bump the SenseGlove Unreal Engine Plugin to v2.1.2
This commit is contained in:
@@ -635,6 +635,9 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
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@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
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@@ -5,6 +5,21 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [2.1.2] - 2024-09-02
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This is a bugfix release that addresses a few non-critical issues and documentation fixes.
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### Fixed
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- Fix a bug where the hands are always visible even when `bVisibleWhenHandDataUnavailable` is disabled.
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- Fix a bug where the `HandVisibilityChangedEvent` event is not triggered on the virtual hand component visibility changes.
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- Fix the wrong script name for `USGHMDTrackerKismetLibrary`.
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- Fix the wrong script name for `USGXRTrackerKismetLibrary `.
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- Fix `LogPython: Warning: 'SGHMDTrackerKismetLibrary' and 'SGXRTrackerKismetLibrary' have the same name (SenseGloveHeadMountDisplayKismetLibrary) when exposed to Python. Rename one of them using 'ScriptName' meta-data` when packaging the game.
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- Fix the non-existent default hand-mesh warnings polluting the logs when packaging the game.
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- Expanded the clickable area on the handbook index page revision buttons.
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- Minor documentation fixes.
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## [2.1.1] - 2024-08-18
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This is a bugfix release with no actual plugin code changes, mostly addressing issues in the documentation and third-party dependencies caused by source control merge conflicts.
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@@ -691,4 +706,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
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### Added
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- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
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- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
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@@ -2,9 +2,9 @@
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| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE Stand-alone (Android NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
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|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------------------------:|:------------------------:|
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| **5.4** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.1 | ✅ v2.1.1 |
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| **5.3** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.1 | ✅ v2.1.1 |
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| **5.2** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.1 | ✅ v2.1.1 |
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| **5.4** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
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| **5.3** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
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| **5.2** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.2 |
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| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.1 | ⚠️ v2.0.2 |
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| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
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| **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 |
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@@ -57,7 +57,7 @@ Toipcs that do not fall under any specific category:
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- [SenseGlove Console Commands](../misc/console-commands/)
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- [Deploying to Android (Standalone)](../misc/android-standalone-deployment/)
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- [Upgrade Guide](../misc/upgrade-guide/)
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- [Optimizing for More FPS](../misc/optimize-higher-fps/)
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- [Optimizing for Higher FPS](../misc/optimize-higher-fps/)
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## 🛠️ Advanced Topics
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@@ -1,7 +1,7 @@
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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "2.1.1",
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"VersionName": "2.1.2",
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"FriendlyName": "SenseGlove",
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"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
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"Category": "Virtual Reality",
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+24
-12
@@ -651,17 +651,26 @@ bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
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USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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{
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const FString DefaultMeshPath{GetDefaultMeshPath()};
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USkeletalMesh* DefaultMesh{
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Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
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};
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// FIXME
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// Disable this warning altogether as it results in polluting the packaging logs, at least until we ship a set of
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// virtual hand meshes again.
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// const FString DefaultMeshPath{GetDefaultMeshPath()};
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// USkeletalMesh* DefaultMesh{
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// Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
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// };
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if (!IsValid(DefaultMesh))
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{
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SGLOG_WARNING(FString::Printf(TEXT("Failed to load the default skeletal mesh: '%s'"), *DefaultMeshPath));
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}
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// FIXME
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// Disable this warning altogether as it results in polluting the packaging logs, at least until we ship a set of
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// virtual hand meshes again.
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// if (!IsValid(DefaultMesh))
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// {
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// SGLOG_WARNING(FString::Printf(TEXT("Failed to load the default skeletal mesh: '%s'"), *DefaultMeshPath));
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// }
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return DefaultMesh;
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// FIXME
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//return DefaultMesh;
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return nullptr;
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}
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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@@ -677,7 +686,10 @@ void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// Temporary hack to make it work inside the Blueprint Editor.
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#if WITH_EDITOR
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Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// FIXME
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// Instead
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Owner->SetSkeletalMesh(nullptr, true);
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#endif /* WITH_EDITOR */
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}
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@@ -719,7 +731,7 @@ void USGVirtualHandComponent::FImpl::RestoreCollisionResponse() const
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void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible)
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{
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Owner->SetVisibility(bInVisible, true);
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Owner->SetHiddenInGame(!bInVisible, false);
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if (bInVisible)
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{
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@@ -786,7 +798,7 @@ void USGVirtualHandComponent::FImpl::UpdateVisibility()
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if (bSetNewVisibility)
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{
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Owner->SetHiddenInGame(bHandDataAvailable);
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SetVisibility(bHandDataAvailable);
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}
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}
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@@ -1986,7 +1986,7 @@ void ASGPawn::FImpl::SetVisibility(USceneComponent* SceneComponent, const bool b
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return;
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}
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SceneComponent->SetHiddenInGame(!bVisibility);
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SceneComponent->SetHiddenInGame(!bVisibility, false);
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}
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void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand) const
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+1
-1
@@ -42,7 +42,7 @@
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#include "SGHMDTrackerKismetLibrary.generated.h"
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UCLASS(meta=(ScriptName = "SenseGloveHeadMountDisplayKismetLibrary"))
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UCLASS(meta=(ScriptName = "SenseGloveHMDTrackerKismetLibrary"))
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class SENSEGLOVETRACKINGKISMET_API USGHMDTrackerKismetLibrary final : public USGBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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+1
-1
@@ -45,7 +45,7 @@
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class UObject;
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UCLASS(meta=(ScriptName = "SenseGloveHeadMountDisplayKismetLibrary"))
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UCLASS(meta=(ScriptName = "SenseGloveXRTrackerKismetLibrary"))
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class SENSEGLOVETRACKINGKISMET_API USGXRTrackerKismetLibrary final : public USGBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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