25 Commits
Author SHA1 Message Date
Mamadou Babaei e272529c90 bump the senseglove unreal engine plugin to v2.9.2 2026-07-21 19:25:16 +02:00
Mamadou Babaei 37b1a3c0ab bump the senseglove unreal engine plugin to v2.9.0 2026-07-13 22:01:24 +02:00
Mamadou Babaei fbb1e8636c change branch layout and merge 5.5, 5.6, 5.7 into a unified master branch as result of ue 5.4 removal 2026-02-24 14:55:02 +01:00
Mamadou Babaei 6dcfa95abc bump the senseglove unreal engine plugin to v2.8.0 2026-02-24 14:50:37 +01:00
Mamadou Babaei 6695f712d9 minor readme update 2025-12-10 11:37:33 +01:00
Mamadou Babaei d385048eb5 bump the senseglove unreal engine plugin to v2.7.1 2025-12-10 11:28:40 +01:00
Mamadou Babaei 7a787e3748 fix ue 5.7 visual glitches and artifacts without crashing on android 2025-11-19 16:19:07 +01:00
Mamadou Babaei f6c329378c change branches layout and mark UE 5.4 as out of support 2025-11-18 16:52:38 +01:00
Mamadou Babaei 3d67bc0bb7 bump the senseglove unreal engine plugin to v2.7.0 2025-11-18 16:39:42 +01:00
Mamadou Babaei c415ce9fc2 switch the project's base from Blank to VRTemplate 2025-09-09 06:37:23 +02:00
Mamadou Babaei f96e4238b9 disable fallback to hand-tracking if no glove is detected 2025-07-30 22:55:47 +02:00
Mamadou Babaei 2d606583f3 change the branch layout to mark unsupported engine versions as eol 2025-07-07 17:13:06 +02:00
Mamadou Babaei d1ae0e6750 change branches layout and mark UE 5.3 as out of support 2025-07-07 15:19:00 +02:00
Mamadou Babaei 18d6504c54 bump the senseglove unreal engine plugin to v2.6.3 2025-07-07 15:11:30 +02:00
Mamadou Babaei 4838105aa9 bump the senseglove unreal engine plugin to v2.6.1 2025-06-05 13:43:41 +02:00
Mamadou Babaei b1f100ac64 bump the senseglove unreal engine plugin to v2.6.0 2025-06-04 04:10:00 +02:00
Mamadou Babaei 5767bc5246 deprecate ue 5.2 support 2025-06-04 04:03:59 +02:00
Mamadou Babaei 485b645cb7 bump the senseglove unreal engine plugin to v2.4.2 2025-02-17 14:22:49 +01:00
Mamadou Babaei 72dcc97917 enable smoothed framerate with min/max 60 to 200 2025-02-14 16:27:16 +01:00
Mamadou Babaei 3ca799f0d1 add the missing fps widget mentioned in the docs 2025-02-14 16:27:09 +01:00
Mamadou Babaei b876cb3fa7 bump the SenseGlove Unreal Engine Plugin to a 5.5+ compatible variant of v2.4.1 2025-02-14 15:19:01 +01:00
Mamadou Babaei e0f1a2af66 bump the SenseGlove Unreal Engine Plugin to a 5.5+ compatible variant of v2.4.0 2025-02-14 13:42:06 +01:00
Mamadou Babaei 2a606471d0 bump the copyright years 2025-01-17 11:41:56 +01:00
Mamadou Babaei edb4e43427 bump the SenseGlove Unreal Engine Plugin to a 5.5+ compatible variant of v2.3.1 2024-11-27 10:26:46 +01:00
Mamadou Babaei ee7193d532 bump the SenseGlove Unreal Engine Plugin to a 5.5+ compatible variant of v2.3.0 2024-11-14 02:01:54 +01:00
5212 changed files with 15454 additions and 14333 deletions
+5 -1
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@@ -109,7 +109,7 @@ Build/*/**
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
!*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
@@ -126,3 +126,7 @@ DerivedDataCache/*
# The Platforms folder
Platforms/
# Rider .uproject configuration
*.DotSettings.user
*.uproject.DotSettings.user
+2
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@@ -0,0 +1,2 @@
[/Script/Engine.RendererSettings]
r.DistanceFields=0
+1
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@@ -1,2 +1,3 @@
[/Script/UnrealEd.EditorPerformanceProjectSettings]
RealtimeScreenPercentageMode=BasedOnDPIScale
+83 -8
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@@ -36,19 +36,34 @@ r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Mobile.AntiAliasing=3
r.AntiAliasingMethod=3
r.AllowStaticLighting=True
r.Mobile.PropagateAlpha=True
r.Mobile.ShadingPath=0
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.RayTracing.RayTracingProxies.ProjectEnabled=True
r.Substrate=True
r.Substrate.ProjectGBufferFormat=0
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bBuildForES31=False
ExtraApplicationSettings=<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" />
ExtraApplicationSettings=<meta-data android:name="com.oculus.supportedDevices" android:value="quest2|questpro|quest3" />
bPackageForMetaQuest=True
PackageName=com.senseglove.sgbasicdemo
MinSDKVersion=32
TargetSDKVersion=32
bRemoveOSIG=True
bDisableVerifyOBBOnStartUp=True
TargetSDKVersion=34
bCreateAllPlatformsInstall=True
bPackageDataInsideApk=True
bDisableVerifyOBBOnStartUp=True
bRemoveOSIG=True
PackageName=com.senseglove.sgbasicdemo
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
DefaultGraphicsRHI=DefaultGraphicsRHI_Default
-D3D12TargetedShaderFormats=PCD3D_SM5
+D3D12TargetedShaderFormats=PCD3D_SM6
@@ -84,10 +99,70 @@ bAllowClientSideNavigation=True
-TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM6
[/Script/Engine.CollisionProfile]
-Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision",bCanModify=False)
-Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
-Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ",bCanModify=False)
-Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ",bCanModify=False)
-Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic",Response=ECR_Block),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.",bCanModify=False)
-Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors",bCanModify=False)
-Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors",bCanModify=False)
-Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.",bCanModify=False)
-Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.",bCanModify=False)
-Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.",bCanModify=False)
-Profiles=(Name="UI",CollisionEnabled=QueryOnly,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Block),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ",bCanModify=False)
+Profiles=(Name="NoCollision",CollisionEnabled=NoCollision,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="No collision")
+Profiles=(Name="BlockAll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=,HelpMessage="WorldStatic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAll",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="BlockAllDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=,HelpMessage="WorldDynamic object that blocks all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="OverlapAllDynamic",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Overlap),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+Profiles=(Name="IgnoreOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that ignores Pawn and Vehicle. All other channels will be set to default.")
+Profiles=(Name="OverlapOnlyPawn",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Pawn",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that overlaps Pawn, Camera, and Vehicle. All other channels will be set to default. ")
+Profiles=(Name="Pawn",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object. Can be used for capsule of any playerable character or AI. ")
+Profiles=(Name="Spectator",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="WorldStatic"),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Pawn object that ignores all other actors except WorldStatic.")
+Profiles=(Name="CharacterMesh",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="Pawn",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Pawn object that is used for Character Mesh. All other channels will be set to default.")
+Profiles=(Name="PhysicsActor",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=,HelpMessage="Simulating actors")
+Profiles=(Name="Destructible",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Destructible",CustomResponses=,HelpMessage="Destructible actors")
+Profiles=(Name="InvisibleWall",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldStatic object that is invisible.")
+Profiles=(Name="InvisibleWallDynamic",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="Visibility",Response=ECR_Ignore)),HelpMessage="WorldDynamic object that is invisible.")
+Profiles=(Name="Trigger",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldDynamic object that is used for trigger. All other channels will be set to default.")
+Profiles=(Name="Ragdoll",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="PhysicsBody",CustomResponses=((Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore)),HelpMessage="Simulating Skeletal Mesh Component. All other channels will be set to default.")
+Profiles=(Name="Vehicle",CollisionEnabled=QueryAndPhysics,bCanModify=False,ObjectTypeName="Vehicle",CustomResponses=,HelpMessage="Vehicle object that blocks Vehicle, WorldStatic, and WorldDynamic. All other channels will be set to default.")
+Profiles=(Name="UI",CollisionEnabled=QueryOnly,bCanModify=False,ObjectTypeName="WorldDynamic",CustomResponses=((Channel="WorldStatic",Response=ECR_Overlap),(Channel="Pawn",Response=ECR_Overlap),(Channel="Visibility"),(Channel="WorldDynamic",Response=ECR_Overlap),(Channel="Camera",Response=ECR_Overlap),(Channel="PhysicsBody",Response=ECR_Overlap),(Channel="Vehicle",Response=ECR_Overlap),(Channel="Destructible",Response=ECR_Overlap)),HelpMessage="WorldStatic object that overlaps all actors by default. All new custom channels will use its own default response. ")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="3DWidget")
-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
-ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
-ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
+ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
+ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
+ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
+ProfileRedirects=(OldName="SkeletalMeshActor",NewName="PhysicsActor")
+ProfileRedirects=(OldName="InvisibleActor",NewName="InvisibleWallDynamic")
-CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
-CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
-CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
-CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Static",NewName="WorldStatic")
+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[/Script/OpenXRHMD.OpenXRHMDSettings]
xr.OpenXRInvertAlpha=True
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/SGBasicDemo")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/SGBasicDemo")
GameUserSettingsClassName=/Script/SenseGlove.SGGameUserSettings
+ActiveGameNameRedirects=(OldGameName="TP_VirtualRealityBP",NewGameName="/Script/SGBasicDemo")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_VirtualRealityBP",NewGameName="/Script/SGBasicDemo")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
+18 -3
View File
@@ -107,7 +107,22 @@ DefaultTouchInterface=None
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
[/Script/OpenXRInput.OpenXRInputSettings]
bUseEnhancedInput=True
[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
+DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Default.IMC_Default",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
+DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Hands.IMC_Hands",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
+DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Weapon_Left.IMC_Weapon_Left",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
+DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Weapon_Right.IMC_Weapon_Right",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
+DefaultMappingContexts=(InputMappingContext="/Game/XRFramework/Input/IMC_Menu.IMC_Menu",Priority=0,bAddImmediately=True,bRegisterWithUserSettings=False)
UserSettingsClass=/Script/EnhancedInput.EnhancedInputUserSettings
DefaultPlayerMappableKeyProfileClass=/Script/EnhancedInput.EnhancedPlayerMappableKeyProfile
InputSettingsSaveSlotName=EnhancedInputUserSettings
DefaultWorldInputClass=/Script/EnhancedInput.EnhancedPlayerInput
bSendTriggeredEventsWhenInputIsFlushed=True
bEnableUserSettings=False
EnhancedInput.EnableDefaultMappingContexts=True
EnhancedInput.OnlyTriggerLastActionInChord=True
bEnableInputModeFiltering=True
bEnableWorldSubsystem=False
DefaultMappingContextInputModeQuery=(TokenStreamVersion=0,TagDictionary=((TagName="EnhancedInput.Modes.Default")),QueryTokenStream=(0,1,2,1,0),UserDescription="",AutoDescription="")
DefaultInputMode=(GameplayTags=((TagName="EnhancedInput.Modes.Default")))
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+4
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@@ -0,0 +1,4 @@
[/Script/Engine.RendererSettings]
vr.InstancedStereo=False
vr.MobileMultiView=False
@@ -0,0 +1,6 @@
[VisionPro DeviceProfile]
;MSAA
;+CVars=r.Mobile.XRMSAAMode=2 ;Note: this is in BaseDeviceProfiles.ini, so you don't actually need to set it.
;NOT MSAA
+CVars=r.Mobile.XRMSAAMode=0
+30
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@@ -0,0 +1,30 @@
[/Script/Engine.RendererSettings]
;These settings are currently required for all visionOS projects.
vr.InstancedStereo=False
vr.MobileMultiView=False
xr.OpenXRAcquireMode=1
;MSAA ;Note these are the default settings, specified in DefaultEngine.ini and BaseDeviceProfiles.ini
;r.Mobile.XRMSAAMode=2
;r.Mobile.AntiAliasing=3
;r.AntiAliasingMethod=3
;MSAA END
;FXAA
;r.Mobile.XRMSAAMode=0 ; This is overridden in BaseDeviceProfile.ini for VisionPro. It can be changed in VisionOSDeviceProfiles.ini for this project.
r.Mobile.AntiAliasing=1
r.AntiAliasingMethod=1
;FXAA END
;MIXED IMMERSION Enable these settings for .mixed immesion mode, aka passthrough, AR.
;Comment them all out and full immesion will be used.
;Note: You would also probably need to delete the skybox from the level, etc, so that you are not covering up all of the real world.
r.Mobile.PropagateAlpha=1
r.PostProcessing.PropagateAlpha=1
r.AlphaInvertPass=1
;Note: this could also be done in Editor->ProjectSettings->Platforms->visionOS->Immersive Space->ImmsersiveStyle to 1.
[/Script/VisionOSRuntimeSettings.VisionOSRuntimeSettings]
ImmersiveStyle=1
;MIXED IMMERSION END
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