGloveSettingsKismet.
### Changed ### 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. - 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. - Migrate common nested array types into the SenseGloveTypes module from the SenseGloveCore module.
### Removed ### Removed
- Removed a few thousand lines of archaic pre-public-release dead code. - Removed a few thousand lines of archaic pre-public-release dead code.
- Dropped Android NDK `r21b` binaries used by the older engine versions. - 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. - 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 SGConnectImpl/SGPlatform.
- Removed redundant `SGTypes`/`SGConnectTypes`. - Removed redundant SGTypes/SGConnectTypes.
### Known Issues ### Known Issues
@@ -1027,8 +811,8 @@ This release breaks ABI/API compatibility with the previous versions.
### Added ### Added
- Initial support for the upcoming Unreal Engine `5.2`. - 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`. - Add support for Android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a.
### Fixed ### Fixed
@@ -1037,7 +821,7 @@ This release breaks ABI/API compatibility with the previous versions.
### Changed ### Changed
- Bump SenseGlove libraries to `v2.1.2-95ec6e7`. - Bump SenseGlove libraries to v2.1.2-95ec6e7.
## [1.1.0] - 2023-02-03 ## [1.1.0] - 2023-02-03
@@ -1045,7 +829,7 @@ This release breaks ABI/API compatibility with the previous versions.
- Whitelist Android as a target platform. - Whitelist Android as a target platform.
- Introduce Android support. - Introduce Android support.
- Add third-party library SGConnect for Android `v1.1.0`. - Add third-party library SGConnect for Android v1.1.0.
### Fixed ### Fixed
@@ -1053,12 +837,12 @@ This release breaks ABI/API compatibility with the previous versions.
### Changed ### 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
- Removed the enum utils class due to `ANY_PACKAGE` deprecation warnings in Unreal Engine `5.1`. - 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. - 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 ## [1.0.4] - 2022-12-02
@@ -1066,11 +850,11 @@ This is a minor release focusing mostly on adherence to the Unreal Engine Market
### Added ### Added
- Added support for MSVC 2017. - Added support for MSVC 2017
### Changed ### 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 ## [1.0.3] - 2022-11-29
@@ -1086,7 +870,7 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added ### 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. - List the dotfiles inside the FilterPlugin.ini file as well.
- Add the copyright notice to the source files missing it. - Add the copyright notice to the source files missing it.
- Add the SenseGlove SDK license to the third-party license file. - Add the SenseGlove SDK license to the third-party license file.
+67 -115
View File
@@ -62,126 +62,78 @@
└── ThirdParty (3rd-party dependencies) └── ThirdParty (3rd-party dependencies)
├── android (.jar file Java libraries for Android) ├── android (.jar file Java libraries for Android)
│ │
│ ├── debug
│ │
│ └── release
├── include (header files) ├── include (header files)
│ │ │ │
── SenseGlove ── boost
│ │
│ ├── BLE (SGBLE headers)
│ │
│ ├── Common (SGCommon headers)
│ │
│ ├── Connect (SGConnect headers)
│ │
│ ├── Core (SGCore headers)
│ │
│ └── Log (SGLog headers)
├── lib (platform-specific pre-built binary dependencies)
│ │ │ │
│ ├── android │ ├── SenseGlove
│ │ │ │ │ │
│ │ ── r25b (Android NDK r25b dependencies for UE 5.1+) │ │ ── Connect (SGConnect headers)
│ │ │ │ │
│ │ ├── aarch64 (64-bit ARM variant of Android) │ │ └── Core (SGCoreCpp headers)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (64-bit x86-64 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ │ │
── linux ── serial
│ │ │
│ │ ├── rustc (GNU/Linux binary dependencies built with Rust)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── v22 (5.4 GNU/Linux dependencies)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── v23 (UE 5.5 GNU/Linux dependencies)
│ │ │ │
│ │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │
│ │ │ │ ├── debug
│ │ │ │ │
│ │ │ │ └── release
│ │ │ │
│ │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── v25 (UE 5.6 GNU/Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── windows
│ │
│ ├── v143 (Microsoft Visual Studio 2022 dependencies)
│ │ │
│ │ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
│ │
│ └── x86-64 (dependencies targeting Microsoft Windows x86-64 architecture)
│ │
│ ├── debug
│ │
│ └── release
── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries) ── lib (platform-specific pre-built binary dependencies)
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers) ├── android
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries) │ └── r25b (Android NDK r25b dependencies for UE 5.1+)
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries) │ ├── arm64 (64-bit ARM variant of Android)
│ │
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries) │ │ ├── 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
``` ```
+1 -20
View File
@@ -9,10 +9,9 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp) - [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP) - [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
### Third-Party OpenXR Integration Demos ### OpenXR Integration Demos
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate) - [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
## Tutorials ## Tutorials
@@ -30,21 +29,3 @@ 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) - [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: 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) - [SGBasicDemo v2: upgrading your projects to the SenseGlove Unreal Engine Plugin v2.0.0](https://youtu.be/VbWfoep-Hsg)
## Third-Party Tutorials
### OpenXR Tutorials
- [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine](https://youtu.be/67v-sEhidvM)
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 1](https://youtu.be/TPEA1GJr_kU)
- [Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data - Part 2](https://youtu.be/xEnuephuNmw)
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
### Android (Meta Quest / HTC VIVE) Tutorials
- [Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode](https://youtu.be/EClbEbNcl4k)
- [Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins](https://youtu.be/BWd3MwtfTJE)
### VR Optimization
- [Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)](https://youtu.be/67CZqMrAOns)
@@ -1,6 +1,6 @@
## Planned Features Completion Status ## Planned Features Completion Status
### Implemented as of v2.7.x ### Implemented as of v2.4.x
- [X] Full SenseGlove low-level core API access through Unreal C++. - [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint. - [X] Full SenseGlove low-level core API access through Blueprint.
@@ -13,10 +13,9 @@
- [X] Support for GNU/Linux x64 as a deployment platform. - [X] Support for GNU/Linux x64 as a deployment platform.
- [X] Support for GNU/Linux AArch64 as a deployment platform. - [X] Support for GNU/Linux AArch64 as a deployment platform.
- [X] Support for Android as a deployment platform. - [X] Support for Android as a deployment platform.
- [X] Support for Oculus Quest 2, Oculus Quest Pro, Oculus Quest 3, and Oculus Quest 3s. - [X] Support for Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3.
- [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision. - [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers. - [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- [X] Support for both Bluetooth Serial and Bluetooth Low Energy.
- [X] On-device calibration for Android without the need for SenseCom. - [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands. - [X] Haptic feedback including force feedback, buzz, and thumper commands.
- [X] A customizable Grab component that could be added to any actor. - [X] A customizable Grab component that could be added to any actor.
@@ -42,7 +41,7 @@
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project. - [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
- [X] `ViveOpenXR` plugin compatibility. - [X] `ViveOpenXR` plugin compatibility.
### Upcoming features planned for the v2.8.x release ### Upcoming features planned for the v2.5.x release
### Planned features long-term ### Planned features long-term
@@ -2,12 +2,10 @@
| | **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** | | | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:| |:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.7** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | ❓ | ✅ v2.7.2 | ✅ v2.7.2 | | **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.2 | ✅ v2.4.2 |
| **5.6** | ❌ | ❌ | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | | ✅ v2.7.2 | ✅ v2.7.2 | | **5.4** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.2 | ✅ v2.4.2 |
| **5.5** | ❌ | | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x | ✅ v2.7.x (r25b) | | ✅ v2.7.2 | ✅ v2.7.2 | | **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.2 | ✅ v2.4.2 |
| **5.4** | ❌ | | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.x (r25b) | ⚠️ v2.7.2 | ⚠️ v2.7.2 | | **5.2** | ❌ | ✅ v2.4.x | v2.4.x | v2.4.x | v2.4.x | v2.4.x (r25b) | ❓ | ✅ v2.4.2 | v2.4.2 |
| **5.3** | ❌ | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.x (r25b) | ⚠️ v2.6.3 | ⚠️ v2.6.3 |
| **5.2** | ❌ | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x (r25b) | ❓ | ⚠️ v2.4.2 | ⚠️ v2.4.2 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 | | **5.1** | ❌ | ⚠️ 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 | | **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 | | **4.27** | ⚠️ 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 |
@@ -18,7 +16,7 @@
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
* <code>✅</code> Supported * <code>✅</code> Supported
* <code>⚠️</code> End-of-life (EOL) release that is not supported anymore and might be lacking features * <code>⚠️</code> Not supported by the latest release and might be lacking features
* <code>❌</code> Not supported at all * <code>❌</code> Not supported at all
* <code>❓</code> Unknown or untested * <code>❓</code> Unknown or untested
@@ -34,32 +34,6 @@ To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode,
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required. To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is HTC VIVE in Standalone Mode.
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
### OpenXRViveTracker Plugin ### OpenXRViveTracker Plugin
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments. Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
@@ -2,14 +2,6 @@
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. 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] > [!NOTE]
> SenseCom is required only for communication on Windows or Linux. For > SenseCom is required only for communication on Windows or Linux. For
> standalone Android devices, the communication functionality is embedded > standalone Android devices, the communication functionality is embedded
@@ -18,4 +10,4 @@ Communication between your application and the physical gloves are possible via
> [!NOTE] > [!NOTE]
> For more detailed information and troubleshooting, consult the > For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html), > [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please. > please.
@@ -1,18 +0,0 @@
# 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.
@@ -1,10 +0,0 @@
# 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.
@@ -1,115 +0,0 @@
# 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")
@@ -1,46 +0,0 @@
# 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")
@@ -1,17 +0,0 @@
# 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.
@@ -1,10 +0,0 @@
# 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.
@@ -1,99 +0,0 @@
# SenseCom on GNU/Linux (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections](sensecom-settings-legacy-connections.png "SenseCom on GNU/Linux - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,67 +0,0 @@
# SenseCom on Microsoft Windows (Bluetooth Serial)
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](../sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`, and then run the executable `SenseCom.exe`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!IMPORTANT]
> If you are using SenseCom `v1.8.x+` and it fails to recognize your gloves with
> a Bluetooth Serial firmware, it may be because the `Legacy Connections` option
> is disabled, which is the default. Enabling this option should allow SenseCom
> to discover and connect to your glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
@@ -0,0 +1,91 @@
# SenseCom on GNU/Linux
Follow these steps to quickly set up and run SenseCom on GNU/Linux:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on GNU/Linux - Downloading from GitHub](../sensecom-github-download.png "SenseCom on GNU/Linux - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer.
```sh
$ unzip SenseCom-main.zip -d /some/path/
```
3. Navigate to the `SenseCom_Linux_Latest` folder containing the SenseCom binaries for GNU/Linux:
```sh
$ cd /some/path/SenseCom-main/Linux/SenseCom_Linux_Latest/
```
4. List the files and check the executable permissions for the main SenseCom binary, `SenseCom.x86_64`:
```sh
$ ls -ahl
total 20M
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 .
drwxr-xr-x 3 mamadou mamadou 5 Apr 10 11:24 ..
drwxr-xr-x 7 mamadou mamadou 34 Apr 10 11:24 SenseCom_Data
-rw-r--r-- 1 mamadou mamadou 15K Apr 10 11:24 SenseCom.x86_64
-rw-r--r-- 1 mamadou mamadou 33M Apr 10 11:24 UnityPlayer.so
```
5. As seen above the `SenseCom.x86_64` binary does not have the executable permission. Run the following command to set the executable permission for all users:
```sh
$ chmod a+x SenseCom.x86_64
```
6. Veirfy the executable permission has been set on `SenseCom.x86_64`:
```sh
$ ls -l SenseCom.x86_64
-rwxr-xr-x 1 mamadou mamadou 14720 Apr 10 11:24 SenseCom.x86_64
```
7. Time to run the SenseCom executable:
```
$ ./SenseCom.x86_64
[UnityMemory] Configuration Parameters - Can be set up in boot.config
"memorysetup-bucket-allocator-granularity=16"
"memorysetup-bucket-allocator-bucket-count=8"
"memorysetup-bucket-allocator-block-size=4194304"
"memorysetup-bucket-allocator-block-count=1"
"memorysetup-main-allocator-block-size=16777216"
"memorysetup-thread-allocator-block-size=16777216"
"memorysetup-gfx-main-allocator-block-size=16777216"
"memorysetup-gfx-thread-allocator-block-size=16777216"
"memorysetup-cache-allocator-block-size=4194304"
"memorysetup-typetree-allocator-block-size=2097152"
"memorysetup-profiler-bucket-allocator-granularity=16"
"memorysetup-profiler-bucket-allocator-bucket-count=8"
"memorysetup-profiler-bucket-allocator-block-size=4194304"
"memorysetup-profiler-bucket-allocator-block-count=1"
"memorysetup-profiler-allocator-block-size=16777216"
"memorysetup-profiler-editor-allocator-block-size=1048576"
"memorysetup-temp-allocator-size-main=4194304"
"memorysetup-job-temp-allocator-block-size=2097152"
"memorysetup-job-temp-allocator-block-size-background=1048576"
"memorysetup-job-temp-allocator-reduction-small-platforms=262144"
"memorysetup-temp-allocator-size-background-worker=32768"
"memorysetup-temp-allocator-size-job-worker=262144"
"memorysetup-temp-allocator-size-preload-manager=262144"
"memorysetup-temp-allocator-size-nav-mesh-worker=65536"
"memorysetup-temp-allocator-size-audio-worker=65536"
"memorysetup-temp-allocator-size-cloud-worker=32768"
"memorysetup-temp-allocator-size-gfx=262144"
Loading in SingleInstance mode
```
8. If you have already paired any glove with your system, SenseCom should recognize and connect to your glove(s) shortly. If not, please follow the instructions on [How to connect to Nova gloves using Blueman Bluetooth Manager](blueman-bluetooth-manager.md) or [How to connect to Nova gloves using Command-line](command-line.md).
![SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection](successful-senscom-nova-glove-connection.png "SenseCom on GNU/Linux - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
@@ -1,4 +1,4 @@
# Connect to Nova gloves using Blueman Bluetooth Manager (Bluetooth Serial) # Connect to Nova gloves using Blueman Bluetooth Manager
Follow these steps to pair a Nova glove with your PC on GNU/Linux usng the Blueman Bluetooth Manager: 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 (Bluetooth Serial) # Connect to Nova gloves using Command-line
Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez: Follow these steps to pair a Nova glove to your PC on GNU/Linux usng command-line and Bluez:
@@ -0,0 +1,59 @@
# SenseCom on Microsoft Windows
Follow these steps to quickly set up and run SenseCom on Microsoft Windows:
1. First, obtain the SenseCom binaries from its [GitHub repository](https://github.com/Adjuvo/SenseCom).
![SenseCom on Microsoft Windows - Downloading from GitHub](sensecom-github-download.png "SenseCom on Microsoft Windows - Downloading from GitHub")
2. Extract the SenseCom `.zip` file to a location on your computer after downloading it.
3. Ensure any glove you would like to pair with and connect to your system is not paired, or connected to any other device, such as another PC or VR headset.
4. Make sure the glove is powered on.
5. Access Windows Bluetooth Settings by navigating to `Settings > Devices > Bluetooth & other devices`.
![SenseCom on Microsoft Windows - Bluetooth Settings](microsoft-windows-bluetooth-settings.png "SenseCom on Microsoft Windows - Bluetooth Settings")
6. Click on `Add Bluetooth or other devices`.
7. In the new window click on `Bluetooth`.
![SenseCom on Microsoft Windows - Add a Bluetooth device](microsoft-windows-add-bluetooth-device.png "SenseCom on Microsoft Windows - Add a Bluetooth device")
8. Wait for the glove to be discovered, then click on it.
![SenseCom on Microsoft Windows - Discovering Bluetooth devices](microsoft-windows-add-bluetooth-device-discover.png "SenseCom on Microsoft Windows - Discovering Bluetooth devices")
9. Click `Connect` to connect and pair the glove.
![SenseCom on Microsoft Windows - Connecting to a Bluetooth device](microsoft-windows-add-bluetooth-device-connect.png "SenseCom on Microsoft Windows - Connecting to a Bluetooth device")
10. Once the glove is paired, you're good to go. Click on `Done`.
![SenseCom on Microsoft Windows - A paired Bluetooth device](microsoft-windows-add-bluetooth-device-paired.png "SenseCom on Microsoft Windows - A paired Bluetooth device")
11. Once you are back to Windows Bluetooth settings, verify that the glove is listed as a paired device.
![SenseCom on Microsoft Windows - Bluetooth settings paired devices list](microsoft-windows-bluetooth-settings-paired-devices-list.png "SenseCom on Microsoft Windows - Bluetooth settings paired devices list")
12. After successfully paring your glove, it's time to run SenseCom. Navigate to the folder where you extracted SenseCom and go to to `/path/to/extracted/SenseCom/directory/Win/SenseCom_Win_Latest`.
![SenseCom on Microsoft Windows - Running SenseCom](microsoft-windows-run-sensecom.png "SenseCom on Microsoft Windows - Running SenseCom")
> [!NOTE]
> Inside the `/path/to/extracted/SenseCom/directory/Win/` folder, a SenseCom
> installer is available if you wish to permanently install it on your
> operating system.
13. In a moment, SenseCom should recognize and connect to your glove(s):
![SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection](microsoft-windows-successful-senscom-nova-glove-connection.png "SenseCom on Microsoft Windows - A successful SenseCom and Nova Glove connection")
> [!NOTE]
> For more detailed information and troubleshooting, consult the
> [SenseCom documentation page on SGDocs](https://senseglove.gitlab.io/SenseGloveDocs/sensecom/overview.html),
> please.
14. At this stage, SenseCom is ready and you should be able to connect to and communicate with SenseGlove devices from inside your Unreal Engine applications.
View File
@@ -44,33 +44,6 @@ When running in PCVR mode, the functional wrist-tracking settings looks somethin
### Standalone Mode ### Standalone Mode
> [!CAUTION]
> The SenseGlove Unreal Engine Plugin `v2.7.x` is the last release series to
> support Unreal Engine `5.4`, and its support will be removed in future minor
> or major releases. This is important to keep in mind if your target
> development and deployment platform is
> [HTC VIVE in Standalone Mode](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/index.html#htc-vive).
> Unfortunately, HTC has not released any updates to their HTC ViveOpenXR
> plugin since December 6, 2024. Their
> [latest release](https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[1]](https://web.archive.org/web/20251113165658/https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/)
> [[2]](https://archive.ph/DlrLr), ViveOpenXR Plugin `v2.5.0`, supports only
> Unreal Engine `5.3` and `5.4`.
> [HTC VIVE PCVR Mode](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/index.html#htc-vive) is unaffected and will
> remain fully functional because, on Microsoft Windows, it is supported via the
> [OpenXRViveTracker Plugin](../pcvr-mode/index.html#openxrvivetracker-plugin),
> which is bundled with Unreal Engine and officially maintained by Epic Games.
> If you still intend to target HTC in Standalone Mode, you are welcome to
> continue using the latest SenseGlove Unreal Engine Plugin `v2.7.x`, which will
> retain HTC Standalone Mode support. However, please keep in mind that once
> newer versions of the SenseGlove Unreal Engine Plugin are released and UE
> `5.4` is no longer supported, the latest release of the plugin supporting UE
> `5.4` will not receive new features, hardware support, or bug fixes. If at any
> point in the future HTC releases a new version of their ViveOpenXR plugin that
> supports any Unreal Engine version we actively support,+
> [in accordance with our support policy and Platform Support Matrix](../../appendix/platform-support-matrix.html),
> we will make every reasonable effort to reintroduce HTC Standalone Mode support.
When running in Standalone mode, the functional wrist-tracking settings looks something like this: When running in Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)") ![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)")
@@ -1,31 +0,0 @@
# {fmt} Formatting Library License
```
Copyright (c) 2012 - present, Victor Zverovich and {fmt} contributors
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--- Optional exception to the license ---
As an exception, if, as a result of your compiling your source code, portions
of this Software are embedded into a machine-executable object form of such
source code, you may redistribute such embedded portions in such object form
without including the above copyright and permission notices.
```
@@ -1,28 +0,0 @@
# Loguru Logging Library License
```
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org>
```
@@ -1,34 +0,0 @@
# SGBLE and SGBLExx Rust Dependency Licenses
SGBLE and SGBLExx, components of the SenseGlove SDK, are built using the Rust programming language. These libraries rely on a variety of open-source Rust crates. To ensure commercial developers can use our SDK without licensing concerns, we strictly rely on crates with **permissive licenses at runtime**.
Some dependencies, like `r-efi`, are dual-licensed and allow permissive use. The **only copyleft tool** used is `cbindgen`, which is solely a **build-time dependency**. It is employed to automatically generate C FFI bindings for SGBLE, which is implemented in pure Rust. Since `cbindgen` is not required at runtime and acts more like a transpiler (source-to-source compiler), it does **not introduce any licensing risks** for commercial applications.
Below is a comprehensive list of all third-party crates and their corresponding licenses used in SGBLE and SGBLExx:
```
(MIT OR Apache-2.0) AND OFL-1.1 AND Ubuntu-font-1.0 (1): epaint_default_fonts
(MIT OR Apache-2.0) AND Unicode-3.0 (1): unicode-ident
0BSD OR Apache-2.0 OR MIT (1): adler2
Apache-2.0 (15): ab_glyph, ab_glyph_rasterizer, accesskit_winit, codespan-reporting, dpi, gethostname, gl_generator, glutin, glutin_egl_sys, glutin_glx_sys, glutin_wgl_sys, khronos_api, owned_ttf_parser, spirv, winit
Apache-2.0 OR Apache-2.0 WITH LLVM-exception OR MIT (7): linux-raw-sys, linux-raw-sys, rustix, rustix, wasi, wasi, wit-bindgen-rt
Apache-2.0 OR BSD-2-Clause OR MIT (4): zerocopy, zerocopy, zerocopy-derive, zerocopy-derive
Apache-2.0 OR BSD-3-Clause OR MIT (3): btleplug, num_enum, num_enum_derive
Apache-2.0 OR BSL-1.0 (1): ryu
Apache-2.0 OR LGPL-2.1-or-later OR MIT (1): r-efi
Apache-2.0 OR MIT (286): accesskit, accesskit_atspi_common, accesskit_consumer, accesskit_macos, accesskit_unix, accesskit_windows, addr2line, ahash, android-activity, android_log-sys, android_logger, android_system_properties, anstream, anstyle, anstyle-parse, anstyle-query, anstyle-wincon, arboard, arrayvec, as-raw-xcb-connection, ash, async-broadcast, async-channel, async-executor, async-fs, async-io, async-lock, async-process, async-recursion, async-signal, async-task, async-trait, atomic-waker, atspi, atspi-common, atspi-connection, atspi-proxies, autocfg, backtrace, bit-set, bit-vec, bitflags, bitflags, block-buffer, blocking, bluez-async, bluez-generated, bumpalo, cc, cesu8, cfg-if, cgl, clap, clap_builder, clap_lex, colorchoice, concurrent-queue, core-foundation, core-foundation, core-foundation-sys, core-graphics, core-graphics-types, cpufeatures, crc32fast, crossbeam-utils, crypto-common, ctor, ctor-proc-macro, dbus, dbus-tokio, digest, displaydoc, document-features, downcast-rs, dtor, dtor-proc-macro, ecolor, eframe, egui, egui-wgpu, egui-winit, egui_glow, either, emath, enumflags2, enumflags2_derive, env_filter, env_logger, epaint, equivalent, errno, event-listener, event-listener-strategy, fastrand, fdeflate, flate2, foreign-types, foreign-types-macros, foreign-types-shared, form_urlencoded, futures, futures-channel, futures-core, futures-executor, futures-io, futures-lite, futures-macro, futures-sink, futures-task, futures-util, getrandom, getrandom, gimli, gpu-alloc, gpu-alloc-types, gpu-descriptor, gpu-descriptor-types, hashbrown, heck, heck, hermit-abi, hermit-abi, hex, home, humantime, idna, idna_adapter, image, immutable-chunkmap, indexmap, is_terminal_polyfill, itertools, itoa, jni, jni, jni-sys, jobserver, jpeg-decoder, js-sys, khronos-egl, lazy_static, libc, libdbus-sys, litrs, lock_api, log, memmap2, metal, naga, ndk, ndk-context, ndk-sys, ndk-sys, nohash-hasher, num-traits, object, once_cell, ordered-stream, parking, parking_lot, parking_lot_core, paste, percent-encoding, pin-project, pin-project-internal, pin-project-lite, pin-utils, piper, pkg-config, png, polling, ppv-lite86, pretty_env_logger, proc-macro-crate, proc-macro2, profiling, quote, rand, rand, rand_chacha, rand_chacha, rand_core, rand_core, regex, regex-automata, regex-syntax, renderdoc-sys, rustc-demangle, rustc-hash, rustversion, scoped-tls, scopeguard, serde, serde_derive, serde_json, serde_repr, serde_spanned, sha1, shlex, signal-hook-registry, smallvec, smol_str, socket2, stable_deref_trait, static_assertions, syn, tempfile, thiserror, thiserror, thiserror-impl, thiserror-impl, thread_local, toml, toml_datetime, toml_edit, ttf-parser, type-map, typenum, unicode-segmentation, unicode-width, unicode-xid, url, utf16_iter, utf8_iter, utf8parse, uuid, version_check, wasm-bindgen, wasm-bindgen-backend, wasm-bindgen-futures, wasm-bindgen-macro, wasm-bindgen-macro-support, wasm-bindgen-shared, web-sys, web-time, webbrowser, weezl, wgpu, wgpu-core, wgpu-hal, wgpu-types, winapi, winapi-i686-pc-windows-gnu, winapi-x86_64-pc-windows-gnu, windows, windows, windows-core, windows-core, windows-implement, windows-implement, windows-interface, windows-interface, windows-result, windows-result, windows-strings, windows-sys, windows-sys, windows-sys, windows-targets, windows-targets, windows-targets, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_gnullvm, windows_aarch64_msvc, windows_aarch64_msvc, windows_aarch64_msvc, windows_i686_gnu, windows_i686_gnu, windows_i686_gnu, windows_i686_gnullvm, windows_i686_msvc, windows_i686_msvc, windows_i686_msvc, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnu, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_gnullvm, windows_x86_64_msvc, windows_x86_64_msvc, windows_x86_64_msvc, write16, x11rb, x11rb-protocol
Apache-2.0 OR MIT OR Zlib (12): bytemuck, bytemuck_derive, cursor-icon, glow, miniz_oxide, objc2-app-kit, objc2-core-bluetooth, objc2-core-foundation, objc2-core-graphics, objc2-io-surface, raw-window-handle, xkeysym
BSD-2-Clause (1): arrayref
BSD-3-Clause (3): jni-utils, tiny-skia, tiny-skia-path
BSL-1.0 (2): clipboard-win, error-code
CC0-1.0 (1): hexf-parse
ISC (1): libloading
MIT (91): android-properties, block, block2, block2, bytes, calloop, calloop-wayland-source, cfg_aliases, combine, dashmap, dispatch, dlib, endi, generic-array, glutin-winit, is-terminal, libredox, malloc_buf, memoffset, mio, nix, objc, objc-sys, objc2, objc2, objc2-app-kit, objc2-cloud-kit, objc2-contacts, objc2-core-data, objc2-core-image, objc2-core-location, objc2-encode, objc2-foundation, objc2-foundation, objc2-link-presentation, objc2-metal, objc2-quartz-core, objc2-symbols, objc2-ui-kit, objc2-uniform-type-identifiers, objc2-user-notifications, orbclient, ordered-float, quick-xml, quick-xml, redox_syscall, redox_syscall, sctk-adwaita, serde-xml-rs, simd-adler32, slab, smithay-client-toolkit, smithay-clipboard, strict-num, strsim, strum, strum_macros, synstructure, tiff, tokio, tokio-macros, tokio-stream, tokio-util, tracing, tracing-attributes, tracing-core, uds_windows, wayland-backend, wayland-client, wayland-csd-frame, wayland-cursor, wayland-protocols, wayland-protocols-plasma, wayland-protocols-wlr, wayland-scanner, wayland-sys, winnow, x11-dl, xcursor, xdg-home, xkbcommon-dl, xml-rs, zbus, zbus-lockstep, zbus-lockstep-macros, zbus_macros, zbus_names, zbus_xml, zvariant, zvariant_derive, zvariant_utils
MIT OR Unlicense (7): aho-corasick, byteorder-lite, memchr, same-file, termcolor, walkdir, winapi-util
MPL-2.0 (1): cbindgen
N/A (2): sgble, sgblueman
Unicode-3.0 (19): icu_collections, icu_locid, icu_locid_transform, icu_locid_transform_data, icu_normalizer, icu_normalizer_data, icu_properties, icu_properties_data, icu_provider, icu_provider_macros, litemap, tinystr, writeable, yoke, yoke-derive, zerofrom, zerofrom-derive, zerovec, zerovec-derive
Zlib (2): foldhash, slotmap
```
For detailed terms of use, please refer to the license files in each project's upstream repository.
-3
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@@ -5,10 +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 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) - [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 Boost C++ Libraries](boost-cpp-libraries.md)
- [The {fmt} Formatting Library](fmt-formatting-library.md)
- [The Loguru Logging Library License](loguru-loggin-library.md)
- [The Serial Communication Library](serial-communication-library.md) - [The Serial Communication Library](serial-communication-library.md)
For more information consult their own respective open-source licenses, please. For more information consult their own respective open-source licenses, please.
@@ -1,17 +1,5 @@
# Third-Party Tutorials: Android Standalone Mode Deployment # Third-Party Tutorials: Android Standalone Mode Deployment
## On-Click Unreal Engine 5.7 Android Packaging & APK Build Tutorial | Meta Quest & HTC VIVE Standalone
This tutorial provides a complete, streamlined guide to packaging and deploying Unreal Engine 5.7 projects to Android devices in standalone mode, with full support for Meta Quest and HTC VIVE headsets. Viewers learn how to correctly install and configure every required component, including Android Studio, SDK, NDK, JDK, and Visual Studio, using either a manual setup, or an open-source one-click PowerShell installer featured in the video.
The tutorial walks through creating a fresh Unreal Engine VR Template project, configuring Android project settings, enabling ADB device debugging, and generating a working APK using the updated Project Launcher workflow in UE 5.7. It also covers how to integrate the Meta XR and HTC VIVE OpenXR plugins to ensure proper VR recognition and hand-tracking functionality on each platform.
By the end, developers understand how to go from a blank project to a fully packaged and deployable Android APK, with functioning VR, correct device targeting, and reliable deployment pipelines on both Meta Quest and HTC VIVE standalone headsets.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/SCtAfDeWXBM" frameborder="0" allowfullscreen></iframe>
</div>
## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode ## 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. 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.
@@ -1,20 +0,0 @@
# Third-Party Tutorials: Optimizing Your Project for Higher FPS
## Optimizing Unreal Engine VR Projects for Higher Framerates (Meta Quest, HTC VIVE, FFR, ETFR, NVIDIA DLSS, AMD FSR, and Intel XeSS Tips Included!)
This beginner-friendly tutorial, covers how to significantly boost the performance of your Unreal Engine VR projects, whether you're building for standalone (mobile) or PCVR (desktop) on devices such as Meta Quest, HTC VIVE, Varjo, or Valve Index.
It covers step-by-step how to:
- Convert a regular project into a VR-ready experience.
- Optimize for both standalone (Android) and PCVR (Windows) platforms.
- Tweak key rendering, lighting, and texture settings for smoother gameplay.
- Configure Meta XR and HTC VIVE OpenXR plugins to fine-tune settings for the best performance possible.
- Utilize and fine-tune engine scalability settings.
- Explore powerful optimization features like DLSS, FSR, XeSS, and Foveated Rendering
Even if youre new to VR development, this guide breaks it down with visuals, clear examples, and actionable tips to take your framerate from sluggish to silky smooth.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67CZqMrAOns" frameborder="0" allowfullscreen></iframe>
</div>
+4 -24
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@@ -11,16 +11,10 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
- [Via Microsoft Azure DevOps Repositories](../getting-started/installation/microsoft-azure-devops-repositories.md) - [Via Microsoft Azure DevOps Repositories](../getting-started/installation/microsoft-azure-devops-repositories.md)
- [Enabling and Verifying the Plugin Version](../getting-started/plugin-verify-version-enable/) - [Enabling and Verifying the Plugin Version](../getting-started/plugin-verify-version-enable/)
- [SenseCom](../getting-started/sensecom/) - [SenseCom](../getting-started/sensecom/)
- [Bluetooth Low Energy](../getting-started/sensecom/bluetooth-low-energy/) - [SenseCom on GNU/Linux](../getting-started/sensecom/gnu-linux/)
- [SenseCom on Android](../getting-started/sensecom/bluetooth-low-energy/android.md) - [Connect to Nova gloves using Blueman Bluetooth Manager](../getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md)
- [SenseCom on GNU/Linux](../getting-started/sensecom/bluetooth-low-energy/gnu-linux.md) - [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](../getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md) - [SenseCom on Microsoft Windows](../getting-started/sensecom/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/) - [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/) - [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/) - [Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/)
@@ -68,7 +62,6 @@ Toipcs that do not fall under any specific category:
- [Third-Party Tutorials](../misc/android-standalone-deployment/third-party-tutorials/) - [Third-Party Tutorials](../misc/android-standalone-deployment/third-party-tutorials/)
- [Upgrade Guide](../misc/upgrade-guide/) - [Upgrade Guide](../misc/upgrade-guide/)
- [Optimizing for Higher FPS](../misc/optimize-higher-fps/) - [Optimizing for Higher FPS](../misc/optimize-higher-fps/)
- [Third-Party Tutorials](../misc/optimize-higher-fps/third-party-tutorials/)
## 🛠️ Advanced Topics ## 🛠️ Advanced Topics
@@ -82,7 +75,6 @@ For users familiar with the basics, this section explores advanced features of t
- [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/) - [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/)
- [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md) - [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md) - [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Integrations](../advanced-topics/openxr/third-party-integrations/)
- [Third-Party Tutorials](../advanced-topics/openxr/third-party-tutorials/) - [Third-Party Tutorials](../advanced-topics/openxr/third-party-tutorials/)
## 🔌 Low-Level API ## 🔌 Low-Level API
@@ -101,15 +93,3 @@ The appendix contains various extra useful information:
- [Changelog](../appendix/changelog.md) - [Changelog](../appendix/changelog.md)
- [Directory Structure](../appendix/directory-structure.md) - [Directory Structure](../appendix/directory-structure.md)
- [Extra Resources](../appendix/extra-resources.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)
- [{fmt} Formatting Library License](../license/fmt-formatting-library.md)
- [Loguru Logging Library License](../license/loguru-loggin-library.md)
- [Serial Communication Library License](../license/serial-communication-library.md)
@@ -4,8 +4,8 @@ Provides the tracking settings related to SenseGlove devices.
![The Glove-tracking Settings](glove-tracking-settings.png "The Glove-tracking Settings") ![The Glove-tracking Settings](glove-tracking-settings.png "The Glove-tracking Settings")
## DataRetrievalRefreshRate ## GloveConnectivityCheckInterval
The glove data retrieval refresh rate. This affects the interval in which the tracking module checks for glove connectivity and data retrieval. The interval in which the tracking module checks for glove connectivity.
The default is s `60Hz` (data retrieval operations per second). The default is `16.666666f` which means `60` times per second.
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+11 -45
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@@ -42,10 +42,10 @@ Deploy:
PasswordEnvVar: SGUM_PACKAGER_REPOSITORY_PASSWORD PasswordEnvVar: SGUM_PACKAGER_REPOSITORY_PASSWORD
Branches: Branches:
- "5.7"
- "5.6"
- "5.5" - "5.5"
- "5.4" - "5.4"
- "5.3"
- "5.2"
Exclusions: Exclusions:
- .git - .git
@@ -179,53 +179,19 @@ Rocket:
UPluginFile: SenseGlove.uplugin UPluginFile: SenseGlove.uplugin
PackageDirectory: PackageDirectory: "%TEMP%\\SenseGlove-Unreal\\Rocket"
Linux: /tmp/SenseGlove-Unreal/Rocket
Windows: "%TEMP%\\SenseGlove-Unreal\\Rocket"
EnginePaths: EnginePaths:
- "5.5": "C:\\OPT\\UE_5.5"
- Branch: "5.7" - "5.4": "C:\\OPT\\UE_5.4"
Path: - "5.3": "C:\\OPT\\UE_5.3"
Linux: "/opt/UE57" - "5.2": "C:\\OPT\\UE_5.2"
Windows: "C:\\OPT\\UE_5.7"
- 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"
NDKPaths: NDKPaths:
- "5.5": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
- Branch: "5.7" - "5.4": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
Path: - "5.3": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
Linux: "/opt/android/sdk/ndk/27.2.12479018" - "5.2": "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\25.1.8937393"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\27.2.12479018"
- Branch: "5.6"
Path:
Linux: "/opt/android/sdk/ndk/27.2.12479018"
Windows: "%LOCALAPPDATA%\\Android\\Sdk\\ndk\\27.2.12479018"
- 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"
Rsync: Rsync:
+2 -1
View File
@@ -1,7 +1,7 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "2.7.2", "VersionName": "2.4.2",
"FriendlyName": "SenseGlove", "FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine", "Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality", "Category": "Virtual Reality",
@@ -10,6 +10,7 @@
"DocsURL": "https://unreal.docs.senseglove.com/", "DocsURL": "https://unreal.docs.senseglove.com/",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e", "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
"SupportURL": "https://www.senseglove.com/support/", "SupportURL": "https://www.senseglove.com/support/",
"EngineVersion": "5.2.0",
"CanContainContent": true, "CanContainContent": true,
"IsBetaVersion": false, "IsBetaVersion": false,
"IsExperimentalVersion": false, "IsExperimentalVersion": false,
@@ -35,7 +35,6 @@
#include "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h" #include "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h"
#include "Animation/AnimInstance.h"
#include "Animation/Skeleton.h" #include "Animation/Skeleton.h"
#include "BoneContainer.h" #include "BoneContainer.h"
#include "BoneControllers/AnimNode_ModifyBone.h" #include "BoneControllers/AnimNode_ModifyBone.h"
@@ -108,16 +107,17 @@ void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnim
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
HandTrackingState = VirtualHand->GetHandTrackingState(); const bool bGotHandTrackingState = VirtualHand->GetHandTrackingState(
if (!HandTrackingState.bValid) EXRSpaceType::UnrealWorldSpace, HandTrackingState);
if (!bGotHandTrackingState || !HandTrackingState.bValid)
{ {
return; return;
} }
ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(), ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!")); TEXT("Mismatched hand tracking state locations and rotations!"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
MotionControllerData = VirtualHand->GetMotionControllerData(); const bool bGotMotionControllerData = VirtualHand->GetMotionControllerData(MotionControllerData);
if (!MotionControllerData.bValid) if (!bGotMotionControllerData || !MotionControllerData.bValid)
{ {
return; return;
} }
@@ -103,9 +103,8 @@ USGTouchComponent::USGTouchComponent(const FObjectInitializer& ObjectInitializer
{ {
ForceFeedbackLevel = 1.0f; ForceFeedbackLevel = 1.0f;
VibrotactileAmplitude = 1.0f; VibrotactileDuration = 0.25f;
VibrotactileDuration = 1.0f; VibrotactileLevel = 0.0f;
VibrotactileFrequency= 180.0f;
} }
USGTouchComponent::FImpl::FImpl(USGTouchComponent* InOwner) USGTouchComponent::FImpl::FImpl(USGTouchComponent* InOwner)
@@ -42,12 +42,12 @@
#include "Engine/EngineTypes.h" #include "Engine/EngineTypes.h"
#include "Engine/SkeletalMesh.h" #include "Engine/SkeletalMesh.h"
#include "InputCoreTypes.h" #include "InputCoreTypes.h"
#include "IXRTrackingSystem.h"
#include "Templates/UnrealTypeTraits.h" #include "Templates/UnrealTypeTraits.h"
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h" #include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGBuildHacks/SGPlatform.h"
#include "SGCore/SGHapticGlove.h" #include "SGCore/SGHapticGlove.h"
#include "SGDebug/SGDebugVirtualHand.h" #include "SGDebug/SGDebugVirtualHand.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
@@ -100,14 +100,6 @@ struct USGVirtualHandComponent::FImpl
ECollisionEnabled::Type CachedCollisionEnabled; ECollisionEnabled::Type CachedCollisionEnabled;
FCollisionResponseContainer CachedCollisionResponse; FCollisionResponseContainer CachedCollisionResponse;
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7
FXRMotionControllerData MotionControllerData;
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
FXRHandTrackingState HandTrackingState;
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
/************************ /************************
* Owner object * Owner object
************************/ ************************/
@@ -150,8 +142,6 @@ struct USGVirtualHandComponent::FImpl
void DisableCollisionResponse(); void DisableCollisionResponse();
void RestoreCollisionResponse() const; void RestoreCollisionResponse() const;
void UpdateXRData();
void SetVisibility(const bool bInVisible); void SetVisibility(const bool bInVisible);
void UpdateVisibility(); void UpdateVisibility();
@@ -377,7 +367,7 @@ void USGVirtualHandComponent::InitializeComponent()
Pimpl->SetDefaultMesh(); Pimpl->SetDefaultMesh();
} }
Pimpl->UpdateXRData(); Pimpl->UpdateVisibility();
} }
void USGVirtualHandComponent::UninitializeComponent() void USGVirtualHandComponent::UninitializeComponent()
@@ -397,7 +387,7 @@ void USGVirtualHandComponent::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
Pimpl->UpdateXRData(); Pimpl->UpdateVisibility();
} }
void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
@@ -426,7 +416,7 @@ void USGVirtualHandComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Pimpl->UpdateXRData(); Pimpl->UpdateVisibility();
if (Pimpl->ShouldDrawDebugVirtualHand()) if (Pimpl->ShouldDrawDebugVirtualHand())
{ {
@@ -449,7 +439,7 @@ void USGVirtualHandComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool
void USGVirtualHandComponent::EditorTick( void USGVirtualHandComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{ {
Pimpl->UpdateXRData(); Pimpl->UpdateVisibility();
if (Pimpl->ShouldDrawDebugVirtualHand()) if (Pimpl->ShouldDrawDebugVirtualHand())
{ {
@@ -471,11 +461,61 @@ USGHapticGlove* USGVirtualHandComponent::GetConnectedGlove() const
return Glove; return Glove;
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 bool USGVirtualHandComponent::GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData)
const FXRHandTrackingState& USGVirtualHandComponent::GetHandTrackingState() const
{ {
return Pimpl->HandTrackingState; OutMotionControllerData.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool bGotMotionControllerData =
FSGXRTracker::GetMotionControllerData(this, Hand, OutMotionControllerData);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
if (!bGotMotionControllerData || !OutMotionControllerData.bValid)
{
return false;
}
return OutMotionControllerData.bValid;
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
bool USGVirtualHandComponent::GetMotionControllerState(
const EXRSpaceType XRSpaceType, const EXRControllerPoseType XRControllerPoseType,
FXRMotionControllerState& OutMotionControllerState)
{
OutMotionControllerState.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
const bool bGotMotionControllerState =
FSGXRTracker::GetMotionControllerState(
this, XRSpaceType, Hand, XRControllerPoseType, OutMotionControllerState);
if (!bGotMotionControllerState || !OutMotionControllerState.bValid)
{
return false;
}
return OutMotionControllerState.bValid;
}
bool USGVirtualHandComponent::GetHandTrackingState(
const EXRSpaceType XRSpaceType,
FXRHandTrackingState& OutHandTrackingState)
{
OutHandTrackingState.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
const bool bGotHandTrackingState =
FSGXRTracker::GetHandTrackingState(
this, XRSpaceType, Hand, OutHandTrackingState);
if (!bGotHandTrackingState || !OutHandTrackingState.bValid)
{
return false;
}
return OutHandTrackingState.bValid;
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
const TArray<FName>& USGVirtualHandComponent::GetHandBoneNames() const const TArray<FName>& USGVirtualHandComponent::GetHandBoneNames() const
@@ -745,42 +785,6 @@ void USGVirtualHandComponent::FImpl::RestoreCollisionResponse() const
Owner->SetCollisionResponseToChannels(CachedCollisionResponse); Owner->SetCollisionResponseToChannels(CachedCollisionResponse);
} }
void USGVirtualHandComponent::FImpl::UpdateXRData()
{
const EControllerHand Hand = Owner->IsRight() ? EControllerHand::Right : EControllerHand::Left;
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7
{
FXRMotionControllerData Data;
Data.bValid = false;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool bGotMotionControllerData =
FSGXRTracker::GetMotionControllerData(Owner, Hand, Data);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
(void)
bGotMotionControllerData;
MotionControllerData = MoveTemp(Data);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
{
FXRHandTrackingState State;
State.bValid = false;
const bool bGotHandTrackingState =
FSGXRTracker::GetHandTrackingState(
Owner, EXRSpaceType::UnrealWorldSpace, Hand, State);
(void) bGotHandTrackingState;
HandTrackingState = MoveTemp(State);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
}
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible)
{ {
Owner->SetHiddenInGame(!bInVisible, false); Owner->SetHiddenInGame(!bInVisible, false);
@@ -799,12 +803,23 @@ void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible)
void USGVirtualHandComponent::FImpl::UpdateVisibility() void USGVirtualHandComponent::FImpl::UpdateVisibility()
{ {
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState =
Owner->GetHandTrackingState(EXRSpaceType::UnrealWorldSpace, HandTrackingState);
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
FXRMotionControllerData MotionControllerData;
const bool bGotMotionControllerData = Owner->GetMotionControllerData(MotionControllerData);
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
const bool bHandDataAvailable = const bool bHandDataAvailable =
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
HandTrackingState.bValid bGotHandTrackingState
&& HandTrackingState.bValid
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
MotionControllerData.bValid bGotMotionControllerData
&& MotionControllerData.DeviceVisualType == EXRVisualType::Hand && MotionControllerData.bValid
&& MotionControllerData.DeviceVisualType == EXRVisualType::Hand
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
; ;
const bool bHandVisible = Owner->IsVisible(); const bool bHandVisible = Owner->IsVisible();
@@ -866,16 +881,18 @@ void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
if (!HandTrackingState.bValid) FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = Owner->GetHandTrackingState(EXRSpaceType::UnrealWorldSpace, HandTrackingState);
if (!bGotHandTrackingState || !HandTrackingState.bValid)
{ {
return; return;
} }
FSGDebugVirtualHand::Draw(World, HandTrackingState, Owner->GetVirtualHandSettings().DebuggingSettings); FSGDebugVirtualHand::Draw(World, HandTrackingState, Owner->GetVirtualHandSettings().DebuggingSettings);
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
FXRMotionControllerData MotionControllerData;
if (!MotionControllerData.bValid const bool bGotMotionControllerData = Owner->GetMotionControllerData(MotionControllerData);
|| MotionControllerData.DeviceVisualType == EXRVisualType::Hand) if (!bGotMotionControllerData || !MotionControllerData.bValid)
{ {
return; return;
} }
@@ -36,10 +36,9 @@
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "IXRTrackingSystem.h" #include "IXRTrackingSystem.h"
#include "MotionDelayBuffer.h"
#include "SGBuildHacks/SGPlatform.h"
#include "SGDebug/SGDebugGizmo.h" #include "SGDebug/SGDebugGizmo.h"
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h" #include "SGSettings/SGSettings.h"
#include "SGTracking/SGXRTracker.h" #include "SGTracking/SGXRTracker.h"
@@ -57,14 +56,6 @@ struct USGWristTrackerComponent::FImpl
bool bOverridePluginSettingsPropertyAlreadyModified; bool bOverridePluginSettingsPropertyAlreadyModified;
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7
FXRMotionControllerData MotionControllerData;
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
FXRHandTrackingState HandTrackingState;
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
/************************ /************************
* Owner object * Owner object
************************/ ************************/
@@ -94,9 +85,7 @@ struct USGWristTrackerComponent::FImpl
void OverridePluginSettingsPropertyChanged(); void OverridePluginSettingsPropertyChanged();
void UpdateMotionSource() const; void UpdateMotionSource() const;
void UpdateXRData();
void UpdateWristTrackingData() const; void UpdateWristTrackingData() const;
void DrawDebugWristTracker() const; void DrawDebugWristTracker() const;
}; };
@@ -212,18 +201,18 @@ void USGWristTrackerComponent::InitializeComponent()
{ {
Super::InitializeComponent(); Super::InitializeComponent();
Pimpl->UpdateMotionSource();
Pimpl->UpdateXRData();
Pimpl->UpdateWristTrackingData(); Pimpl->UpdateWristTrackingData();
Pimpl->UpdateMotionSource();
} }
void USGWristTrackerComponent::BeginPlay() void USGWristTrackerComponent::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
Pimpl->UpdateMotionSource();
Pimpl->UpdateXRData();
Pimpl->UpdateWristTrackingData(); Pimpl->UpdateWristTrackingData();
Pimpl->UpdateMotionSource();
} }
void USGWristTrackerComponent::TickComponent( void USGWristTrackerComponent::TickComponent(
@@ -239,34 +228,77 @@ void USGWristTrackerComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Pimpl->UpdateXRData();
Pimpl->UpdateWristTrackingData();
if (GetWristTrackingSettings().DebuggingSettings.bDrawDebugWristTracker) if (GetWristTrackingSettings().DebuggingSettings.bDrawDebugWristTracker)
{ {
Pimpl->DrawDebugWristTracker(); Pimpl->DrawDebugWristTracker();
} }
Pimpl->UpdateWristTrackingData();
} }
void USGWristTrackerComponent::EditorTick( void USGWristTrackerComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{ {
Pimpl->UpdateXRData();
Pimpl->UpdateWristTrackingData(); Pimpl->UpdateWristTrackingData();
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 bool USGWristTrackerComponent::GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData)
const FXRMotionControllerData& USGWristTrackerComponent::GetMotionControllerData() const
{ {
return Pimpl->MotionControllerData; OutMotionControllerData.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool bGotMotionControllerData =
FSGXRTracker::GetMotionControllerData(this, Hand, OutMotionControllerData);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
if (!bGotMotionControllerData || !OutMotionControllerData.bValid)
{
return false;
}
return OutMotionControllerData.bValid;
} }
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
const FXRHandTrackingState& USGWristTrackerComponent::GetHandTrackingState() const
bool USGWristTrackerComponent::GetMotionControllerState(
const EXRSpaceType XRSpaceType, const EXRControllerPoseType XRControllerPoseType,
FXRMotionControllerState& OutMotionControllerState)
{ {
return Pimpl->HandTrackingState; OutMotionControllerState.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
const bool bGotMotionControllerState =
FSGXRTracker::GetMotionControllerState(
this, XRSpaceType, Hand, XRControllerPoseType, OutMotionControllerState);
if (!bGotMotionControllerState || !OutMotionControllerState.bValid)
{
return false;
}
return OutMotionControllerState.bValid;
} }
bool USGWristTrackerComponent::GetHandTrackingState(
const EXRSpaceType XRSpaceType,
FXRHandTrackingState& OutHandTrackingState)
{
OutHandTrackingState.bValid = false;
const EControllerHand Hand = IsRight() ? EControllerHand::Right : EControllerHand::Left;
const bool bGotHandTrackingState =
FSGXRTracker::GetHandTrackingState(
this, XRSpaceType, Hand, OutHandTrackingState);
if (!bGotHandTrackingState || !OutHandTrackingState.bValid)
{
return false;
}
return OutHandTrackingState.bValid;
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
USGWristTrackerComponent::FImpl::FImpl(USGWristTrackerComponent* InOwner) USGWristTrackerComponent::FImpl::FImpl(USGWristTrackerComponent* InOwner)
@@ -327,41 +359,6 @@ void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
Owner->SetTrackingMotionSource(TrackingMotionSource); Owner->SetTrackingMotionSource(TrackingMotionSource);
} }
void USGWristTrackerComponent::FImpl::UpdateXRData()
{
const EControllerHand Hand = Owner->IsRight() ? EControllerHand::Right : EControllerHand::Left;
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7
{
FXRMotionControllerData Data;
Data.bValid = false;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool bGotMotionControllerData =
FSGXRTracker::GetMotionControllerData(Owner, Hand, Data);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
(void)
bGotMotionControllerData;
MotionControllerData = MoveTemp(Data);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION < 7 */
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
{
FXRHandTrackingState State;
State.bValid = false;
const bool bGotHandTrackingState =
FSGXRTracker::GetHandTrackingState(
Owner, EXRSpaceType::UnrealWorldSpace, Hand, State);
(void) bGotHandTrackingState;
HandTrackingState = MoveTemp(State);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
}
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
{ {
FVector NewWristLocation{Owner->GetComponentLocation()}; FVector NewWristLocation{Owner->GetComponentLocation()};
@@ -36,6 +36,8 @@
#include "SenseGlove/GameFramework/SGPlayerController.h" #include "SenseGlove/GameFramework/SGPlayerController.h"
#include "Runtime/Launch/Resources/Version.h" #include "Runtime/Launch/Resources/Version.h"
#include "Engine/TimerHandle.h"
#include "TimerManager.h"
#include "SenseGlove/Components/SGTouchComponent.h" #include "SenseGlove/Components/SGTouchComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
@@ -43,7 +45,6 @@
#include "SenseGlove/Haptics/SGGrabState.h" #include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h" #include "SenseGlove/Haptics/SGTouchState.h"
#include "SGBuildHacks/SGPlatform.h" #include "SGBuildHacks/SGPlatform.h"
#include "SGCore/SGCustomWaveform.h"
#include "SGCore/SGHapticGlove.h" #include "SGCore/SGHapticGlove.h"
struct ASGPlayerController::FImpl struct ASGPlayerController::FImpl
@@ -54,6 +55,11 @@ struct ASGPlayerController::FImpl
static float GetForceFeedbackLevel(const AActor* Actor); static float GetForceFeedbackLevel(const AActor* Actor);
static float GetVibrotactileDuration(const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
static float GetVibrotactileLevel(const AActor* Actor);
static TArray<float> GetForceFeedbackLevels( static TArray<float> GetForceFeedbackLevels(
const AActor* ActorThumbTouching, const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching, const AActor* ActorIndexTouching,
@@ -61,10 +67,19 @@ struct ASGPlayerController::FImpl
const AActor* ActorRingTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching); const AActor* ActorPinkyTouching);
static TArray<float> GetVibrotactileLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
/************************ /************************
* Member variables * Member variables
************************/ ************************/
FTimerHandle TouchVibrotactileStopTimer;
/************************ /************************
* Owner object * Owner object
************************/ ************************/
@@ -89,8 +104,6 @@ struct ASGPlayerController::FImpl
* Methods * Methods
************************/ ************************/
USGCustomWaveform* GetCustomWaveform(const AActor* Actor);
void UpdateHapticsFeedback(const FSGTouchState& TouchState); void UpdateHapticsFeedback(const FSGTouchState& TouchState);
}; };
@@ -108,6 +121,74 @@ float ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
return 0.0f; return 0.0f;
} }
float ASGPlayerController::FImpl::GetVibrotactileDuration(const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
if (IsValid(ActorThumbTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorThumbTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorIndexTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorIndexTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorMiddleTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorMiddleTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorRingTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorRingTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorPinkyTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorPinkyTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
return 0.0f;
}
float ASGPlayerController::FImpl::GetVibrotactileLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileLevel();
}
}
return 0.0f;
}
TArray<float> ASGPlayerController::FImpl::GetForceFeedbackLevels( TArray<float> ASGPlayerController::FImpl::GetForceFeedbackLevels(
const AActor* ActorThumbTouching, const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching, const AActor* ActorIndexTouching,
@@ -132,6 +213,30 @@ TArray<float> ASGPlayerController::FImpl::GetForceFeedbackLevels(
return ForceFeedbackLevels; return ForceFeedbackLevels;
} }
TArray<float> ASGPlayerController::FImpl::GetVibrotactileLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
const float ThumbVibrotactileLevel = GetVibrotactileLevel(ActorThumbTouching);
const float IndexVibrotactileLevel = GetVibrotactileLevel(ActorIndexTouching);
const float MiddleVibrotactileLevel = GetVibrotactileLevel(ActorMiddleTouching);
const float RingVibrotactileLevel = GetVibrotactileLevel(ActorRingTouching);
const float PinkyVibrotactileLevel = GetVibrotactileLevel(ActorPinkyTouching);
const TArray<float> ForceFeedbackLevels{
ThumbVibrotactileLevel,
IndexVibrotactileLevel,
MiddleVibrotactileLevel,
RingVibrotactileLevel,
PinkyVibrotactileLevel,
};
return ForceFeedbackLevels;
}
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer) ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer), : Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter)) Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
@@ -225,29 +330,6 @@ ASGPlayerController::FImpl::FImpl(ASGPlayerController* InOwner)
ASGPlayerController::FImpl::~FImpl() = default; ASGPlayerController::FImpl::~FImpl() = default;
USGCustomWaveform* ASGPlayerController::FImpl::GetCustomWaveform(const AActor* Actor)
{
float Amplitude = 0.0f;
float Duration = 0.0f;
float Frequency = 0.0f;
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
{
Amplitude = TouchComponent->GetVibrotactileAmplitude();
Duration = TouchComponent->GetVibrotactileDuration();
Frequency = TouchComponent->GetVibrotactileFrequency();
}
}
USGCustomWaveform* CustomWaveform{
USGCustomWaveform::NewCustomWaveform(Owner, Amplitude, Duration, Frequency)
};
return CustomWaveform;
}
void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& TouchState) void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& TouchState)
{ {
static const TArray<float> VibrotactileOffCommand{0.0f, 0.0f, 0.0, 0.0, 0.0f}; static const TArray<float> VibrotactileOffCommand{0.0f, 0.0f, 0.0, 0.0, 0.0f};
@@ -277,43 +359,44 @@ void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& Touc
}; };
Glove->QueueForceFeedbackLevels(MoveTemp(ForceFeedbackLevels)); Glove->QueueForceFeedbackLevels(MoveTemp(ForceFeedbackLevels));
// Queue the Vibrotactile command...
TArray<float> VibrotactileLevels{
GetVibrotactileLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
};
Glove->QueueVibroLevels(MoveTemp(VibrotactileLevels));
// Send the haptics commands! // Send the haptics commands!
Glove->SendHaptics(); Glove->SendHaptics();
// Send Vibrotactile to the thumb finger if it's touching an actor... // Stop the Vibrotactile command after the timeout if any haptic feedback is ongoing.
if (IsValid(TouchState.ActorThumbTouching)) const float VibrotactileDuration = FImpl::GetVibrotactileDuration(
{ TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorThumbTouching)); TouchState.ActorRingTouching, TouchState.ActorPinkyTouching);
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::ThumbTip);
}
// Send Vibrotactile to the index finger if it's touching an actor... Owner->GetWorldTimerManager().ClearTimer(TouchVibrotactileStopTimer);
if (IsValid(TouchState.ActorIndexTouching))
{
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorIndexTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::IndexTip);
}
// Send Vibrotactile to the middle finger if it's touching an actor... FTimerDelegate TouchVibrotactileStopHandler;
if (IsValid(TouchState.ActorMiddleTouching)) TouchVibrotactileStopHandler.BindLambda([= SG_CAPTURE_THIS]()-> void
{ {
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorMiddleTouching)); if (!IsValid(Glove))
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::MiddleTip); {
} return;
}
// Send Vibrotactile to the ring finger if it's touching an actor... const bool bGloveConnected = Glove->IsConnected();
if (IsValid(TouchState.ActorRingTouching)) if (!bGloveConnected)
{ {
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorRingTouching)); return;
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::RingTip); }
}
// Send Vibrotactile to the pinky finger if it's touching an actor... Glove->QueueVibroLevels(VibrotactileOffCommand);
if (IsValid(TouchState.ActorPinkyTouching)) Glove->SendHaptics();
{ });
USGCustomWaveform* CustomWaveform(GetCustomWaveform(TouchState.ActorPinkyTouching));
Glove->SendCustomWaveform(CustomWaveform, ESGHapticLocation::PinkyTip); Owner->GetWorldTimerManager().SetTimer(
} TouchVibrotactileStopTimer, TouchVibrotactileStopHandler, VibrotactileDuration, false, -1.0f);
} }
void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const
@@ -57,17 +57,12 @@ private:
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0")) meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float ForceFeedbackLevel; float ForceFeedbackLevel;
UPROPERTY(EditAnywhere, Category="SenseGlove", UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false", ClampMin = "0.0", UIMin = "0.0"))
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float VibrotactileAmplitude;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float VibrotactileDuration; float VibrotactileDuration;
UPROPERTY(EditAnywhere, Category="SenseGlove", UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "10.0", ClampMax = "500.0", UIMin = "10.0", UIMax = "500.0")) meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "100.0", UIMin = "0.0", UIMax = "100.0"))
float VibrotactileFrequency; float VibrotactileLevel;
private: private:
struct FImpl; struct FImpl;
@@ -91,16 +86,6 @@ public:
ForceFeedbackLevel = Level; ForceFeedbackLevel = Level;
} }
FORCEINLINE float GetVibrotactileAmplitude() const
{
return VibrotactileAmplitude;
}
FORCEINLINE void SetVibrotactileAmplitude(const float Amplitude)
{
VibrotactileAmplitude = Amplitude;
}
FORCEINLINE float GetVibrotactileDuration() const FORCEINLINE float GetVibrotactileDuration() const
{ {
return VibrotactileDuration; return VibrotactileDuration;
@@ -110,14 +95,13 @@ public:
{ {
VibrotactileDuration = Duration; VibrotactileDuration = Duration;
} }
FORCEINLINE float GetVibrotactileLevel() const
FORCEINLINE float GetVibrotactileFrequency() const
{ {
return VibrotactileFrequency; return VibrotactileLevel;
} }
FORCEINLINE void SetVibrotactileFrequency(const float Frequency) FORCEINLINE void SetVibrotactileLevel(const float Level)
{ {
VibrotactileFrequency = Frequency; VibrotactileLevel = Level;
} }
}; };
@@ -181,8 +181,15 @@ public:
bool IsGloveConnected() const; bool IsGloveConnected() const;
USGHapticGlove* GetConnectedGlove() const; USGHapticGlove* GetConnectedGlove() const;
bool GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
const FXRHandTrackingState& GetHandTrackingState() const; bool GetMotionControllerState(
EXRSpaceType XRSpaceType, EXRControllerPoseType XRControllerPoseType,
FXRMotionControllerState& OutMotionControllerState);
bool GetHandTrackingState(
EXRSpaceType XRSpaceType,
FXRHandTrackingState& OutHandTrackingState);
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
public: public:
@@ -165,7 +165,14 @@ protected:
FActorComponentTickFunction* ThisTickFunction); FActorComponentTickFunction* ThisTickFunction);
public: public:
bool GetMotionControllerData(FXRMotionControllerData& OutMotionControllerData);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
const FXRHandTrackingState& GetHandTrackingState() const; bool GetMotionControllerState(
EXRSpaceType XRSpaceType, EXRControllerPoseType XRControllerPoseType,
FXRMotionControllerState& OutMotionControllerState);
bool GetHandTrackingState(
EXRSpaceType XRSpaceType,
FXRHandTrackingState& OutHandTrackingState);
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */ #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
}; };
+5
View File
@@ -54,7 +54,12 @@ public class SenseGlove : ModuleRules
"InputCore", "InputCore",
"InputDevice", "InputDevice",
"OpenXRHMD", "OpenXRHMD",
// NOTE
// UE 5.3+ provides UXRDeviceVisualizationComponent as part of the XRBase plugin.
// UE 5.2 provides UXRDeviceVisualizationComponent as part of the HeadMountDisplay module.
#if UE_5_3_OR_LATER
"XRBase", "XRBase",
#endif
} }
); );
@@ -137,7 +137,7 @@ void USGAndroidPermissions::OnPermissionsGranted(const TArray<FString>& Permissi
return; return;
} }
for (int32 i = 0; i < Permissions.Num(); ++i) for (int32 i = 0; i < Permissions.Num(); i++)
{ {
if (GrantResults[i]) if (GrantResults[i])
{ {
@@ -54,7 +54,7 @@
int32 FSGConnectJNI::Initialize() int32 FSGConnectJNI::Initialize()
{ {
int32 Result = -1000; int32 Result = -999999;
#if PLATFORM_ANDROID #if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect"; static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
@@ -66,7 +66,7 @@ int32 FSGConnectJNI::Initialize()
if (!Env) if (!Env)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1001; return -1999999;
} }
FSGIC_JNIEnv_Ptr InEnvContainer{Env}; FSGIC_JNIEnv_Ptr InEnvContainer{Env};
@@ -77,7 +77,7 @@ int32 FSGConnectJNI::Initialize()
if (Env->IsSameObject(Class, nullptr)) if (Env->IsSameObject(Class, nullptr))
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -1002; return -2999999;
} }
Class = (jclass)Env->NewGlobalRef(Class); Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class}; FSGIC_jclass InClassContainer{Class};
@@ -89,7 +89,7 @@ int32 FSGConnectJNI::Initialize()
if (!InitMethodID) if (!InitMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Init'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Init'!");
return -1003; return -3999999;
} }
FSGIC_jmethodID InInitMethodIDContainer{InitMethodID}; FSGIC_jmethodID InInitMethodIDContainer{InitMethodID};
@@ -100,7 +100,7 @@ int32 FSGConnectJNI::Initialize()
if (!DisposeMethodID) if (!DisposeMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Dispose'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Dispose'!");
return -1004; return -4999999;
} }
FSGIC_jmethodID InDisposeMethodIDContainer{DisposeMethodID}; FSGIC_jmethodID InDisposeMethodIDContainer{DisposeMethodID};
@@ -111,7 +111,7 @@ int32 FSGConnectJNI::Initialize()
if (!GetLibraryVersionMethodID) if (!GetLibraryVersionMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetLibraryVersion'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetLibraryVersion'!");
return -1005; return -5999999;
} }
FSGIC_jmethodID InGetLibraryVersionMethodIDContainer{GetLibraryVersionMethodID}; FSGIC_jmethodID InGetLibraryVersionMethodIDContainer{GetLibraryVersionMethodID};
@@ -54,7 +54,7 @@
int32 FSGCoreJNI::Initialize() int32 FSGCoreJNI::Initialize()
{ {
int32 Result = -1000; int32 Result = -999999;
#if PLATFORM_ANDROID #if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect"; static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
@@ -66,7 +66,7 @@ int32 FSGCoreJNI::Initialize()
if (!Env) if (!Env)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1001; return -1999999;
} }
FSGIC_JNIEnv_Ptr InEnvContainer{Env}; FSGIC_JNIEnv_Ptr InEnvContainer{Env};
@@ -77,7 +77,7 @@ int32 FSGCoreJNI::Initialize()
if (Env->IsSameObject(Class, nullptr)) if (Env->IsSameObject(Class, nullptr))
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -1002; return -2999999;
} }
Class = (jclass)Env->NewGlobalRef(Class); Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class}; FSGIC_jclass InClassContainer{Class};
@@ -89,7 +89,7 @@ int32 FSGCoreJNI::Initialize()
if (!ActiveDevicesMethodID) if (!ActiveDevicesMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'ActiveDevices'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'ActiveDevices'!");
return -1003; return -3999999;
} }
FSGIC_jmethodID InActiveDevicesMethodIDContainer{ActiveDevicesMethodID}; FSGIC_jmethodID InActiveDevicesMethodIDContainer{ActiveDevicesMethodID};
@@ -100,7 +100,7 @@ int32 FSGCoreJNI::Initialize()
if (!GetDeviceStringMethodID) if (!GetDeviceStringMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetDeviceString'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetDeviceString'!");
return -1004; return -4999999;
} }
FSGIC_jmethodID InGetDeviceStringMethodIDContainer{GetDeviceStringMethodID}; FSGIC_jmethodID InGetDeviceStringMethodIDContainer{GetDeviceStringMethodID};
@@ -111,7 +111,7 @@ int32 FSGCoreJNI::Initialize()
if (!GetSensorStringMethodID) if (!GetSensorStringMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetSensorString'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetSensorString'!");
return -1005; return -5999999;
} }
FSGIC_jmethodID InGetSensorStringMethodIDContainer{GetSensorStringMethodID}; FSGIC_jmethodID InGetSensorStringMethodIDContainer{GetSensorStringMethodID};
@@ -122,7 +122,7 @@ int32 FSGCoreJNI::Initialize()
if (!WriteHapticsMethodID) if (!WriteHapticsMethodID)
{ {
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'WriteHaptics'!"); SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'WriteHaptics'!");
return -1006; return -6999999;
} }
FSGIC_jmethodID InWriteHapticsMethodIDContainer{WriteHapticsMethodID}; FSGIC_jmethodID InWriteHapticsMethodIDContainer{WriteHapticsMethodID};
@@ -36,7 +36,6 @@
#include "SGBackend/SGBackend.h" #include "SGBackend/SGBackend.h"
#include "Engine/Engine.h" #include "Engine/Engine.h"
#include "Templates/Atomic.h"
#if PLATFORM_ANDROID #if PLATFORM_ANDROID
#include "SGConnect/SGConnect.h" #include "SGConnect/SGConnect.h"
@@ -48,12 +47,6 @@
struct USGBackend::FImpl struct USGBackend::FImpl
{ {
/************************
* Member variables
************************/
TAtomic<bool> bInitialized;
/************************ /************************
* Owner object * Owner object
************************/ ************************/
@@ -71,8 +64,8 @@ struct USGBackend::FImpl
* Default copy constructor & copy assignment operator * Default copy constructor & copy assignment operator
************************/ ************************/
FImpl(const FImpl& Rhs) = delete; FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = delete; FImpl& operator=(const FImpl& Rhs) = default;
}; };
USGBackend* USGBackend::GetInstance() USGBackend* USGBackend::GetInstance()
@@ -89,11 +82,7 @@ USGBackend* USGBackend::GetInstance()
USGBackend::USGBackend() USGBackend::USGBackend()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter)) : Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{ {
} bBackendInitialized = false;
bool USGBackend::IsBackendInitialized() const
{
return Pimpl->bInitialized;
} }
bool USGBackend::InitializeBackend() bool USGBackend::InitializeBackend()
@@ -104,18 +93,6 @@ bool USGBackend::InitializeBackend()
const int32 Result = FSGConnect::Init(); const int32 Result = FSGConnect::Init();
switch (Result) 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: case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again."); SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false; return false;
@@ -141,7 +118,7 @@ bool USGBackend::InitializeBackend()
FSGDeviceList::Dispose(); FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize(); FSGDeviceList::Reinitialize();
Pimpl->bInitialized = true; bBackendInitialized = true;
return true; return true;
} }
@@ -159,18 +136,6 @@ bool USGBackend::UninitializeBackend()
const int32 Result = FSGConnect::Dispose(); const int32 Result = FSGConnect::Dispose();
switch (Result) 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: case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again."); SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false; return false;
@@ -192,7 +157,7 @@ bool USGBackend::UninitializeBackend()
} }
#endif /* PLATFORM_ANDROID */ #endif /* PLATFORM_ANDROID */
Pimpl->bInitialized = false; bBackendInitialized = false;
return true; return true;
} }
@@ -240,14 +205,13 @@ void USGBackend::Deinitialize()
SGLOG_ERROR("Failed to uninitialize the bridge to the SenseGlove Backend!") 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!"); SGLOG("The SenseGlove Backend singleton has been successfully de-initialized!");
} }
USGBackend::FImpl::FImpl(USGBackend* InOwner) USGBackend::FImpl::FImpl(USGBackend* InOwner)
: bInitialized(false), : Owner(InOwner)
Owner(InOwner)
{ {
} }
@@ -49,6 +49,10 @@ class SENSEGLOVEBACKEND_API USGBackend : public UEngineSubsystem
{ {
GENERATED_BODY() GENERATED_BODY()
private:
UPROPERTY(Transient)
bool bBackendInitialized;
public: public:
static USGBackend* GetInstance(); static USGBackend* GetInstance();
@@ -67,7 +71,10 @@ private:
USGBackend(); USGBackend();
public: public:
bool IsBackendInitialized() const; FORCEINLINE bool IsBackendInitialized() const
{
return bBackendInitialized;
}
bool InitializeBackend(); bool InitializeBackend();
bool UninitializeBackend(); bool UninitializeBackend();
@@ -34,6 +34,7 @@
using System; using System;
using System.IO;
using UnrealBuildTool; using UnrealBuildTool;
public class SenseGloveBuildHacks : ModuleRules public class SenseGloveBuildHacks : ModuleRules
@@ -54,19 +55,23 @@ public class SenseGloveBuildHacks : ModuleRules
} }
); );
PublicDependencyModuleNames.AddRange(
new string[]
{
"SGConnectThirdPartyHeaders",
"SGCoreThirdPartyHeaders",
}
);
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
"SenseGloveLog", "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);
} }
} }
@@ -34,6 +34,9 @@
using System; using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnrealBuildTool; using UnrealBuildTool;
public class SenseGloveConnectImpl : ModuleRules public class SenseGloveConnectImpl : ModuleRules
@@ -42,8 +45,8 @@ public class SenseGloveConnectImpl : ModuleRules
{ {
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
bEnableExceptions = false; bEnableExceptions = true;
bUseRTTI = false; bUseRTTI = true;
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
@@ -54,20 +57,6 @@ public class SenseGloveConnectImpl : ModuleRules
} }
); );
PrivateDependencyModuleNames.AddRange(
new string[]
{
"SGBleThirdPartyLibs",
"SGCommonThirdPartyLibs",
"SGConnectShmThirdPartyLibs",
"SGConnectThirdPartyLibs",
"SGSerialThirdPartyLibs",
"SGFmtThirdPartyLibs",
"SGLoguruThirdPartyLibs",
"SGWjwwoodSerialThirdPartyLibs",
}
);
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
@@ -85,7 +74,258 @@ public class SenseGloveConnectImpl : ModuleRules
} }
); );
AddConnectLibrary(Target);
AddSerialLibrary(Target);
PublicDefinitions.Add("SENSEGLOVE_BUILDING_CONNECT_IMPL_MODULE"); PublicDefinitions.Add("SENSEGLOVE_BUILDING_CONNECT_IMPL_MODULE");
PublicDefinitions.Add("SENSEGLOVE_UNREAL_ENGINE_PLUGIN"); 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);
}
}
} }
@@ -51,6 +51,7 @@ public class SenseGloveCore : ModuleRules
} }
); );
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
@@ -35,8 +35,6 @@
#include "SGCoreImpl/SGBetaDeviceImpl.h" #include "SGCoreImpl/SGBetaDeviceImpl.h"
#include <memory>
#include "Containers/StringConv.h" #include "Containers/StringConv.h"
#include "Misc/AssertionMacros.h" #include "Misc/AssertionMacros.h"
@@ -72,7 +70,7 @@ TSharedRef<FSGBetaDeviceImpl> FSGBetaDeviceImpl::Parse(const FString& String)
FSGDevicePtrType SGDevicePtr{FBetaDeviceType::Parse(TCHAR_TO_UTF8(*String))}; FSGDevicePtrType SGDevicePtr{FBetaDeviceType::Parse(TCHAR_TO_UTF8(*String))};
ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!")); ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
const TSharedRef<FSGBetaDeviceImpl> BetaDeviceImpl{ const TSharedRef<FSGBetaDeviceImpl> BetaDeviceImpl{
MakeShared<FSGBetaDeviceImpl>(std::static_pointer_cast<FBetaDeviceType>(MoveTemp(SGDevicePtr))) MakeShared<FSGBetaDeviceImpl>(std::dynamic_pointer_cast<FBetaDeviceType>(MoveTemp(SGDevicePtr)))
}; };
return BetaDeviceImpl; return BetaDeviceImpl;
} }
@@ -135,12 +133,12 @@ FSGBetaDeviceImpl::FBetaDeviceType FSGBetaDeviceImpl::ToBetaDevice() const
FSGBetaDeviceImpl::FBetaDevicePtrType FSGBetaDeviceImpl::ToBetaDevicePtr() const FSGBetaDeviceImpl::FBetaDevicePtrType FSGBetaDeviceImpl::ToBetaDevicePtr() const
{ {
return std::static_pointer_cast<FBetaDeviceType>(ToSGDevicePtr()); return std::dynamic_pointer_cast<FBetaDeviceType>(ToSGDevicePtr());
} }
FSGBetaDeviceImpl::FBetaDevicePtrType FSGBetaDeviceImpl::ToBetaDevicePtrChecked() const FSGBetaDeviceImpl::FBetaDevicePtrType FSGBetaDeviceImpl::ToBetaDevicePtrChecked() const
{ {
FBetaDevicePtrType BetaDevice = std::static_pointer_cast<FBetaDeviceType>(ToSGDevicePtr()); FBetaDevicePtrType BetaDevice = std::dynamic_pointer_cast<FBetaDeviceType>(ToSGDevicePtr());
ensureAlwaysMsgf(BetaDevice.get(), TEXT("Invalid BetaDevice")); ensureAlwaysMsgf(BetaDevice.get(), TEXT("Invalid BetaDevice"));
return BetaDevice; return BetaDevice;
} }
@@ -35,7 +35,6 @@
#include "SGCoreImpl/SGDeviceImpl.h" #include "SGCoreImpl/SGDeviceImpl.h"
#include <memory>
#include <string> #include <string>
#include "Containers/StringConv.h" #include "Containers/StringConv.h"
@@ -158,35 +157,35 @@ TSharedRef<FSGDeviceImpl> FSGDeviceImpl::ToSGDeviceImplRef()
TSharedRef<FSGBetaDeviceImpl> FSGDeviceImpl::ToBetaDeviceImplRef() TSharedRef<FSGBetaDeviceImpl> FSGDeviceImpl::ToBetaDeviceImplRef()
{ {
FSGBetaDeviceImpl* BetaDevice{static_cast<FSGBetaDeviceImpl*>(this)}; FSGBetaDeviceImpl* BetaDevice{dynamic_cast<FSGBetaDeviceImpl*>(this)};
ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!")); ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!"));
return SharedThis(BetaDevice); return SharedThis(BetaDevice);
} }
TSharedRef<FSGHapticGloveImpl> FSGDeviceImpl::ToHapticGloveImplRef() TSharedRef<FSGHapticGloveImpl> FSGDeviceImpl::ToHapticGloveImplRef()
{ {
FSGHapticGloveImpl* HapticGlove{static_cast<FSGHapticGloveImpl*>(this)}; FSGHapticGloveImpl* HapticGlove{dynamic_cast<FSGHapticGloveImpl*>(this)};
ensureAlwaysMsgf(HapticGlove, TEXT("Invalid HapticGlove!")); ensureAlwaysMsgf(HapticGlove, TEXT("Invalid HapticGlove!"));
return SharedThis(HapticGlove); return SharedThis(HapticGlove);
} }
TSharedRef<FSGNova2GloveImpl> FSGDeviceImpl::ToNova2GloveImplRef() TSharedRef<FSGNova2GloveImpl> FSGDeviceImpl::ToNova2GloveImplRef()
{ {
FSGNova2GloveImpl* Nova2Glove{static_cast<FSGNova2GloveImpl*>(this)}; FSGNova2GloveImpl* Nova2Glove{dynamic_cast<FSGNova2GloveImpl*>(this)};
ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove!")); ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove!"));
return SharedThis(Nova2Glove); return SharedThis(Nova2Glove);
} }
TSharedRef<FSGNovaGloveImpl> FSGDeviceImpl::ToNovaGloveImplRef() TSharedRef<FSGNovaGloveImpl> FSGDeviceImpl::ToNovaGloveImplRef()
{ {
FSGNovaGloveImpl* NovaGlove{static_cast<FSGNovaGloveImpl*>(this)}; FSGNovaGloveImpl* NovaGlove{dynamic_cast<FSGNovaGloveImpl*>(this)};
ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove!")); ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove!"));
return SharedThis(NovaGlove); return SharedThis(NovaGlove);
} }
TSharedRef<FSGSenseGloveImpl> FSGDeviceImpl::ToSenseGloveImplRef() TSharedRef<FSGSenseGloveImpl> FSGDeviceImpl::ToSenseGloveImplRef()
{ {
FSGSenseGloveImpl* SenseGlove{static_cast<FSGSenseGloveImpl*>(this)}; FSGSenseGloveImpl* SenseGlove{dynamic_cast<FSGSenseGloveImpl*>(this)};
ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove!")); ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove!"));
return SharedThis(SenseGlove); return SharedThis(SenseGlove);
} }
@@ -194,7 +193,7 @@ TSharedRef<FSGSenseGloveImpl> FSGDeviceImpl::ToSenseGloveImplRef()
bool FSGDeviceImpl::IsABetaDevice() const bool FSGDeviceImpl::IsABetaDevice() const
{ {
const FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice{ const FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice{
std::static_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(ToSGDevicePtr())
}; };
return BetaDevice != nullptr; return BetaDevice != nullptr;
} }
@@ -202,7 +201,7 @@ bool FSGDeviceImpl::IsABetaDevice() const
bool FSGDeviceImpl::IsAHapticGlove() const bool FSGDeviceImpl::IsAHapticGlove() const
{ {
const FSGHapticGloveImpl::FHapticGlovePtrType HapticGlove{ const FSGHapticGloveImpl::FHapticGlovePtrType HapticGlove{
std::static_pointer_cast<FSGHapticGloveImpl::FHapticGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGHapticGloveImpl::FHapticGloveType>(ToSGDevicePtr())
}; };
return HapticGlove != nullptr; return HapticGlove != nullptr;
} }
@@ -210,7 +209,7 @@ bool FSGDeviceImpl::IsAHapticGlove() const
bool FSGDeviceImpl::IsANova2Glove() const bool FSGDeviceImpl::IsANova2Glove() const
{ {
const FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove{ const FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove{
std::static_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(ToSGDevicePtr())
}; };
return Nova2Glove != nullptr; return Nova2Glove != nullptr;
} }
@@ -218,7 +217,7 @@ bool FSGDeviceImpl::IsANova2Glove() const
bool FSGDeviceImpl::IsANovaGlove() const bool FSGDeviceImpl::IsANovaGlove() const
{ {
const FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove{ const FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove{
std::static_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(ToSGDevicePtr())
}; };
return NovaGlove != nullptr; return NovaGlove != nullptr;
} }
@@ -226,7 +225,7 @@ bool FSGDeviceImpl::IsANovaGlove() const
bool FSGDeviceImpl::IsASenseGlove() const bool FSGDeviceImpl::IsASenseGlove() const
{ {
const FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{ const FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{
std::static_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(ToSGDevicePtr())
}; };
return SenseGlove != nullptr; return SenseGlove != nullptr;
} }
@@ -234,7 +233,7 @@ bool FSGDeviceImpl::IsASenseGlove() const
TSharedPtr<FSGBetaDeviceImpl> FSGDeviceImpl::AsBetaDevice() const TSharedPtr<FSGBetaDeviceImpl> FSGDeviceImpl::AsBetaDevice() const
{ {
const FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice{ const FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice{
std::static_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(ToSGDevicePtr())
}; };
ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!")); ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!"));
return MakeShared<FSGBetaDeviceImpl>(BetaDevice); return MakeShared<FSGBetaDeviceImpl>(BetaDevice);
@@ -243,7 +242,7 @@ TSharedPtr<FSGBetaDeviceImpl> FSGDeviceImpl::AsBetaDevice() const
TSharedPtr<FSGHapticGloveImpl> FSGDeviceImpl::AsHapticGlove() const TSharedPtr<FSGHapticGloveImpl> FSGDeviceImpl::AsHapticGlove() const
{ {
const FSGHapticGloveImpl::FHapticGlovePtrType HapticGlove{ const FSGHapticGloveImpl::FHapticGlovePtrType HapticGlove{
std::static_pointer_cast<FSGHapticGloveImpl::FHapticGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGHapticGloveImpl::FHapticGloveType>(ToSGDevicePtr())
}; };
ensureAlwaysMsgf(HapticGlove, TEXT("Invalid HapticGlove!")); ensureAlwaysMsgf(HapticGlove, TEXT("Invalid HapticGlove!"));
return MakeShared<FSGHapticGloveImpl>(HapticGlove); return MakeShared<FSGHapticGloveImpl>(HapticGlove);
@@ -252,7 +251,7 @@ TSharedPtr<FSGHapticGloveImpl> FSGDeviceImpl::AsHapticGlove() const
TSharedPtr<FSGNova2GloveImpl> FSGDeviceImpl::AsNova2Glove() const TSharedPtr<FSGNova2GloveImpl> FSGDeviceImpl::AsNova2Glove() const
{ {
const FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove{ const FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove{
std::static_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(ToSGDevicePtr())
}; };
ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove!")); ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove!"));
return MakeShared<FSGNova2GloveImpl>(Nova2Glove); return MakeShared<FSGNova2GloveImpl>(Nova2Glove);
@@ -261,7 +260,7 @@ TSharedPtr<FSGNova2GloveImpl> FSGDeviceImpl::AsNova2Glove() const
TSharedPtr<FSGNovaGloveImpl> FSGDeviceImpl::AsNovaGlove() const TSharedPtr<FSGNovaGloveImpl> FSGDeviceImpl::AsNovaGlove() const
{ {
const FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove{ const FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove{
std::static_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(ToSGDevicePtr())
}; };
ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove!")); ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove!"));
return MakeShared<FSGNovaGloveImpl>(NovaGlove); return MakeShared<FSGNovaGloveImpl>(NovaGlove);
@@ -270,7 +269,7 @@ TSharedPtr<FSGNovaGloveImpl> FSGDeviceImpl::AsNovaGlove() const
TSharedPtr<FSGSenseGloveImpl> FSGDeviceImpl::AsSenseGlove() const TSharedPtr<FSGSenseGloveImpl> FSGDeviceImpl::AsSenseGlove() const
{ {
const FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{ const FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{
std::static_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(ToSGDevicePtr()) std::dynamic_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(ToSGDevicePtr())
}; };
ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove!")); ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove!"));
return MakeShared<FSGSenseGloveImpl>(SenseGlove); return MakeShared<FSGSenseGloveImpl>(SenseGlove);
@@ -35,7 +35,6 @@
#include "SGCoreImpl/SGDeviceListImpl.h" #include "SGCoreImpl/SGDeviceListImpl.h"
#include <memory>
#include <string> #include <string>
#include "Containers/StringConv.h" #include "Containers/StringConv.h"
@@ -84,7 +83,7 @@ TArray<TSharedRef<FSGDeviceImpl>> FSGDeviceListImpl::GetDevices()
case ESGDeviceType::BetaDevice: case ESGDeviceType::BetaDevice:
{ {
FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice = FSGBetaDeviceImpl::FBetaDevicePtrType BetaDevice =
std::static_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(Device); std::dynamic_pointer_cast<FSGBetaDeviceImpl::FBetaDeviceType>(Device);
if (ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!"))) if (ensureAlwaysMsgf(BetaDevice, TEXT("Invalid BetaDevice!")))
{ {
TSharedRef<FSGBetaDeviceImpl> BetaDeviceImpl{ TSharedRef<FSGBetaDeviceImpl> BetaDeviceImpl{
@@ -98,7 +97,7 @@ TArray<TSharedRef<FSGDeviceImpl>> FSGDeviceListImpl::GetDevices()
case ESGDeviceType::Nova2: case ESGDeviceType::Nova2:
{ {
FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove = FSGNova2GloveImpl::FNova2GlovePtrType Nova2Glove =
std::static_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(Device); std::dynamic_pointer_cast<FSGNova2GloveImpl::FNova2GloveType>(Device);
if (ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove device!"))) if (ensureAlwaysMsgf(Nova2Glove, TEXT("Invalid Nova2Glove device!")))
{ {
TSharedRef<FSGNova2GloveImpl> Nova2GloveImpl{MakeShared<FSGNova2GloveImpl>(Nova2Glove)}; TSharedRef<FSGNova2GloveImpl> Nova2GloveImpl{MakeShared<FSGNova2GloveImpl>(Nova2Glove)};
@@ -110,7 +109,7 @@ TArray<TSharedRef<FSGDeviceImpl>> FSGDeviceListImpl::GetDevices()
case ESGDeviceType::Nova: case ESGDeviceType::Nova:
{ {
FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove = FSGNovaGloveImpl::FNovaGlovePtrType NovaGlove =
std::static_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(Device); std::dynamic_pointer_cast<FSGNovaGloveImpl::FNovaGloveType>(Device);
if (ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove device!"))) if (ensureAlwaysMsgf(NovaGlove, TEXT("Invalid NovaGlove device!")))
{ {
TSharedRef<FSGNovaGloveImpl> NovaGloveImpl{MakeShared<FSGNovaGloveImpl>(NovaGlove)}; TSharedRef<FSGNovaGloveImpl> NovaGloveImpl{MakeShared<FSGNovaGloveImpl>(NovaGlove)};
@@ -122,7 +121,7 @@ TArray<TSharedRef<FSGDeviceImpl>> FSGDeviceListImpl::GetDevices()
case ESGDeviceType::SenseGlove: case ESGDeviceType::SenseGlove:
{ {
FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{ FSGSenseGloveImpl::FSenseGlovePtrType SenseGlove{
std::static_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(Device)}; std::dynamic_pointer_cast<FSGSenseGloveImpl::FSenseGloveType>(Device)};
if (ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove device!"))) if (ensureAlwaysMsgf(SenseGlove, TEXT("Invalid SenseGlove device!")))
{ {
TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{ TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{
@@ -135,7 +134,7 @@ TArray<TSharedRef<FSGDeviceImpl>> FSGDeviceListImpl::GetDevices()
default: default:
SGLOG_WARNING( SGLOG_WARNING(
FString::Printf(TEXT("Unknown SenseGlove device '%s'!"), *UEnum::GetValueAsString(FSGCoreEnumCast::ToESGDeviceType(Device->GetDeviceType()))), FString::Printf(TEXT("Unknown SenseGlove device '%s'!"), UTF8_TO_TCHAR(typeid(Device).name())),
FString::Printf(TEXT("Device ID: '%s'!"), UTF8_TO_TCHAR(Device->GetDeviceId().c_str())), FString::Printf(TEXT("Device ID: '%s'!"), UTF8_TO_TCHAR(Device->GetDeviceId().c_str())),
FString::Printf(TEXT("Hardware Version: '%s'!"), UTF8_TO_TCHAR(Device->GetHardwareVersion().c_str())), FString::Printf(TEXT("Hardware Version: '%s'!"), UTF8_TO_TCHAR(Device->GetHardwareVersion().c_str())),
FString::Printf(TEXT("Firmware Version: '%d'!"), Device->GetFirmwareVersion()), FString::Printf(TEXT("Firmware Version: '%d'!"), Device->GetFirmwareVersion()),
@@ -140,7 +140,7 @@ FSGHapticGloveImpl::FSGHapticGloveImpl()
} }
FSGHapticGloveImpl::FSGHapticGloveImpl(const FHapticGlovePtrType HapticGlove) FSGHapticGloveImpl::FSGHapticGloveImpl(const FHapticGlovePtrType HapticGlove)
: FSGDeviceImpl(std::static_pointer_cast<FSGDeviceType>(HapticGlove)), : FSGDeviceImpl(std::dynamic_pointer_cast<FSGDeviceType>(HapticGlove)),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter)) Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{ {
} }
@@ -168,12 +168,12 @@ FSGHapticGloveImpl& FSGHapticGloveImpl::operator=(FSGHapticGloveImpl&& Rhs) SG_N
FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtr() const FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtr() const
{ {
return std::static_pointer_cast<FHapticGloveType>(ToSGDevicePtr()); return std::dynamic_pointer_cast<FHapticGloveType>(ToSGDevicePtr());
} }
FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtrChecked() const FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtrChecked() const
{ {
FHapticGlovePtrType HapticGlove = std::static_pointer_cast<FHapticGloveType>(ToSGDevicePtr()); FHapticGlovePtrType HapticGlove = std::dynamic_pointer_cast<FHapticGloveType>(ToSGDevicePtr());
ensureAlwaysMsgf(HapticGlove.get(), TEXT("Invalid HapticGlove")); ensureAlwaysMsgf(HapticGlove.get(), TEXT("Invalid HapticGlove"));
return HapticGlove; return HapticGlove;
} }
@@ -93,7 +93,7 @@ TSharedRef<FSGDeviceImpl> FSGNova2GloveImpl::Parse(const FString& ConstantsStrin
FSGDevicePtrType SGDevicePtr{FNova2GloveType::Parse(MoveTemp(ConstantsStdString))}; FSGDevicePtrType SGDevicePtr{FNova2GloveType::Parse(MoveTemp(ConstantsStdString))};
ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!")); ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
const TSharedRef<FSGNova2GloveImpl> Nova2GloveImpl{ const TSharedRef<FSGNova2GloveImpl> Nova2GloveImpl{
MakeShared<FSGNova2GloveImpl>(std::static_pointer_cast<FNova2GloveType>(MoveTemp(SGDevicePtr))) MakeShared<FSGNova2GloveImpl>(std::dynamic_pointer_cast<FNova2GloveType>(MoveTemp(SGDevicePtr)))
}; };
return Nova2GloveImpl; return Nova2GloveImpl;
} }
@@ -275,12 +275,12 @@ const FSGNova2GloveImpl::FNova2GloveType& FSGNova2GloveImpl::ToNova2Glove() cons
FSGNova2GloveImpl::FNova2GlovePtrType FSGNova2GloveImpl::ToNova2GlovePtr() const FSGNova2GloveImpl::FNova2GlovePtrType FSGNova2GloveImpl::ToNova2GlovePtr() const
{ {
return std::static_pointer_cast<FNova2GloveType>(ToSGDevicePtr()); return std::dynamic_pointer_cast<FNova2GloveType>(ToSGDevicePtr());
} }
FSGNova2GloveImpl::FNova2GlovePtrType FSGNova2GloveImpl::ToNova2GlovePtrChecked() const FSGNova2GloveImpl::FNova2GlovePtrType FSGNova2GloveImpl::ToNova2GlovePtrChecked() const
{ {
FNova2GlovePtrType Nova2Glove = std::static_pointer_cast<FNova2GloveType>(ToSGDevicePtr()); FNova2GlovePtrType Nova2Glove = std::dynamic_pointer_cast<FNova2GloveType>(ToSGDevicePtr());
ensureAlwaysMsgf(Nova2Glove.get(), TEXT("Invalid Nova2Glove")); ensureAlwaysMsgf(Nova2Glove.get(), TEXT("Invalid Nova2Glove"));
return Nova2Glove; return Nova2Glove;
} }
@@ -95,7 +95,7 @@ TSharedRef<FSGDeviceImpl> FSGNovaGloveImpl::Parse(const FString& ConstantsString
FSGDevicePtrType SGDevicePtr{FNovaGloveType::Parse(MoveTemp(ConstantsStdString))}; FSGDevicePtrType SGDevicePtr{FNovaGloveType::Parse(MoveTemp(ConstantsStdString))};
ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!")); ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
const TSharedRef<FSGNovaGloveImpl> NovaGloveImpl{MakeShared<FSGNovaGloveImpl>( const TSharedRef<FSGNovaGloveImpl> NovaGloveImpl{MakeShared<FSGNovaGloveImpl>(
std::static_pointer_cast<FNovaGloveType>(MoveTemp(SGDevicePtr)))}; std::dynamic_pointer_cast<FNovaGloveType>(MoveTemp(SGDevicePtr)))};
return NovaGloveImpl; return NovaGloveImpl;
} }
@@ -288,12 +288,12 @@ const FSGNovaGloveImpl::FNovaGloveType& FSGNovaGloveImpl::ToNovaGlove() const
FSGNovaGloveImpl::FNovaGlovePtrType FSGNovaGloveImpl::ToNovaGlovePtr() const FSGNovaGloveImpl::FNovaGlovePtrType FSGNovaGloveImpl::ToNovaGlovePtr() const
{ {
return std::static_pointer_cast<FNovaGloveType>(ToSGDevicePtr()); return std::dynamic_pointer_cast<FNovaGloveType>(ToSGDevicePtr());
} }
FSGNovaGloveImpl::FNovaGlovePtrType FSGNovaGloveImpl::ToNovaGlovePtrChecked() const FSGNovaGloveImpl::FNovaGlovePtrType FSGNovaGloveImpl::ToNovaGlovePtrChecked() const
{ {
FNovaGlovePtrType NovaGlove{std::static_pointer_cast<FNovaGloveType>(ToSGDevicePtr())}; FNovaGlovePtrType NovaGlove{std::dynamic_pointer_cast<FNovaGloveType>(ToSGDevicePtr())};
ensureAlwaysMsgf(NovaGlove.get(), TEXT("Invalid NovaGlove")); ensureAlwaysMsgf(NovaGlove.get(), TEXT("Invalid NovaGlove"));
return NovaGlove; return NovaGlove;
} }
@@ -93,7 +93,7 @@ TSharedRef<FSGDeviceImpl> FSGSenseGloveImpl::Parse(const FString& ConstantsStrin
FSGDevicePtrType SGDevicePtr{FSenseGloveType::Parse(MoveTemp(ConstantsStdString))}; FSGDevicePtrType SGDevicePtr{FSenseGloveType::Parse(MoveTemp(ConstantsStdString))};
ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!")); ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
const TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{ const TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{
MakeShared<FSGSenseGloveImpl>(std::static_pointer_cast<FSenseGloveType>(MoveTemp(SGDevicePtr))) MakeShared<FSGSenseGloveImpl>(std::dynamic_pointer_cast<FSenseGloveType>(MoveTemp(SGDevicePtr)))
}; };
return SenseGloveImpl; return SenseGloveImpl;
} }
@@ -277,7 +277,7 @@ FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGloveType SenseGlove)
} }
FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGlovePtrType SenseGlove) FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGlovePtrType SenseGlove)
: FSGHapticGloveImpl(std::static_pointer_cast<FHapticGloveType>(SenseGlove)), : FSGHapticGloveImpl(std::dynamic_pointer_cast<FHapticGloveType>(SenseGlove)),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter)) Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{ {
} }
@@ -310,12 +310,12 @@ const FSGSenseGloveImpl::FSenseGloveType& FSGSenseGloveImpl::ToSenseGlove() cons
FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtr() const FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtr() const
{ {
return std::static_pointer_cast<FSenseGloveType>(ToSGDevicePtr()); return std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
} }
FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtrChecked() const FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtrChecked() const
{ {
FSenseGlovePtrType SenseGlove = std::static_pointer_cast<FSenseGloveType>(ToSGDevicePtr()); FSenseGlovePtrType SenseGlove = std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
ensureAlwaysMsgf(SenseGlove.get(), TEXT("Invalid SenseGlove")); ensureAlwaysMsgf(SenseGlove.get(), TEXT("Invalid SenseGlove"));
return SenseGlove; return SenseGlove;
} }
@@ -64,35 +64,15 @@ public:
template <typename T> template <typename T>
static TArray<TSharedRef<FSGDeviceImpl>> GetDevices() static TArray<TSharedRef<FSGDeviceImpl>> GetDevices()
{ {
ESGDeviceType TargetType = ESGDeviceType::Unknown; const std::type_info& TType = typeid(T);
if constexpr (std::is_same_v<T, FSGNova2GloveImpl>)
{
TargetType = ESGDeviceType::Nova2;
}
else if constexpr (std::is_same_v<T, FSGNovaGloveImpl>)
{
TargetType = ESGDeviceType::Nova;
}
else if constexpr (std::is_same_v<T, FSGSenseGloveImpl>)
{
TargetType = ESGDeviceType::SenseGlove;
}
else if constexpr (std::is_same_v<T, FSGBetaDeviceImpl>)
{
TargetType = ESGDeviceType::BetaDevice;
}
else
{
static_assert(!sizeof(T), "Unsupported device type in GetDevices<T>()");
}
const TArray<TSharedRef<FSGDeviceImpl>> CurrentDevices = GetDevices(); const TArray<TSharedRef<FSGDeviceImpl>> CurrentDevices = GetDevices();
TArray<TSharedRef<FSGDeviceImpl>> Devices; TArray<TSharedRef<FSGDeviceImpl>> Devices;
for (TSharedRef<FSGDeviceImpl> Device : CurrentDevices) for (TSharedRef<FSGDeviceImpl> Device : CurrentDevices)
{ {
if (Device->GetDeviceType() == TargetType) auto &d = Device.Get();
const std::type_info& DType = typeid(d);
if (DType.hash_code() == TType.hash_code())
{ {
Devices.Push(Device); Devices.Push(Device);
} }
@@ -34,6 +34,9 @@
using System; using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnrealBuildTool; using UnrealBuildTool;
public class SenseGloveCoreImpl : ModuleRules public class SenseGloveCoreImpl : ModuleRules
@@ -42,8 +45,8 @@ public class SenseGloveCoreImpl : ModuleRules
{ {
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
bEnableExceptions = false; bEnableExceptions = true;
bUseRTTI = false; bUseRTTI = true;
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
@@ -54,18 +57,6 @@ public class SenseGloveCoreImpl : ModuleRules
} }
); );
PrivateDependencyModuleNames.AddRange(
new string[]
{
"SGCommonThirdPartyLibs",
"SGCoreShmThirdPartyLibs",
"SGCoreThirdPartyLibs",
"SGLogThirdPartyLibs",
"SGFmtThirdPartyLibs",
"SGLoguruThirdPartyLibs",
}
);
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
@@ -83,7 +74,133 @@ public class SenseGloveCoreImpl : ModuleRules
} }
); );
AddCoreLibrary(Target);
PublicDefinitions.Add("SENSEGLOVE_BUILDING_CORE_IMPL_MODULE"); PublicDefinitions.Add("SENSEGLOVE_BUILDING_CORE_IMPL_MODULE");
PublicDefinitions.Add("SENSEGLOVE_UNREAL_ENGINE_PLUGIN"); 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);
}
}
} }
@@ -44,32 +44,49 @@
#include "SGDebug/SGDebugCube.h" #include "SGDebug/SGDebugCube.h"
#include "SGDebug/SGDebugGizmo.h" #include "SGDebug/SGDebugGizmo.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 void FSGDebugVirtualHand::Draw(const UWorld* World,
void FSGDebugVirtualHand::Draw( const FXRMotionControllerData& MotionControllerData,
const UWorld* World, const FSGVirtualHandDebuggingSettings& Settings)
const FXRHandTrackingState& HandTrackingState,
const FSGVirtualHandDebuggingSettings& Settings)
{ {
if (!ensureAlwaysMsgf( ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None, TEXT("Invalid virtual hand drawing mode!"));
TEXT("Invalid virtual hand drawing mode!")))
{
return;
};
if (!ensureAlwaysMsgf( ensureAlwaysMsgf(MotionControllerData.bValid,
HandTrackingState.bValid, TEXT("Invalid motion controller data!"));
TEXT("Invalid hand tracking state!")))
{
return;
};
if (!ensureAlwaysMsgf( ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(), TEXT("Mismatched motion controller data positions and rotations!"));
TEXT("Mismatched hand tracking state locations and rotations!")))
for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex)
{ {
return; const FVector& HandKeyPosition{MotionControllerData.HandKeyPositions[HandKeyIndex]};
}; const FQuat& HandKeyRotation{MotionControllerData.HandKeyRotations[HandKeyIndex]};
if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
{
FSGDebugCube::Draw(World, HandKeyPosition, HandKeyRotation, Settings.DebugCubicHandSettings);
}
else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
{
FSGDebugGizmo::Draw(World, HandKeyPosition, HandKeyRotation, Settings.DebugGizmoHandSettings);
}
}
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
void FSGDebugVirtualHand::Draw(const UWorld* World,
const FXRHandTrackingState& HandTrackingState,
const FSGVirtualHandDebuggingSettings& Settings)
{
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!"));
ensureAlwaysMsgf(HandTrackingState.bValid,
TEXT("Invalid hand tracking state!"));
ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!"));
for (TArray<FVector>::SizeType HandKeyIndex = 0; for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex) HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex)
@@ -48,6 +48,11 @@ class UWorld;
class SENSEGLOVEDEBUG_API FSGDebugVirtualHand final class SENSEGLOVEDEBUG_API FSGDebugVirtualHand final
{ {
public: public:
static void Draw(
const UWorld* World,
const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
static void Draw( static void Draw(
const UWorld* World, const UWorld* World,
@@ -37,12 +37,14 @@
#include "SGDebug/SGDebugVirtualHand.h" #include "SGDebug/SGDebugVirtualHand.h"
void USGDebugVirtualHandKismetLibrary::Draw_FXRHandTrackingState( void USGDebugVirtualHandKismetLibrary::Draw_FXRMotionControllerData(
UObject* WorldContextObject, UObject* WorldContextObject,
const FXRHandTrackingState& HandTrackingState, const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings) const FSGVirtualHandDebuggingSettings& Settings)
{ {
ensureAlwaysMsgf(WorldContextObject, TEXT("Invalid world context object!")); ensureAlwaysMsgf(WorldContextObject, TEXT("Invalid world context object!"));
FSGDebugVirtualHand::Draw(WorldContextObject->GetWorld(), HandTrackingState, Settings); PRAGMA_DISABLE_DEPRECATION_WARNINGS
FSGDebugVirtualHand::Draw(WorldContextObject->GetWorld(), MotionControllerData, Settings);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
} }
@@ -52,8 +52,8 @@ class SENSEGLOVEDEBUGKISMET_API USGDebugVirtualHandKismetLibrary final : public
public: public:
UFUNCTION(BlueprintCallable, DisplayName="Draw", Category="SenseGlove | Debug | Virtual Hand", UFUNCTION(BlueprintCallable, DisplayName="Draw", Category="SenseGlove | Debug | Virtual Hand",
meta=(WorldContext="WorldContextObject")) meta=(WorldContext="WorldContextObject"))
static void Draw_FXRHandTrackingState( static void Draw_FXRMotionControllerData(
UObject* WorldContextObject, UObject* WorldContextObject,
const FXRHandTrackingState& HandTrackingState, const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings); const FSGVirtualHandDebuggingSettings& Settings);
}; };

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