18 Commits
Author SHA1 Message Date
Mamadou Babaei 211cedebc6 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 14:56:27 +01:00
Mamadou Babaei 09c590668e minor readme update 2025-12-10 11:38:28 +01:00
Mamadou Babaei 1a83a917a6 fix engine compatibility version 2025-12-10 11:35:35 +01:00
Mamadou Babaei 8b4b9a272a change branches layout and mark UE 5.4 as out of support 2025-11-18 16:53:40 +01:00
Mamadou Babaei 17f8fdc566 change the branch layout to mark unsupported engine versions as eol 2025-07-07 17:13:29 +02:00
Mamadou Babaei 0e4cc57766 change branches layout and mark UE 5.3 as out of support 2025-07-07 15:20:17 +02:00
Mamadou Babaei 60da7bcf2c bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.6.3 2025-07-07 15:12:57 +02:00
Mamadou Babaei f750134207 bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.6.1 2025-06-05 13:45:48 +02:00
Mamadou Babaei 01ab517c25 bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.6.0 2025-06-04 04:12:38 +02:00
Mamadou Babaei 3c15dab4ad deprecate ue 5.2 support 2025-06-04 04:04:25 +02:00
Mamadou Babaei e185290c8c bump the senseglove unreal engine plugin to v2.4.2 2025-02-17 14:23:13 +01:00
Mamadou Babaei dece3fbafe enable smoothed framerate with min/max 60 to 200 2025-02-14 16:26:12 +01:00
Mamadou Babaei 9fd931117a add the missing fps widget mentioned in the docs 2025-02-14 16:25:04 +01:00
Mamadou Babaei 79fcff353b bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.4.1 2025-02-14 15:22:39 +01:00
Mamadou Babaei 060bc2cf50 bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.4.0 2025-02-14 13:41:25 +01:00
Mamadou Babaei 1de3b4675c bump the copyright years 2025-01-17 11:47:54 +01:00
Mamadou Babaei dc5105ae91 bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.3.1 2025-01-17 11:46:11 +01:00
Mamadou Babaei 867a3803ec bump the SenseGlove Unreal Engine Plugin to a pre-5.5 compatible variant of v2.3.0 2024-11-14 02:04:49 +01:00
4652 changed files with 6451 additions and 12757 deletions
+5
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@@ -88,6 +88,11 @@ bAllowClientSideNavigation=True
+ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/SGBasicDemo") +ActiveGameNameRedirects=(OldGameName="TP_BlankBP",NewGameName="/Script/SGBasicDemo")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/SGBasicDemo") +ActiveGameNameRedirects=(OldGameName="/Script/TP_BlankBP",NewGameName="/Script/SGBasicDemo")
GameUserSettingsClassName=/Script/SenseGlove.SGGameUserSettings GameUserSettingsClassName=/Script/SenseGlove.SGGameUserSettings
SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=60.000000),UpperBound=(Type=Exclusive,Value=200.000000))
MinDesiredFrameRate=60.000000
bUseFixedFrameRate=False
FixedFrameRate=200.000000
bSmoothFrameRate=True
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings] [/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True bEnablePlugin=True
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+1 -1
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@@ -1,7 +1,7 @@
``` ```
MIT License MIT License
Copyright (c) 2020 - 2024 SenseGlove Copyright (c) 2020 - 2025 SenseGlove
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
@@ -1,4 +1,5 @@
[FilterPlugin] [FilterPlugin]
/Config/FilterPlugin.ini /Config/FilterPlugin.ini
/Documentation/the-senseglove-unreal-engine-handbook.epub
/Documentation/the-senseglove-unreal-engine-handbook.pdf /Documentation/the-senseglove-unreal-engine-handbook.pdf
/Documentation/the-senseglove-unreal-engine-handbook.zip /Documentation/the-senseglove-unreal-engine-handbook.zip
+1 -1
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@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
+113 -93
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -51,19 +51,21 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_HTML_DIR_NAME := html SG_DOCUMENTATION_HTML_DIR_NAME := html
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME) SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
SG_DOCUMENTATION_PACK_DIR_NAME := pack SG_DOCUMENTATION_PACK_DIR_NAME := pack
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME) SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME) SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
SG_BROWSER_BINARY_PATH_LINUX := $(shell which brave-bin 2>/dev/null) SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
SG_RSYNC_BIN_PATH_WINDOWS := C:\Program Files\cwrsync\bin SG_RSYNC_BIN_PATH_WINDOWS := C:\Program Files\cwrsync\bin
@@ -224,6 +226,7 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION) SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g') SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched) endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
################################################################################ ################################################################################
@@ -283,6 +286,7 @@ SG_HANDBOOK_DEPLOY_TEMP_DIR := $(shell mktemp -d -t $(SG_HANDBOOK_DEPLOY_TEMP_DI
$(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)') $(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)')
SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).epub
SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt
@@ -332,6 +336,7 @@ info:
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)" @echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)" @echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)" @echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
@echo " - Git Branch : $(SG_GIT_BRANCH)" @echo " - Git Branch : $(SG_GIT_BRANCH)"
@echo " - Git Tag : $(SG_GIT_TAG)" @echo " - Git Tag : $(SG_GIT_TAG)"
@echo " - Git Commit : $(SG_GIT_COMMIT)" @echo " - Git Commit : $(SG_GIT_COMMIT)"
@@ -360,9 +365,9 @@ clean:
.PHONY: install-build-deps .PHONY: install-build-deps
install-build-deps: install-build-deps:
@echo "Installing build dependencies if they have not already been installed..." @echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --vers "^0.4" --locked @cargo install mdbook --version "0.4.49" --locked
@cargo install xq --vers "^0.4" --locked @cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.6" --locked @cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked @cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..." @echo "Installing mdbook-pdf-outline..."
@@ -370,6 +375,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
&& . $(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),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev cac03b7f4b151f106f7f05b13da4c33fc098dd2c --locked
################################################################################ ################################################################################
# Make Targets - mdBook # Make Targets - mdBook
@@ -456,6 +462,7 @@ _mdbook_serve:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
@@ -488,13 +495,14 @@ _mdbook_build:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \ SG_GIT_COMMIT_NUMS_SINCE_TAG='$(SG_GIT_COMMIT_NUMS_SINCE_TAG)' \
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \ SG_GIT_IS_SHALLOW_CLONE='$(SG_GIT_IS_SHALLOW_CLONE)' \
SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \ SG_GIT_LATEST_REMOTE_TAG='$(SG_GIT_LATEST_REMOTE_TAG)' \
SG_GIT_TREE_STATE='$(SG_GIT_TREE_STATE)' \
SG_GIT_VERSION='$(SG_GIT_VERSION)' \ SG_GIT_VERSION='$(SG_GIT_VERSION)' \
SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \ SG_GIT_VERSION_MAJOR='$(SG_GIT_VERSION_MAJOR)' \
SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \ SG_GIT_VERSION_MINOR='$(SG_GIT_VERSION_MINOR)' \
@@ -519,24 +527,30 @@ _pack:
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)" @mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..." @echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR) @mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..." @echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME) && zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE) && powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..." @echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE) @mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
.PHONY: _deploy .PHONY: _deploy
_deploy: _deploy:
@@ -552,7 +566,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \ --delete $(SG_DOCUMENTATION_HTML_DIR)/ \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_DIR) \ @cd "$(SG_DOCUMENTATION_DIR)" \
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \ && "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \ -avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
--perms \ --perms \
@@ -561,13 +575,19 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..." @echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) @cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..." @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \
-P $(SG_HANDBOOK_SSH_PORT) \
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..." @echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
@ssh \ @ssh \
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \ -p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
@@ -580,96 +600,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \ grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \ grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
| sort -r; \ | sort -r; \
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp } > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!" @echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
@echo "Current revisions:" @echo "Current revisions:"
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..." @echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@while read dir; \ @while read dir; \
do \ do \
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \ echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_FAVICON_FILE) \ "$(SG_HANDBOOK_FAVICON_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
+1 -1
View File
@@ -88,4 +88,4 @@ SG_RSYNC_SSH_BINARY_PATH_WINDOWS := $(SG_RSYNC_BIN_PATH_WINDOWS)\ssh.exe
### make pack ### make pack
This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to the Unreal Engine Marketplace. This target is meant to be used by the `sgum-packager` utility located in the [Packager](../Packager) folder in order to deploy the documentation in various formats along with the plugin to [Fab](https://www.fab.com/).
@@ -5,7 +5,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -43,6 +43,7 @@ escape_string() {
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}") SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}") SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}") SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}") SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}") SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}") SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
@@ -70,6 +71,7 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") | . | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") | gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") | gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2 #echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2 #echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
echo "${PARSED_BOOK}" | xq '.' echo "${PARSED_BOOK}" | xq '.'
+7 -1
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -49,6 +49,12 @@ use-default-preprocessors = true
after = [ "index", "links" ] after = [ "index", "links" ]
command = "sh ./bin/sg-preprocessor.sh" command = "sh ./bin/sg-preprocessor.sh"
[output.epub]
no-section-label = false
curly-quotes = true
epub-version = 3
footnote-backrefs = true
[output.html] [output.html]
additional-css = ["styles/custom.css"] additional-css = ["styles/custom.css"]
additional-js = [] additional-js = []
+2 -2
View File
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis. This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well. Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
> [!TIP] > [!TIP]
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on the UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin) as well. > Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
+24 -7
View File
@@ -11,15 +11,24 @@ Welcom to the SenseGlove Unreal Engine Handbook!
# 🚀 Getting Started # 🚀 Getting Started
- [Installation](getting-started/installation/README.md) - [Installation](getting-started/installation/README.md)
- [Through the Epic Games Launcher](getting-started/installation/epic-games-launcher.md) - [Via the Epic Games Launcher](getting-started/installation/epic-games-launcher.md)
- [Through 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)
- [SenseCom on GNU/Linux](getting-started/sensecom/gnu-linux/README.md) - [Bluetooth Low Energy](getting-started/sensecom/bluetooth-low-energy/README.md)
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/gnu-linux/blueman-bluetooth-manager.md) - [SenseCom on Android](getting-started/sensecom/bluetooth-low-energy/android.md)
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md) - [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-low-energy/gnu-linux.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md) - [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-low-energy/microsoft-windows.md)
- [Bluetooth Serial](getting-started/sensecom/bluetooth-serial/README.md)
- [SenseCom on Android](getting-started/sensecom/bluetooth-serial/android.md)
- [SenseCom on GNU/Linux](getting-started/sensecom/bluetooth-serial/gnu-linux/README.md)
- [Connect to Nova gloves using Blueman Bluetooth Manager](getting-started/sensecom/bluetooth-serial/gnu-linux/blueman-bluetooth-manager.md)
- [Connect to Nova gloves using Command-line](getting-started/sensecom/bluetooth-serial/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/bluetooth-serial/microsoft-windows.md)
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md) - [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md) - [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md) - [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md) - [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
@@ -56,16 +65,23 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Console Commands](misc/console-commands/README.md) - [SenseGlove Console Commands](misc/console-commands/README.md)
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md) - [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
- [Upgrade Guide](misc/upgrade-guide/README.md) - [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
- [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/README.md) - [Safe Glove Access in Blueprint](advanced-topics/safe-glove-access-blueprint/README.md)
- [OpenXR](advanced-topics/openxr/README.md) - [OpenXR](advanced-topics/openxr/README.md)
- [Consuming FXRHandTrackingState](advanced-topics/openxr/consuming-fxrhandtrackingstate/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrhandtrackingstate/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrhandtrackingstate/cpp.md)
- [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)
# 🔌 Low-Level API # 🔌 Low-Level API
@@ -86,7 +102,8 @@ 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)
- [Boost C++ Libraries](license/boost-cpp-libraries.md) - [SGBLE and SGBLExx Rust Dependencies Licenses](license/sgble-sgblexx-rust-dependencies.md)
- [Boost C++ Libraries License](license/boost-cpp-libraries.md)
- [Serial Communication Library License](license/serial-communication-library.md) - [Serial Communication Library License](license/serial-communication-library.md)
----------- -----------
@@ -4,6 +4,34 @@ The SenseGlove Unreal Engine Plugin has provided OpenXR-compatible hand tracking
Typically a user does not need to know anything about OpenXR to use the plugin, so this section of the handbook is for advanced users who are looking for a way to directly consume the OpenXR data coming directly from either a SenseGlove device or if enabled in the plugin settings from hand-tracking. Typically a user does not need to know anything about OpenXR to use the plugin, so this section of the handbook is for advanced users who are looking for a way to directly consume the OpenXR data coming directly from either a SenseGlove device or if enabled in the plugin settings from hand-tracking.
Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRMotionControllerData` retrieved from the `IXTrackingSystem::GetMotionControllerData()` method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` which guarantees the retrieved `FXRMotionControllerData` is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that. Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRMotionControllerData` and `FXRHandTrackingState` structs retrieved from the `IXTrackingSystem::GetMotionControllerData()` and `IXTrackingSystem::GetHandTrackingState()` methods are coming from SenseGlove, as these methods return the first hand-tracking plugin they could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` and `GetHandTrackingState()` which guarantee the retrieved `FXRMotionControllerData` or `FXRHandTrackingState` are coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md). > [!NOTE]
> In order to retrieve the latest `FXRMotionControllerState` available, The
> SenseGlove Unreal Engine Plugin provides an alternative implementation for
> `IXTrackingSystem::GetMotionControllerState()` as well . However, since this
> method does not rely on the `OpenXRHandTracking` provider, it may become
> redundant. As a result, we might consider removing this functionality in
> future updates in favor of the one that Unreal Engine provides.
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
In the next sections we'll see:
- [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
- [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md).
- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data.
@@ -0,0 +1,216 @@
# Consuming FXRHandTrackingState
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand-tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp
USTRUCT(BlueprintType)
struct FXRHandTrackingState
{
GENERATED_USTRUCT_BODY();
// The state is valid if poses have ever been provided.
UPROPERTY(BlueprintReadOnly, Category = "XR")
bool bValid = false;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FName DeviceName;
UPROPERTY(BlueprintReadOnly, Category = "XR")
FGuid ApplicationInstanceID;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EXRSpaceType XRSpaceType = EXRSpaceType::UnrealWorldSpace;
UPROPERTY(BlueprintReadOnly, Category = "XR")
EControllerHand Hand = EControllerHand::Left;
UPROPERTY(BlueprintReadOnly, Category = "XR")
ETrackingStatus TrackingStatus = ETrackingStatus::NotTracked;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FVector> HandKeyLocations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<FQuat> HandKeyRotations;
// The indices of this array are the values of EHandKeypoint (Palm, Wrist, ThumbMetacarpal, etc).
UPROPERTY(BlueprintReadOnly, Category = "XR")
TArray<float> HandKeyRadii;
};
```
Which on the Blueprint side it looks like this:
![FXRHandTrackingState Blueprint representation](consuming-fxrhandtrackingstate-blueprint-representation.png "FXRHandTrackingState Blueprint representation")
But, fear not, we've got you covered!
## FXRHandTrackingState in Unreal Engine
`FXRHandTrackingState` is a structure in Unreal Engine designed to hold detailed information about the state of a hand-tracking device at a given moment. This structure is essential for handling hand-tracking inputs in virtual reality (VR) applications, providing the necessary data to accurately track and represent the user's hand movements and actions within the virtual environment.
### Structure Members of FXRHandTrackingState
- **bValid**
- **Description**: A boolean flag indicating whether the data is valid or not.
- **Usage**: This is used to check if the motion controller data is correctly initialized and can be used for further processing.
- **DeviceName**
- **Type**: `FName`
- **Description**: The name of the device.
- **Usage**: Identifies which device the data is coming from, useful when multiple devices are in use.
- **ApplicationInstanceID**
- **Type**: `FString`
- **Description**: A unique identifier for the application instance.
- **Usage**: Helps in differentiating data from different instances of an application, ensuring the correct instance processes the data.
- **XRSpaceType**
- **Type**: `EXRSpaceType`
- **Description**: Enum specifying the type of XR space being used (e.g., unreal world or tracking space).
- **Usage**: Specifies the coordinate system the XR Device is tracking itself in.
- **Hand**
- **Type**: `EControllerHand`
- **Description**: Enum indicating which hand is being tracked (left or right).
- **Usage**: Helps identify whether the hand-tracking data pertains to the left or right hand, essential for hand-specific actions or interactions.
- **TrackingStatus**
- **Type**: `EXRTrackingStatus`
- **Description**: Enum indicating the tracking status of the hand-tracking device.
- **Usage**: Shows whether the hand-tracking device is being tracked accurately, with possible statuses like `Tracked`, `NotTracked`, etc.
- **HandKeyLocations**
- **Type**: `TArray<FVector>`
- **Description**: An array of vectors representing key locations of the hand.
- **Usage**: Provides detailed locations of key points on the hand, useful for precise hand-tracking and interaction.
- **HandKeyRotations**
- **Type**: `TArray<FQuat>`
- **Description**: An array of quaternions representing key rotations of the hand.
- **Usage**: Complements the hand key locations with rotational data, ensuring accurate representation of hand movements.
- **HandKeyRadii**
- **Type**: `TArray<float>`
- **Description**: An array of floats representing the radii of key points of the hand.
- **Usage**: Gives the size of the hand key points, aiding in collision detection and interaction fidelity.
### Organization of FXRHandTrackingState
The structure is organized to encapsulate all relevant data needed for hand-tracking in a coherent and accessible manner. Boolean flag `bValid` provides quick checks on the state of the controller data. Identifiers `DeviceName` and `ApplicationInstanceID` ensure the correct association of data. Arrays `HandKeyLocations`, `HandKeyRotations`, and `HandKeyRadii` allow detailed hand-tracking, which is critical for immersive VR experiences. Lastly, the tracking status `TrackingStatus` informs the system of the reliability of the data being processed and whether the hands are actively being tracked or they are inactive at the moment.
### Processing the Data for Drawing and Animating a Virtual Hand
In order to draw and animate a virtual hand in real-time whether the data is coming from hand-tracking or a SenseGlove device, we could consume the data from the `HandKeyLocations` and `HandKeyRotations` fields of the `FXRHandTrackingState` struct.
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp
/**
* Transforms that are tracked on the hand.
* Matches the enums from WMR to make it a direct mapping
*/
UENUM(BlueprintType)
enum class EHandKeypoint : uint8
{
Palm,
Wrist,
ThumbMetacarpal,
ThumbProximal,
ThumbDistal,
ThumbTip,
IndexMetacarpal,
IndexProximal,
IndexIntermediate,
IndexDistal,
IndexTip,
MiddleMetacarpal,
MiddleProximal,
MiddleIntermediate,
MiddleDistal,
MiddleTip,
RingMetacarpal,
RingProximal,
RingIntermediate,
RingDistal,
RingTip,
LittleMetacarpal,
LittleProximal,
LittleIntermediate,
LittleDistal,
LittleTip
};
const int32 EHandKeypointCount = static_cast<int32>(EHandKeypoint::LittleTip) + 1;
```
So, getting the any joint's location or rotation is as easy as casting the enum value and passing it as the array index.
```cpp
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = FSGXRTracker::GetHandTrackingState(
GetWorld(), EXRSpaceType::UnrealWorldSpace, EControllerHand::Left, HandTrackingState);
// Return if the struct data is invalid!
if (!bGotHandTrackingState || !HandTrackingState.bValid)
{
return;
}
// Return if the device is not being tracked!
if (HandTrackingState.TrackingStatus == ETrackingStatus::NotTracked)
{
return;
}
// Ensure that HandTrackingState.HandKeyLocations has the location data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyLocations count!")))
{
return;
}
// Ensure that HandTrackingState.HandKeyRotations has the rotation data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyRotations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!")))
{
return;
}
static constexpr int32 PalmIndex = static_cast<int32>(EHandKeypoint::Palm);
const FVector& PalmLocation{
HandTrackingState.HandKeyLocations[PalmIndex]
};
const FRotator& PalmRotation{
HandTrackingState.HandKeyRotations[PalmIndex].Rotator()
};
```
The equivalent Blueprint code for the above looks something like this:
![Get a joint location and rotation from FXRHandTrackingState in Blueprint](consuming-fxrhandtrackingstate-blueprint-get-joint-location-rotation.png "Get a joint location and rotation from FXRHandTrackingState in Blueprint")
OK, now that we've got a glimpse of how the virtual hand's joint data could be processed we are going to draw and animate a virtual hand in both [Blueprint](blueprint.md) and [C++](cpp.md) in the upcoming sections.
@@ -0,0 +1,65 @@
# Consuming FXRHandTrackingState in Blueprint
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've studied the [Consuming FXRHandTrackingState](./) section, first.
## Drawing and Animating Virtual Hands
1. Create a new Virtual Reality project based [the Unreal VR Template](https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine).
2. Make sure the [SenseGlove UnrealEngine plugin is installed and enabled](/getting-started/installation.md) inside your new project.
![Enabling the SenseGlove Unreal Engine Plugin](enabling-senseglove-unrealp-engine-plugin.png "Enabling the SenseGlove Unreal Engine Plugin")
3. You could use either hand-tracking or a SenseGlove device as the input data, or both of the inside the same project. Whether you would like to use hand-tracking or a SenseGlove device, please make sure the required steps are taken for each of those first.
4. You could add the required Blueprint code for drawing virtual hands to either your Level Buleprint or the VRPawn Blueprint Class located at `/Content/VRTemplate/Blueprints/VRPawn`. In this guide we are going to add the code to our VRPawn.
5. Add a new function named `Draw Hand` with an input parameter of type `EController Hand` named `Hand`.
![Adding the Blueprint Draw Hand function](consuming-fxrhandtrackingstate-blueprint-add-draw-hand-function.png "Adding the Blueprint Draw Hand function")
6. Inside this function's event graph add a `Get Hand Tracking State` node from `SenseGlove > Tracking > XR Tracker > Get Hand Tracking State`.
![Adding the Get Hand Tracking State node](consuming-fxrhandtrackingstate-blueprint-add-get-hand-tracking-state-node.png "Adding the Get Hand Tracking State node")
7. Then connect the functions `Hand` input parameter to the `Get Hand Tracking State`'s `Hand` input and right-click on the `OutHandTrackingState` parameter and use the `Break XRHandTrackingState` node to break the struct to it's fields.
![Breaking the XR Hand Tracking State Data node](consuming-fxrhandtrackingstate-blueprint-break-xr-hand-tracking-state.png "Breaking the XR Hand Tracking State node")
8. After this, we need to perform data validation by checking the return status of the `Get Hand Tracking State` function and `FXRHandTrackingState`'s `Valid` field. Then, we check if the hand-tracking device is being tracked and indeed coming from a hand-tracking source. And, finally, we check whether we have the positions and rotations for exactly `26` joints or not.
![FXRHandTrackingState validation](consuming-fxrhandtrackingstate-blueprint-validation.png "FXRHandTrackingState validation")
9. OK, now it's time to draw the joints! If we check out the SenseGlove Debug module's draw option, we notice there are various ways to draw the debug virtual hand. Drawing a cube or a gizmo per joint, or draw the whole hand all at once by passing the retrieved `FXRHandTrackingState` to the `DebugVirtualHand::Draw` function! But, since the point of this tutorial is to learn how to consume the `FXRHandTrackingState` we ignore the last option. Between the debug cubes or gizmos, we are going to choose the gizmos since they better represent the rotations than the cubes.
![Some options for drawing a debug virtual hand](consuming-fxrhandtrackingstate-blueprint-debug-virtual-hand-draw-options.png "Some options for drawing a debug virtual hand")
10. In the last step inside the `Draw Hand` function, in order to draw a virtual hand with `26` joints, we have to first iterate through either of the `Hand Key Positions` or `Hand Key Rotations` arrays from the `FXRHandTrackingState` struct. Since we made sure both arrays have `26` elements before we reached this step, it's safe to just iterate over one and use the `Array Index` inside a `For Each Loop` or a `For Loop` to access the position and rotation of every joint. Then we use each array `Get (a ref)` method to access the position and rotation data inside the loop and call the `Draw` function from `SenseGlove > Debug > Gizmo` per every joint. Please note that there are two `Draw` functions and the only difference between the two is that one accepts an `FQuat` and the other a `FRotator` for its `Rotation` input parameter. In this case, we use the `FQuat` variant to avoid an extra conversion to `FRotator`. Also, please adjust the `Thickness` option for the `Settings` parameter from `1.0` to `0.2`, as the default value might be too thick for drawing a joint gizmo.
![Drawing a debug gizmo per each hand's joint](consuming-fxrhandtrackingstate-blueprint-draw-debug-gizmo-per-joint.png "Drawing a debug gizmo per each hand's joint")
11. Well, now the full implementation for the `Draw Hand` function insde the `VRPawn` should look something like this:
![VRPawn Draw Hand function final implementation](consuming-fxrhandtrackingstate-blueprint-draw-hand-function-implementation.png "VRPawn Draw Hand function final implementation")
12. Finally, go back to `VRPawn`'s event graph and the following code to the `Tick` event. Basically what we do here is call our newly implemented `Draw Hand` twice, once for each hand.
![Attempt to draw the left and right virtual hands every frame from the VR Pawn Tick event](consuming-fxrhandtrackingstate-blueprint-vrpawn-draw-virtual-hands-every-frame.png "Attempt to draw the left and right virtual hands every frame from the VR Pawn Tick event")
13. Now, go back to the `VRTemplateMap` and use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -0,0 +1,259 @@
# Consuming FXRHandTrackingState in C++
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've first studied the [Consuming FXRHandTrackingState](./) section.
## Drawing and Animating Virtual Hands
1. Create a new Virtual Reality project based [the Unreal VR Template](https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine).
2. Make sure the [SenseGlove UnrealEngine plugin is installed and enabled](/getting-started/installation.md) inside your new project.
![Enabling the SenseGlove Unreal Engine Plugin](enabling-senseglove-unrealp-engine-plugin.png "Enabling the SenseGlove Unreal Engine Plugin")
3. You could use either hand-tracking or a SenseGlove device as the input data, or both of the inside the same project. Whether you would like to use hand-tracking or a SenseGlove device, please make sure the required steps are taken for each of those first.
4. From the `Tools` menu choose `New C++ class...`.
![Creating a new C++ class](consuming-fxrhandtrackingstate-cpp-new-class.png "Creating a new C++ class")
5. Choose the Unreal Engine's `APawn` class as the parent class for the new C++ pawn class.
![Choosing APawn as the parent class](consuming-fxrhandtrackingstate-cpp-add-class-choose-name.png "Choosing APawn as the parent class")
6. Name the new pawn class `DebugPawn`.
![Naming the new C++ class DebugPawn](consuming-fxrhandtrackingstate-cpp-add-class-choose-parent.png "Naming the new C++ class DebugPawn")
7. Since we have created a new C++ class, this converts the current Blueprint VRTemplateMap project to a C++ one. That's why the Unreal Editor will give us a few prompts regarding opening the project in the default IDE and rebuilding the code. It might be simpler to just close the editor, then rebuild the source code inside your favorite IDE, and then start the editor with the converted project again.
8. Find and open the VRPawn Blueprint Class located at `/Content/VRTemplate/Blueprints/VRPawn` inside the Blueprint Editor and from the `File` menu choose the `Reparent Blueprint` class.
![Reparenting the VRPawn Blueprint class](consuming-fxrhandtrackingstate-cpp-reparent.png "Reparenting the VRPawn Blueprint class")
9. In the new `Reparent blueprint` window choose `DebugPawn` as the new parent.
![Reparenting the VRPawn Blueprint class to ADebugPawn](consuming-fxrhandtrackingstate-cpp-reparent-debug-pawn.png "Reparenting the VRPawn Blueprint class to ADebugPawn")
10. By looking at the `Parent Class` label located under the Blueprint Editor window control buttons verify that the `ADebugPawn` class has been set as the new parent.
![Veifying whether the VRPawn Blueprint class set to ADebugPawn or not](consuming-fxrhandtrackingstate-cpp-verify-parent-class.png "Veifying whether the VRPawn Blueprint class set to ADebugPawn or not")
11. Locate the project's main Build file, in our case `VirtualHandCpp/Source/VirtualHandCpp/VirtualHandCpp.Build.cs` and add the `InputDevice`, `OpenXRHMD`, `SenseGloveBuildHacks`, `SenseGloveDebug`, `SenseGloveSettings`, and `SenseGloveTracking` modules as either a private or public dependency.
```csharp
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class VirtualHandCpp : ModuleRules
{
public VirtualHandCpp(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[]
{
"InputDevice",
"OpenXRHMD",
"SenseGloveBuildHacks",
"SenseGloveDebug",
"SenseGloveSettings",
"SenseGloveTracking"
});
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
```
12. Locate the C++ header and source file for the `ADebugPawn` inside the project in your C++ IDE. In our case they are located at `VirtualHandCpp/Source/VirtualHandCpp/DebugPawn.h` and `VirtualHandCpp/Source/VirtualHandCpp/DebugPawn.cpp`.
13. Modify the `DebugPawn.h` header file to look like this:
```cpp
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "DebugPawn.generated.h"
UCLASS()
class VIRTUALHANDCPP_API ADebugPawn : public APawn
{
GENERATED_BODY()
private:
// The virtual hand drawing settings.
UPROPERTY(EditDefaultsOnly, Category="DebugPawn",
meta=(AllowPrivateAccess="false"))
FSGDebugGizmoSettings HandDrawingSettings;
public:
// Sets default values for this pawn's properties
ADebugPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
// The method responsible for drawing a virtual hand.
void DrawHand(EControllerHand Hand) const;
};
```
14. Modify the `DebugPawn.cpp` implementation file to look like this:
```cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "DebugPawn.h"
#include "SGDebug/SGDebugGizmo.h"
#include "SGTracking/SGXRTracker.h"
// Sets default values
ADebugPawn::ADebugPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Set the default virtual hand drawing settings.
HandDrawingSettings = FSGDebugGizmoSettings{
1.0f,
FColor{255, 0, 0, 255},
FColor{0, 255, 0, 255},
FColor{0, 0, 255, 255},
false,
1.1f,
0,
0.2f,
};
}
// Called when the game starts or when spawned
void ADebugPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ADebugPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Attempt at drawing the left/right virtual hands every frame.
DrawHand(EControllerHand::Left);
DrawHand(EControllerHand::Right);
}
// Called to bind functionality to input
void ADebugPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void ADebugPawn::DrawHand(const EControllerHand Hand) const
{
// Get the world and cache it, if it's null we return early.
UWorld* World{GetWorld()};
if (!IsValid(World))
{
return;
}
FXRHandTrackingState HandTrackingState;
const bool bGotHandTrackingState = FSGXRTracker::GetHandTrackingState(
World, EXRSpaceType::UnrealWorldSpace, Hand, HandTrackingState);
// Return if the struct data is invalid!
if (!bGotHandTrackingState || !HandTrackingState.bValid)
{
return;
}
// Return if the device is not being tracked!
if (HandTrackingState.TrackingStatus == ETrackingStatus::NotTracked)
{
return;
}
// Ensure that HandTrackingState.HandKeyLocations has the location data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyLocations count!")))
{
return;
}
// Ensure that HandTrackingState.HandKeyRotations has the rotation data
// for 26 joints!
if (!ensureAlwaysMsgf(HandTrackingState.HandKeyRotations.Num()
== EHandKeypointCount,
TEXT("Invalid HandKeyRotations count!")))
{
return;
}
// Iterate over the hand joint locations and rotations!
for (int32 JointIndex = 0; JointIndex < EHandKeypointCount; ++JointIndex)
{
const FVector& JointLocation{
HandTrackingState.HandKeyLocations[JointIndex]
};
const FQuat& JointRotation{
HandTrackingState.HandKeyRotations[JointIndex]
};
// Draw a single joint's gizmo!
// Please note that we could alternatively:
// Use FSGDebugCube::Draw() to draw a cube.
// Or use the FSGDebugVirtualHand::Draw() method and pass the
// HandTrackingState directly to draw the virtual hand
// all at once without iterating the joints. But, that's not
// goal of this tutorial.
FSGDebugGizmo::Draw(World, JointLocation, JointRotation, HandDrawingSettings);
}
}
```
15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRHandTrackingState animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRHandTrackingState animated debug virtual hands")
@@ -1,6 +1,20 @@
# Consuming FXRMotionControllerData # Consuming FXRMotionControllerData
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward: > [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp ```cpp
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
@@ -160,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc. Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows: Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp ```cpp
/** /**
@@ -1,5 +1,19 @@
# Consuming FXRMotionControllerData in Blueprint # Consuming FXRMotionControllerData in Blueprint
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first. Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
## Drawing and Animating Virtual Hands ## Drawing and Animating Virtual Hands
@@ -48,4 +62,4 @@ Before continuing this section, please ensure you've studied the [Consuming FXRM
13. Now, go back to the `VRTemplateMap` and use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation. 13. Now, go back to the `VRTemplateMap` and use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRMotionControllerData animated debug virtual hands](consuming-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands") ![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -1,5 +1,19 @@
# Consuming FXRMotionControllerData in C++ # Consuming FXRMotionControllerData in C++
> [!IMPORTANT]
> Unreal Engine versions `5.2`, `5.3`, and `5.4` are limited to
> `FXRMotionControllerData` since at the time of their release no
> `FXRHandTrackingState` was available.
> Also please keep in mind that, while `FXRMotionControllerData` is pretty much
> usable and functional in Unreal Engine `5.5`, it is recommended to utilize
> `FXRHandTrackingState` instead. This is because this version of UE has
> deprecated `FXRMotionControllerData` in favor of the
> `FXRMotionControllerState` and `FXRHandTrackingState` structs. Prior to
> version `5.5`, `FXRMotionControllerData` handled both motion controller and
> hand tracking data. From `5.5` onward, these responsibilities have been
> separated into the two distinct structs, providing clearer and more
> specialized handling of each.
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section. Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
## Drawing and Animating Virtual Hands ## Drawing and Animating Virtual Hands
@@ -249,4 +263,4 @@ void ADebugPawn::DrawHand(const EControllerHand Hand) const
15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation. 15. Now, rebuild the source code and go back to the `VRTemplateMap`, then use the VR Preview button to run the game. If everything's done correctly, you should be able to see the virtual hands inside your VR simulation.
![FXRMotionControllerData animated debug virtual hands](consuming-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands") ![FXRMotionControllerData animated debug virtual hands](../consuming-fxrhandtrackingstate-fxrmotioncontrollerdata-animated-debug-virtual-hands.gif "FXRMotionControllerData animated debug virtual hands")
@@ -0,0 +1,265 @@
# Third-Party OpenXR Integrations
The **SenseGlove Unreal Engine Plugin** registers itself as an `OpenXRHandTracking` provider, making it a fully compatible, drop-in replacement for 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.
@@ -0,0 +1,34 @@
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
- Adding custom debugging gizmos to improve development and testing workflows.
- Visualizing debug virtual hands by incorporating the custom gizmos.
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
This guide will help you take your VR projects to the next level with polished and practical implementations.
**Part 1**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
</div>
**Part 2**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
</div>
@@ -5,6 +5,286 @@ 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).
## [2.6.3] - 2025-06-27
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added a new section to the handbook titled [Third-Party OpenXR Integrations](../advanced-topics/openxr/third-party-integrations/) section.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.2] - 2025-06-10
This patch release contains no changes to the plugin code. It includes only documentation updates and improvements.
### Documentation
- Added [a third-party tutorial to the Optimizing Your Project for Higher FPS](../misc/optimize-higher-fps/third-party-tutorials/) section.
## [2.6.1] - 2025-06-05
This patch release addresses several critical build and linking issues.
### Fixed
- Fix a linking issue on GNU/Linux with UE `5.6` where SenseGlove libraries were built against dynamic versions of `libc++` and `libc++abi` libraries rather than the static versions.
- Fix an issue where SenseGlove libraries for some targets were not actually built with `C++20` and still were built against `C++17`.
- Fix an issue where SenseGlove libraries for some targets were built or linked with incorrect settings.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Bumped the SenseGlove libraries to `v2.204.0-3a37b1977`.
### Removed
- SenseGlove plugin no longer ships Boost or wjwwood's Serial Communication Library header files as SenseGlove public headers shipped with `v2.204.0-3a37b1977` render them redundant. This significantly removes clutter, free up disk space, and speed up builds to some extent.
### Documentation
- Fix some changelog typos.
- Additional minor fixes and improvements that may not be listed here.
## [2.6.0] - 2025-06-04
This minor release delivers broad compatibility, stability, and maintainability enhancements, focusing on bringing full Unreal Engine `5.6` support, C++20 migration, and resolving various GNU/Linux build issues.
### Added
- Added support for Epic Native Toolchain `v25`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Resolved GNU/Linux build issues for Unreal Engine `5.5` and `5.6` caused by incorrect linkage to GNU/GCC's `libstdc++` instead of LLVM/Clang's `libc++`.
- Fix `SGLog` build issues on GNU/Linux with UE `5.6`.
- Fix type conversion safety and consistency issues across all `SGLog` formatters.
- Resolved a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Replaced Epic Native Toolchain `v24` support with Epic Native Toolchain `v25` due to the fact that now `v25` is the default Linux toolchain for UE `5.6`.
- Revamped `FSGHMDTracker` to resolve a critical deadlock between the rendering and game threads in Unreal Engine `5.6` that occurrs when `IHeadMountedDisplay::GetHMDMonitorInfo()` is invoked from `FSGXRTracker::GetControllerTransform()`. This is similar to another [critical deadlock issue (UE-212224), occurring during PipelinedFrameState acquisition, addressed in the `v2.5.0` release](#250---2025-05-09).
- Revamped the UBT logic for importing third-party headers and libraries by introducing third-party dependency modules, `SGBleThirdPartyLibs`, `SGConnectThirdPartyHeaders`, `SGConnectThirdPartyLibs`, `SGCoreThirdPartyLibs`, and `SGSerialThirdPartyLibs`, which significantly reduces UBT boilerplate code and increases maintainability.
- Bumped the SenseGlove libraries to `v2.203.0-f3d3e676`.
- SenseGlove libraries have migrated to `C++20` from `C++17`.
- Revamped the `SGLog` logging utility class to use `TUniquePtr` instead of `std::unique_ptr`.
- `SGLog` now relies on `TAtomic<bool>` for thread-safe initialization.
- `SGBackend` now relies on `TAtomic<bool>` for thread-safe initialization.
- `USGBackend::IsBackendInitialized()` is no longer inlined and the initialization flag has been moved to the private implementation of `USGBackend`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.6.0-4108c6f`.
### Removed
- Dropped support for Epic Native Toolchain `v24`, which was last shipped with the preview release of UE `5.6`, but has been removed from the `5.6` branch on GitHub.
### Deprecated
- This is the last minor release to support Unreal Engine `5.3` and its support will be removed from the next minor or major releases.
### Documentation
- Revised the outdated [Plugin Directory Structure](./directory-structure.html) section to accurately reflect the latest changes to the `Source/ThirdParty` directory layout changes.
- Lock the [mdbook](https://github.com/rust-lang/mdBook) crate version to `v0.49.0` to avoid layout issues introduced with `v0.50.0`.
- Additional minor fixes and improvements that may not be listed here.
## [2.5.0] - 2025-05-09
This minor release primarily focuses on bringing Bluetooth Low Energy support to the SenseGlove Unreal Engine integration.
### Added
- Added support for Epic Native Toolchain `v24`, which will be shipped with the upcoming UE `5.6`.
### Fixed
- Backend initialization error handling on Android.
- Fix [a critical issue introduced by UE `5.5`](https://github.com/EpicGames/UnrealEngine/blob/ef1397773d160d39423feb90cb2196ddfaa1e2ae/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1740) that [also affects the upcoming UE `5.6`](https://github.com/EpicGames/UnrealEngine/blob/bedc5631b81cd39aaac8d61f303eacc86d4220f0/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp#L1772). This is known as issue `UE-212224`, which leads to a deadlock during `PipelinedFrameState` acquisition between the game and rendering threads.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The error codes returned from `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` have been changed. This is a breaking change for any code that relies on handling the return codes from those functions.
- Bumped the SenseGlove libraries to the `v2.200.0-0cb715d0` release with BLE (Bluetooth Low Energy) support.
### Removed
- Dropped support for Unreal Engine `5.2` and Epic Native Toolchain `v21` (previously used for building UE `5.2` Linux dependencies), as they were already deprecated in the `v2.4.x` release series.
### Documentation
- Revamped [SenseCom documentation](../getting-started/sensecom) in order to divide the SenseCom instructions section into [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy) and [Bluetooth Serial instructions for SenseCom](../getting-started/sensecom/bluetooth-serial) sections.
- Added [Bluetooth Low Energy instructions for SenseCom](../getting-started/sensecom/bluetooth-low-energy).
- Added [Bluetooth Serial instructions for Android](../getting-started/sensecom/bluetooth-serial/android.html).
- Added [SGBLE and SGBLExx Rust Dependency Licenses](../license/sgble-sgblexx-rust-dependencies.html).
- Bumped the [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) crate to [`cac03b7f4b151f106f7f05b13da4c33fc098dd2c`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/cac03b7f4b151f106f7f05b13da4c33fc098dd2c).
- List the third-party tutorials inside the [Extra Resources](../appendix/extra-resources.html#third-party-tutorials) section in a categorized manner.
- Improved changelog formatting.
- Additional minor fixes and improvements that may not be listed here.
## [2.4.2] - 2025-02-17
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
### Documentation
- List the third-party tutorials with a description in their corresponding parent sections.
- Additional minor fixes and improvements that may not be listed here.
## [2.4.1] - 2025-02-14
This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code.
### Documentation
- Fix a bug that breaks the custom CSS styles on the Handbook's release URLs (e.g. `https://unreal.docs.senseglove.com/2.4/`) by reverting an unintentional change from the `v2.4.0`.
- Applied a minor Handbook Makefile fix.
- Additional minor fixes and improvements that may not be listed here.
## [2.4.0] - 2025-02-14
This minor release brings various improvements and, notably, the first version to add support for VIVE standalone mode with ViveOpenXR compatibility.
### Added
- Added the ePub version of the SenseGlove Unreal Engine Handbook.
- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
- Introduced compatibility with the `ViveOpenXR` plugin.
- Added the `FSGPluginUtils` utility class for other plugins or modules availability detection such as `Meta XR` and `ViveOpenXR`.
- Added various HTC HMDs auto-detection support on Android.
- Added support for HTC VIVE Focus Vision HMD auto-detection.
- Added support for HTC Vive Wrist Trackers support on Android using the official `ViveOpenXR` plugin's OpenXR positional tracking provider `OpenXRViveWristTracker`.
- Added enum `ESGOpenXRPositionalTrackingProvider`.
- Added the `OpenXRPositionalTrackingProvider` option to the plugin's wrist-tracker settings to either manually set the positional tracking provider or auto-detect it based on a combination of tracker hardware settings, targeted platform, available OpenXR plugins, or the auto-detected HMD hardware.
### Fixed
- Fix a critical issue where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
- `FSGArrayUtils` optimizations that affect the plugin performance as a whole.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Now the motion sources for the wrist-tracking hardware or hand-tracking are queried and populated dynamically rather than relying on the hardcoded `EControllerHand` enum. This allows the SenseGlove Unreal Engine Plugin to integrate better into other plugins such as `ViveOpenXR`, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware.
- `FSGWristTrackingSettings::LeftHandMotionSource` and `FSGWristTrackingSettings::RightHandMotionSource` types have changed from `EControllerHand` to `FName`.
- Bumped the SenseGlove libraries to `v2.105.3-97ea18cb`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.5.0-7df1183`.
- Bumped the copyright years.
- This is the last release to support Unreal Engine `5.2`. From `v2.5.x` onwards only UE `5.3` and newer will be supported.
- The `ESGViveHMDDetectionPriority` enum items have changed and are no longer backward-compatible.
### Deprecated
- This is the last minor release to support Unreal Engine `5.2` and its support will be removed from the next minor or major releases.
### Documentation
- Reintroduced the Handbook in ePub format.
- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation, and added the `ViveOpenXR`-compatibile instructions as well.
- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
- Clarified [how to set up the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
- Added [HTC VIVE specific optimization tips for running in standalone mode](../misc/optimize-higher-fps/#htc-vive-specific-optimizations-in-standalone-mode).
- Fixed a few broken URLs caused by bad markdown formatting.
- Applied various Handbook Makefile fixes.
- Clarified the HTC VIVE standalone support status in the platform support matrix.
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
- Additional minor fixes and improvements that may not be listed here.
- List the VRExpansionPlugin demo in the [Extra Resources](../appendix/extra-resources.html) section.
## [2.3.2] - 2025-01-28
This patch release addresses a critical issue backported from the upcoming `2.4.x` release to `2.3.x`.
### Fixed
- Fix a critical issue backported from the upcoming `2.4.x` release where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
## [2.3.1] - 2024-11-27
This patch release addresses a few issues with SenseGlove Sockets Editor.
### Fixed
- Additional minor fixes and improvements that may not be listed here.
### Changed
- The SenseGlove Sockets Editor now calculates hand bone reference transforms using the current virtual hand mesh being edited, rather than the reference mesh, when adding SenseGlove sockets.
## [2.3.0] - 2024-11-13
This minor release includes some improvements and adds official Unreal Engine `5.5` Fab support.
### Added
- Added `USGAndroidPermissions` to the `SenseGloveAndroid` module, enhancing the plugin's permission request process on Android. Now, a pop-up prompts the user to grant permissions, preventing silent crashes when permissions haven't been granted beforehand.
- Added Unreal Engine `5.5` Fab support.
### Fixed
- Fix UE `5.5` deprecation warnings inside `USGVirtualHandComponent`.
- Additional minor fixes and improvements that may not be listed here.
## [2.2.2] - 2024-11-08
This patch release addresses a few issues with both glove and hand-tracking.
### Fixed
- Fixed a chain of critical bugs that gets triggered due to `GloveConnectivityCheckInterval` getting passed as seconds to the engine rather than milliseconds. Thus, the default or any large value for `GloveConnectivityCheckInterval` causes noticeable long delays between glove-connectivity-check intervals and consequently renders the hand-tracking state invalid in certain situations when the `bFallbackToHandTrackingIfNoGloveDetected` option is false.
## [2.2.1] - 2024-10-23
This patch release focuses exclusively on updates to the documentation.
### Documentation
- Updated all URLs, screenshots, and tutorials to reflect the transition from the Unreal Engine Marketplace to Fab, Epics new unified content marketplace.
- Revised documentation now points to the new home of the SenseGlove Unreal Engine Plugin on Fab, ensuring users have access to the latest resources and information.
## [2.2.0] - 2024-10-22
This is a minor release with some breaking API and ABI changes, focusing mainly on migrating away from the deprecated `FXRMotionControllerData` in favor of `FXRMotionControllerState` and `FXRHandTrackingState` on Unreal Engine `5.5+`.
### Added
- Completed support for the upcoming Unreal Engine `5.5` release.
- Added `USGVirtualHandComponent::GetMotionControllerState()` and the equivalent Blueprint function`UVirtualHandComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
- Added `USGVirtualHandComponent::GetHandTrackingState()` and the equivalent Blueprint function `UVirtualHandComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
- Added `USGWristTrackerComponent::GetMotionControllerState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetMotionControllerState` on UE `5.5+`.
- Added `USGWristTrackerComponent::GetHandTrackingState()` and the equivalent Blueprint function `UWristTrackerComponentKismetLibrary::GetHandTrackingState` on UE `5.5+`.
- Added a variant of `FSGDebugVirtualHand::Draw()` and the equivalent Blueprint function `USGDebugVirtualHandKismetLibrary::Draw_FXRHandTrackingState()` which accept `FXRHandTrackingState` on UE `5.5+`.
- Added the new member `bTracked` to the `FSGXRHandState` struct.
- Added `FSGXRTracker::GetMotionControllerState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetMotionControllerState()`.
- Added `FSGXRTracker::GetHandTrackingState()` and the equivalent Blueprint function `USGXRTrackerKismetLibrary::GetHandTrackingState()`.
### Fixed
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Replaced all internal usages of the `FXRMotionControllerData` struct with either `FXRMotionControllerState` or `FXRHandTrackingState` on UE `5.5+`.
- Deprecated `USGVirtualHandComponent::GetMotionControllerData()` on UE `5.5+`.
- Deprecated `USGWristTrackerComponent::GetMotionControllerData()` on UE `5.5+`.
- Deprecated the variant of `FSGDebugVirtualHand::Draw()` which accepts `FXRMotionControllerData` as a parameter on UE `5.5+`.
- Renamed `USGDebugVirtualHandKismetLibrary::Draw` to `USGDebugVirtualHandKismetLibrary::Draw_FXRMotionControllerData` for more clarification.
- Renamed an `FSGXRHandState` member from `bReceivedJointPoses` to `bHasReceivedJointPoses`.
- Changed the `FSGXRTracker::GetAllKeypointStates()` signature on UE `5.5+` to match the `IHandTracker` interface API changes.
- The animation system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
- The wrist tracking system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState` instead of `FXRMotionControllerData`.
- The hand interaction manipulation on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
- The virtual hand debugging system on UE `5.5+` has been revamped to utilize `FXRHandTrackingState`.
### Documentation
- Added the documentation on consuming the `FXRHandTrackingState` struct in both Blueprint and C++.
- Updated the documentation on consuming the `FXRMotionControllerData` struct.
- Additional minor documentation fixes and improvements that may not be listed here.
## [2.1.4] - 2024-10-22 ## [2.1.4] - 2024-10-22
This is a bugfix release that delivers some documentation fixes. This is a bugfix release that delivers some documentation fixes.
@@ -60,7 +340,7 @@ 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
@@ -69,92 +349,92 @@ 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 FSGSocketsEditor editor-only class. - Added `FSGSocketsEdito`r 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 USGGrabComponent now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled. - The `SGGrabComponent` now enables `bGravityEnabled`, `bSimulatePhysics`, and calls `WakeRigidBody` on its owning actor at `BeginPlay()` if `bAffectPhysicsState` is enabled.
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status. - 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`
@@ -169,19 +449,19 @@ 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
@@ -190,23 +470,23 @@ 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
@@ -225,21 +505,21 @@ 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
@@ -247,11 +527,11 @@ 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
@@ -259,15 +539,15 @@ 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
@@ -278,37 +558,37 @@ This is the second major release of the SenseGlove Unreal Engine Plugin adding s
- Added support for the SenseGlove Nova 2 devices. - Added support for 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 VibrotacktileLevel. - The `SGTouchComponent` uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to `VibrotactileDuration` and `VibrotactileLevel`.
- The SGTouchComponent uproperties ForceFeedbackLevel and BuzzLevel (now 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 `SGTouchComponent` uproperties ForceFeedbackLevel and BuzzLevel (now `VibrotactileLevel`) parameters type have changed from `int32` to `float` with the value range varying between `0.0f` to `1.0f` instead of `1` to `100` in order to correspond to the underlying API changes.
- The SGVirtualHandComponent now assumes the default grab point's name as GenericGrabPoint instead of GrabPoint as default if not specified in the Unreal Blueprint Editor. - The `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
@@ -317,14 +597,14 @@ 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
@@ -332,8 +612,8 @@ 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
@@ -341,7 +621,7 @@ 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
@@ -349,7 +629,7 @@ 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
@@ -357,7 +637,7 @@ 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
@@ -366,15 +646,15 @@ 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.
@@ -386,69 +666,69 @@ 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 #ifdefs 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 `#ifdef`s 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
@@ -458,7 +738,7 @@ 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
@@ -470,7 +750,7 @@ 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
@@ -478,7 +758,7 @@ 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
@@ -498,7 +778,7 @@ This release breaks ABI/API compatibility with the previous versions in some are
- Added HTC VIVE Focus 3 positional tracking hardware enum. - Added 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
@@ -506,12 +786,12 @@ 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.
@@ -531,7 +811,7 @@ 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.
@@ -554,19 +834,19 @@ 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
@@ -575,7 +855,7 @@ 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 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps. - This is the last release to support Unreal Engine `4.27` and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for `4.27` is `v1.3.1`. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last three stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
## [1.3.1] - 2023-04-28 ## [1.3.1] - 2023-04-28
@@ -601,9 +881,9 @@ 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
@@ -617,29 +897,29 @@ 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
@@ -649,8 +929,8 @@ 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
@@ -659,7 +939,7 @@ 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
@@ -667,7 +947,7 @@ 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
@@ -675,12 +955,12 @@ 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
@@ -688,11 +968,11 @@ 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
@@ -708,7 +988,7 @@ 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.
@@ -7,7 +7,7 @@
├── Documentation (this will be generated by running the <code>make</code> command inside the Handbook directory) ├── Documentation (this will be generated by running the <code>make</code> command inside the Handbook directory)
├── Handbook (this is the mdBook source code, used to generate the Documentation folder and not distributed to the Unreal Engine Marketplace) ├── Handbook (this is the mdBook source code, used to generate the Documentation folder and not distributed to [Fab](https://www.fab.com/))
├── Resources ├── Resources
@@ -62,6 +62,10 @@
└── 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)
│ │ │ │
@@ -69,71 +73,117 @@
│ │ │ │
│ ├── SenseGlove │ ├── SenseGlove
│ │ │ │ │ │
│ │ ├── BLE (SGBLE headers)
│ │ │
│ │ ├── Connect (SGConnect headers) │ │ ├── Connect (SGConnect headers)
│ │ │ │ │ │
│ │ └── Core (SGCoreCpp headers) │ │ └── Core (SGCoreCpp headers)
│ │ │ │
│ └── serial │ └── serial
── lib (platform-specific pre-built binary dependencies) ── lib (platform-specific pre-built binary dependencies)
├── android ├── android
│ │ │ │
│ └── r25b (Android NDK r25b dependencies for UE 5.1+) │ └── r25b (Android NDK r25b dependencies for UE 5.1+)
│ │ │ │
│ ├── arm64 (64-bit ARM variant of Android) │ ├── arm64 (64-bit ARM variant of Android)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
│ └── x64 (64-bit x86-64 variant of Android) │ └── x64 (64-bit x86-64 variant of Android)
│ │ │ │
│ ├── debug │ ├── debug
│ │ │ │
│ └── release │ └── release
├── linux ├── linux
│ │ │ │
│ ├── v21 (UE 5.2 Linux dependencies) │ ├── rustc (GNU/Linux binary dependencies built with Rust)
│ │ │ │ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture) │ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │ │ │ │ │
│ │ │ ├── debug │ │ │ ├── debug
│ │ │ │ │ │ │ │
│ │ │ └── release │ │ │ └── release
│ │ │ │ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture) │ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
── v22 (UE 5.3 and 5.4 Linux dependencies) ── v22 (UE 5.3 and 5.4 GNU/Linux dependencies)
├── aarch64 (dependencies targeting AArch64 Linux architecture) ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │
│ ├── debug │ ├── debug
│ │ │ │
│ └── release │ └── release
└── x86-64 (dependencies targeting x86-64 Linux architecture) └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
├── debug ├── debug
└── release └── release
│ │
── win64 │ │ ── v23 (UE 5.5 GNU/Linux dependencies)
├── msvc142 (Microsoft Visual Studio 2019 dependencies) ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │
│ ├── debug │ ├── debug
│ │ │ │
│ └── release │ └── release
└── msvc143 (Microsoft Visual Studio 2022 dependencies) └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
├── debug ├── debug
└── release └── release
│ │ │
│ │ └── v25 (UE 5.6 GNU/Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting GNU/Linux AArch64 architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting GNU/Linux x86-64 architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── win64
│ │
│ ├── msvc142 (Microsoft Visual Studio 2019 dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── msvc143 (Microsoft Visual Studio 2022 dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── rustc (Microsoft Windows binary dependencies built with Rust)
│ │
│ ├── debug
│ │
│ └── release
├── SGBleThirdPartyLibs (Third-party module providing SGBLE headers and libraries)
├── SGConnectThirdPartyHeaders (Third-party module providing SGConnect headers)
├── SGConnectThirdPartyLibs (Third-party module providing SGConnect headers and libraries)
├── SGCoreThirdPartyLibs (Third-party module providing SGCore headers and libraries)
└── SGSerialThirdPartyLibs (Third-party module providing github.com/wjwwood/serial headers and libraries)
``` ```
@@ -9,6 +9,11 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp) - [Example 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
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
- [Documentation](../advanced-topics/openxr/third-party-integrations/)
## Tutorials ## Tutorials
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw) - [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
@@ -25,3 +30,21 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Setting up VIVE Focus 3 & VIVE Wrist Trackers in Unreal Engine](https://youtu.be/SGmQevkzsY4) - [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 v2.1.x ### Implemented as of v2.6.x
- [X] Full SenseGlove low-level core API access through Unreal C++. - [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint. - [X] Full SenseGlove low-level core API access through Blueprint.
@@ -13,9 +13,10 @@
- [X] Support for GNU/Linux x64 as a deployment platform. - [X] Support for GNU/Linux 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 and Oculus Quest Pro. - [X] Support for Oculus Quest 2, Oculus Quest Pro, Oculus Quest 3, and Oculus Quest 3s.
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3. - [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.
@@ -28,17 +29,20 @@
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch. - [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired. - [X] A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support. - [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [X] FXRMotionControllerData compatible hand animation system. - [X] `FXRMotionControllerData` compatible hand animation system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] FXRMotionControllerData compatible wrist tracking system. - [X] `FXRHandTrackingState` compatible hand animation system on UE versions `5.5+`.
- [X] FXRMotionControllerData compatible hand interaction manipulation system. - [X] `FXRMotionControllerData` compatible wrist tracking system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] `FXRHandTrackingState` compatible wrist tracking system on UE versions `5.5+`.
- [X] `FXRMotionControllerData` compatible hand interaction manipulation system on UE versions `5.2`, `5.3`, and `5.4`.
- [X] `FXRHandTrackingState` compatible hand interaction manipulation system on UE versions `5.5+`.
- [X] 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. - [X] 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.
- [X] 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. - [X] 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.
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation. - [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly. - [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
- [X] `ViveOpenXR` plugin compatibility.
### Upcoming features planned for the v2.2.x release ### Upcoming features planned for the v2.6.x release
- [ ] Migrating away from the deprecated `FXRMotionControllerData` in favor of `FXRMotionControllerState` and `FXRHandTrackingState`.
### Planned features long-term ### Planned features long-term
@@ -1,19 +1,20 @@
## Platform Support Matrix ## Platform Support Matrix
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE Stand-alone (Android NDK)** | **UE Marketplace Version** | **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** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------------------------:|:------------------------:| |:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.5** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | | ✅ v2.1.4 | | **5.6** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ❓ | ✅ v2.6.3 | ✅ v2.6.3 |
| **5.4** | ❌ | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.4 | | **5.5** | ❌ | ❌ | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ❓ | ✅ v2.6.3 | ✅ v2.6.3 |
| **5.3** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.4 | | **5.4** | ❌ | | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x | ✅ v2.6.x (r25b) | ✅ v2.6.x (r25b) | ✅ v2.6.3 | ✅ v2.6.3 |
| **5.2** | ❌ | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x | ✅ v2.1.x (r25b) | ❓ | ✅ v2.1.2 | ✅ v2.1.4 | | **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 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.1 | ⚠️ v2.0.2 | | **5.2** | ❌ | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x | ⚠️ v2.4.x (r25b) | ❓ | ⚠️ v2.4.2 | ⚠️ v2.4.2 |
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 | | **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
| **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 | | **5.0** | | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | | ⚠️ v1.0.4 | | **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 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 | | **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 | | **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 | | **4.24** | ⚠️ 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 | | **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | | ⚠️ v1.0.4 |
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
* <code>✅</code> Supported * <code>✅</code> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features * <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -21,9 +22,10 @@
* <code>❓</code> Unknown or untested * <code>❓</code> Unknown or untested
Remarks: Remarks:
* With the Fab content marketplace scheduled to launch at an unspecified date in October 2024, and the fact that the Unreal Engine Marketplace no longer accepting any new submissions starting from October 1, any releases made during the transition from the Unreal Engine Marketplace to Fab will only be accessible through the [SenseGlove Microsoft Azure repositories](../getting-started/installation/microsoft-azure-devops-repositories.md).
* Per [Epic's Marketplace Guidelines](https://www.unrealengine.com/en-US/marketplace-guidelines) in regards to Code Plugins (sections `2.6.3`.d and `3.1.b`), 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. * Per [Epic's Marketplace Guidelines](https://www.unrealengine.com/en-US/marketplace-guidelines) in regards to Code Plugins (sections `2.6.3`.d and `3.1.b`), 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.
* All third-party libraries on Windows built against Windows SDK `10.0`. * All third-party libraries on Windows built against Windows SDK `10.0`.
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games. * Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully. * [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level. * All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
@@ -1,41 +1,20 @@
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets # Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
> [!IMPORTANT] > [!IMPORTANT]
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires > Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this > the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
> OpenXR extension the plugin won't output any glove data. > OpenXR extension the plugin won't output any glove data.
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor. Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section: ## PCVR Mode
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking") For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
> [!CAUTION] ## Standalone Mode
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled: For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking") ## Third-Party Tutorials
> [!NOTE] As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins.
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
> [!CAUTION]
> As noted in the
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
> rendering it unusable.
>
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
@@ -0,0 +1,77 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
## Meta Quest Link App
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
> [!IMPORTANT]
> Enabling `Developer runtime features` in the Meta Quest Link requires a
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
> If you are not signed in using a Meta Developer Account, this option won't
> be shown to you inside Meta Quest Link.
> [!CAUTION]
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin](enable-openxrvivetracker-plugin.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin")
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
### VIVE Business Streaming App
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
### SteamVR App
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
![SteamVR - Manage Trackers - Setting the motion source for left and right hands](steamvr-manage-trackers.png "SteamVR - Manage Trackers - Setting the motion source for left and right hands")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,87 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
> [!IMPORTANT]
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
> would suffice for functional glove data retrieval using OpenXR,
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
> won't work on Android without the `Meta XR` plugin availability.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
### ViveOpenXR Plugin
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin](enable-openxr-viveopenxr-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin")
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
> [!IMPORTANT]
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
> your HTC VIVE in Standalone mode won't be possible, whether you enable
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
> a 2D app.
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt](viveopenxr-plugin-settings-enable-hand-interaction-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt")
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt](viveopenxr-plugin-settings-enable-wrist-tracker-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt")
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,17 @@
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
@@ -2,13 +2,13 @@
The SenseGlove Unreal Engine Plugin could be installed using various methods: The SenseGlove Unreal Engine Plugin could be installed using various methods:
- Through [the Epic Games Launcher](https://store.epicgames.com/en-US/download) by navigating to [the SenseGlove Unreal Engine Plugin landing page on the Unreal Engine Marketplace](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin). - Via [the Epic Games Launcher](https://store.epicgames.com/en-US/download) by navigating to [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099).
- Through [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). - Via [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal).
In the following chapters, we discover each of those methods: In the following chapters, we discover each of those methods:
- [Installation through the Epic Games Launcher](epic-games-launcher.md) - [Installation via the Epic Games Launcher](epic-games-launcher.md)
- [Installation through Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md) - [Installation via Microsoft Azure DevOps Repositories](microsoft-azure-devops-repositories.md)
## Video Tutorials ## Video Tutorials
@@ -1,46 +1,68 @@
# Plugin Installation through the Epic Games Launcher # Plugin Installation via the Epic Games Launcher
Before we start the plugin installation through [the Epic Games Launcher](https://store.epicgames.com/en-US/download) please make sure you have [a signed-in Epic Games account on your installed Epic Games Launcher and a supported Unreal Engine version already installed](https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine). The supported engine versions are listed on [the Platform Support Matrix](../../appendix/platform-support-matrix.md). Before beginning the plugin installation via [the Epic Games Launcher](https://store.epicgames.com/en-US/download), ensure you have [signed into your Epic Games account on the Epic Games Launcher](https://store.epicgames.com/en-US/download) and that you have a [supported version of Unreal Engine installed](https://dev.epicgames.com/documentation/en-us/unreal-engine/installing-unreal-engine). Supported engine versions can be found in the [Platform Support Matrix](../../appendix/platform-support-matrix.md).
1. Run the Epic Games Launcher. 1. Run the Epic Games Launcher.
![Plugin installation through the Epic Games Launcher - step 1](epic-games-launcher-001.png "Plugin installation through the Epic Games Launcher - step 1") ![Plugin installation via the Epic Games Launcher - The Unreal Engine home in the Epic Games Launcher](epic-games-launcher-unreal-engine-home.png "Plugin installation via the Epic Games Launcher - The Unreal Engine home in the Epic Games Launcher")
2. Navigate to the `Marketplace` tab. 2. Navigate to the `Fab` tab and click `Start exploring` button which in turn opens your default web browser pointing to the [Fab home page](https://www.fab.com/).
![Plugin installation through the Epic Games Launcher - step 2](epic-games-launcher-002.png "Plugin installation through the Epic Games Launcher - step 2") ![Plugin installation via the Epic Games Launcher - The Fab tab in the Epic Games Launcher](epic-games-launcher-fab-tab.png "Plugin installation via the Epic Games Launcher - The Fab tab in the Epic Games Launcher")
3. On the `Marketplace` tab, inside the search box, start typing `SenseGlove` which filters the plugin matching that search phrase in real-time. Select `The SenseGlove Unreal Engine Plugin`. 3. On the [Fab home page](https://www.fab.com/), enter the term `SenseGlove` in the search box and press Enter. Alternatively, you can go directly to the [SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) directly instead of taking the above two steps.
![Plugin installation through the Epic Games Launcher - step 3](epic-games-launcher-003.png "Plugin installation through the Epic Games Launcher - step 3") ![Plugin installation via the Epic Games Launcher - Searching for the term SenseGlove on the Fab home page](epic-games-launcher-fab-search-senseglove.png "Plugin installation via the Epic Games Launcher - Searching for the term SenseGlove on the Fab home page")
4. Once on [the SenseGlove Unreal Engine Plugin marketplace page](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin), click on the `Install to Engine` button. 4. Click on the `SenseGlove Unreal Engine Plugin` in the search results to navigate to its dedicated page.
![Plugin installation through the Epic Games Launcher - step 4](epic-games-launcher-004.png "Plugin installation through the Epic Games Launcher - step 4") ![Plugin installation via the Epic Games Launcher - The Fab search results for the term SenseGlove](epic-games-launcher-fab-search-results.png "Plugin installation via the Epic Games Launcher - The Fab search results for the term SenseGlove")
5. You'll be prompted to choose a compatible engine version. Select your desired engine version and hit this `Install` button. 5. On the [SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) click the `Download` button.
![Plugin installation through the Epic Games Launcher - step 5](epic-games-launcher-005.png "Plugin installation through the Epic Games Launcher - step 5") ![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin home page on Fab](epic-games-launcher-fab-senseglove-home-page.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin home page on Fab")
6. The launcher will show the download and installation progress. Please wait for it to finish. 6. If this is your first download from Fab, you will need to agree to the Fab End User License Agreement (EULA) before proceeding.
![Plugin installation through the Epic Games Launcher - step 6](epic-games-launcher-006.png "Plugin installation through the Epic Games Launcher - step 6") ![Plugin installation via the Epic Games Launcher - Fab End User License Agreement (EULA) prompt](epic-games-launcher-fab-eula-agreement.png "Plugin installation via the Epic Games Launcher - Fab End User License Agreement (EULA) prompt")
7. While the download and installation are in progress you can see the progress in more detail by clicking on the `Downloads` section on the sidebar. 7. After clicking `Download`, a pop-up will notify you that the plugin is available in your Vault in the Epic Games Launcher, or the Fab UE5 Plugin.
![Plugin installation through the Epic Games Launcher - step 7](epic-games-launcher-007.png "Plugin installation through the Epic Games Launcher - step 7") > [!NOTE]
> According to the
> [Fab launch announcement](https://www.unrealengine.com/en-US/blog/fab-epics-new-unified-content-marketplace-launches-today):
>
> The Fab integration in UEFN is undergoing maintenance and will be back online shortly, and the Fab integration in the Unreal Engine 5 Editor is coming soon.
8. Once the download and installation are done, you can head to the `Library` tab to verify the installation. In case you have lots of assets or plugins installed, you could search the term `SenseGlove` inside the search box for the `Vault` section and you should be able to see that the SenseGlove Unreal Engine Plugin has been added to your vault. ![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin download pop-up on Fab](epic-games-launcher-fab-senseglove-download.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Engine Plugin download pop-up on Fab")
![Plugin installation through the Epic Games Launcher - step 8](epic-games-launcher-008.png "Plugin installation through the Epic Games Launcher - step 8") 8. Go back to the Epic Games Launcher, navigate to the `Library` tab, and in the `Fab Library` section, click the `Refresh Fab items` button.
9. If you click on the `Installed Plugins` link under the engine you've just installed the plugin to, you should be able to see the SenseGlove Unreal Engine Plugin listed as installed. ![Plugin installation via the Epic Games Launcher - Refreshing Fab items in the Epic Games Launcher](epic-games-launcher-fab-library-refresh.png "Plugin installation via the Epic Games Launcher - Refreshing Fab items in the Epic Games Launcher")
![Plugin installation through the Epic Games Launcher - step 9](epic-games-launcher-009.png "Plugin installation through the Epic Games Launcher - step 9") 9. Once the Fab library is refreshed and synchronized, use the Vault search box to find the `SenseGlove Unreal Engine Plugin`. Click the `Install to Engine` button.
10. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level. ![Plugin installation via the Epic Games Launcher - Searching the Vault for the term SenseGlove](epic-games-launcher-fab-library-search-senseglove.png "Plugin installation via the Epic Games Launcher - Searching the Vault for the term SenseGlove")
![Plugin installation through the Epic Games Launcher - step 10](epic-games-launcher-010.png "Plugin installation through the Epic Games Launcher - step 10") 10. You'll be prompted to choose a compatible engine version. Select your desired engine version from the list, then click `Install`.
![Plugin installation via the Epic Games Launcher - Installing the SenseGlove Unreal Plugin to a specifc Engine version](epic-games-launcher-fab-install-plugin.png "Plugin installation via the Epic Games Launcher - Installing the SenseGlove Unreal Plugin to a specifc Engine version")
11. The Epic Games Launcher will show the plugin's download and installation progress. Please wait for it to complete.
![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin download and installation progress](epic-games-launcher-fab-senseglove-download-install-progress.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin download and installation progress")
12. While the download and installation are in progress, you can see the progress in more details by clicking on the `Downloads` section on the sidebar.
![Plugin installation via the Epic Games Launcher - Viewing the SenseGlove Unreal Plugin download and installation progress in details](epic-games-launcher-fab-senseglove-download-install-progress-details.png "Plugin installation via the Epic Games Launcher - Viewing the SenseGlove Unreal Plugin download and installation progress in details")
13. Once the download and installation are complete, verify its installation by clicking `Installed Plugins` under the engine you've just installed it to. The SenseGlove plugin should appear as installed among other currently installed plugins.
![Plugin installation via the Epic Games Launcher - Verifying the SenseGlove Unreal Plugin installation](epic-games-launcher-fab-verify-install.png "Plugin installation via the Epic Games Launcher - Verifying the SenseGlove Unreal Plugin installation")
14. One last confirmation could be navigating to `YourEngineInstallationPath/Engine/Plugins/Marketplace` directory. The SenseGlove Unreal Engine Plugin source and binaries can be found inside this directory. This is especially useful in case one desires to copy the plugin for example to their own project's source code to run it at the project level instead of running it at the engine level.
![Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin installation path](epic-games-launcher-fab-install-path.png "Plugin installation via the Epic Games Launcher - The SenseGlove Unreal Plugin installation path")
> [!WARNING] > [!WARNING]
> Please note that it is best practice to install the plugin either at the > Please note that it is best practice to install the plugin either at the
@@ -1,9 +1,9 @@
# Plugin Installation through Microsoft Azure DevOps Repositories # Plugin Installation via Microsoft Azure DevOps Repositories
While [plugin installation through the Epic Games Launcher](epic-games-launcher.md) is the most convenient method for most users to obtain and install the latest version of [the SenseGlove Unreal Engine Plugin marketplace page](https://www.unrealengine.com/marketplace/en-US/product/the-senseglove-unreal-engine-plugin), there might be valid reasons to instead download and install the plugin directly from [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps Repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). These reasons may include: While [plugin installation via the Epic Games Launcher](epic-games-launcher.md) is the most convenient method for most users to obtain and install the latest version of [the SenseGlove Unreal Engine Plugin via Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099), there might be valid reasons to instead download and install the plugin directly from [the SenseGlove Unreal Engine Plugin Microsoft Azure DevOps Repository](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal). These reasons may include:
- Downloading an older version that is no longer available on [the Unreal Engine Marketplace](https://www.unrealengine.com/marketplace/en-US/store). - Downloading an older version that is no longer available on [Fab](https://www.fab.com/).
- Downloading a recent version that has been submitted to the Unreal Engine Marketplace, but is still awaiting approval and publication by the Unreal Engine Marketplace Team. - Downloading a recent version that has been submitted to Fab, but is still awaiting approval and publication by the Fab Team.
- Downloading an under-development, unstable release of the plugin for testing purposes. - Downloading an under-development, unstable release of the plugin for testing purposes.
- Or, any other specific needs that require direct access to the repository. - Or, any other specific needs that require direct access to the repository.
@@ -17,11 +17,11 @@ To download a specific version of the plugin, follow these steps:
2. Locate the branch dropdown menu at the top of the page, just below the navigation bar, and next to the `Copy to clipboard` icon. There you'll find a dropdown menu. By default, it usually selects the [master](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBmaster&_a=contents) branch. 2. Locate the branch dropdown menu at the top of the page, just below the navigation bar, and next to the `Copy to clipboard` icon. There you'll find a dropdown menu. By default, it usually selects the [master](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBmaster&_a=contents) branch.
![Plugin Installation through Microsoft Azure DevOps Repositories - The branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown.png "Plugin Installation through Microsoft Azure DevOps Repositories - The branch dropdown menu") ![Plugin Installation via Microsoft Azure DevOps Repositories - The branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown.png "Plugin Installation via Microsoft Azure DevOps Repositories - The branch dropdown menu")
3. Use the dropdown menu to choose a desired branch containing the source code for a specific version of Unreal Engine or a specific release of the plugin marked with a release tag. 3. Use the dropdown menu to choose a desired branch containing the source code for a specific version of Unreal Engine or a specific release of the plugin marked with a release tag.
![Plugin Installation through Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown-choose-tag.png "Plugin Installation through Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu") ![Plugin Installation via Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu](microsoft-azure-devops-repositories-branch-dropdown-choose-tag.png "Plugin Installation via Microsoft Azure DevOps Repositories - Choosing a tag from the branch dropdown menu")
> [!NOTE] > [!NOTE]
> A branch named with engine version numbers, such as `5.4`, `5.3`, etc., > A branch named with engine version numbers, such as `5.4`, `5.3`, etc.,
@@ -49,7 +49,7 @@ To download a specific version of the plugin, follow these steps:
4. After selecting your desired branch or tag, click on the kebab menu (three vertical dots) located at the top right of the screen and choose `Download as Zip` to obtain the source code for that branch or tag. 4. After selecting your desired branch or tag, click on the kebab menu (three vertical dots) located at the top right of the screen and choose `Download as Zip` to obtain the source code for that branch or tag.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip](microsoft-azure-devops-repositories-download-branch-tag-zip.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip](microsoft-azure-devops-repositories-download-branch-tag-zip.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a branch or tag as Zip")
## Download a Specific Version for a Specifc Unreal Engine Version ## Download a Specific Version for a Specifc Unreal Engine Version
@@ -57,17 +57,17 @@ As mentioned earlier, due to breaking changes between Unreal Engine versions, it
1. First, choose the appropriate branch for your desired Unreal Engine version from the branch dropdown menu, as discussed earlier. Then navigate to the `History` tab. 1. First, choose the appropriate branch for your desired Unreal Engine version from the branch dropdown menu, as discussed earlier. Then navigate to the `History` tab.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab](microsoft-azure-devops-repositories-specific-version-history.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab](microsoft-azure-devops-repositories-specific-version-history.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - History tab")
2. Look through the commit history for a commit message that says `bump the plugin version to vX.X.X` as all releases are finalized with this exact commit message and the plugin version. Next, click on the commit message for the version you are looking for. 2. Look via the commit history for a commit message that says `bump the plugin version to vX.X.X` as all releases are finalized with this exact commit message and the plugin version. Next, click on the commit message for the version you are looking for.
3. Once you've selected the correct commit, click on the `Browse Files` button next to the kebab menu (three vertical dots) at the top right of the screen. 3. Once you've selected the correct commit, click on the `Browse Files` button next to the kebab menu (three vertical dots) at the top right of the screen.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit](microsoft-azure-devops-repositories-specific-version-release-commit.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit](microsoft-azure-devops-repositories-specific-version-release-commit.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Release commit")
4. You should now be in the `Content` tab, with the branch dropdown menu displaying the commit hash instead of a branch name or tag. Click on the kebab menu (three vertical dots) again, and select `Download as Zip`. This will give you a zip file containing the exact release you need, compatible with your chosen Unreal Engine version. 4. You should now be in the `Content` tab, with the branch dropdown menu displaying the commit hash instead of a branch name or tag. Click on the kebab menu (three vertical dots) again, and select `Download as Zip`. This will give you a zip file containing the exact release you need, compatible with your chosen Unreal Engine version.
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip](microsoft-azure-devops-repositories-specific-version-download-zip.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip](microsoft-azure-devops-repositories-specific-version-download-zip.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading a specific version for a specifc Unreal Engine version - Download as Zip")
## Download the Bleeding-edge Development Branch ## Download the Bleeding-edge Development Branch
@@ -86,7 +86,7 @@ As mentioned earlier, due to breaking changes between Unreal Engine versions, it
Downloading the [`dev`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBdev&_a=contents) branch is as easy as choosing the `dev` branch from the branch dropdown menu (as discussed earlier) and then choosing `Download as Zip` from the kebab menu (three vertical dots). Downloading the [`dev`](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal?path=%2F&version=GBdev&_a=contents) branch is as easy as choosing the `dev` branch from the branch dropdown menu (as discussed earlier) and then choosing `Download as Zip` from the kebab menu (three vertical dots).
![Plugin Installation through Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch](microsoft-azure-devops-repositories-download-dev.png "Plugin Installation through Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch") ![Plugin Installation via Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch](microsoft-azure-devops-repositories-download-dev.png "Plugin Installation via Microsoft Azure DevOps Repositories - Downloading the bleeding-edge development branch")
## Installation ## Installation
@@ -211,11 +211,11 @@ MyCppProject
For a Blueprint-only project, on Microsoft Windows simply double-clicking the project's `.uproject` file should present you with a pop-up informing you that some binary modules are missing. For a Blueprint-only project, on Microsoft Windows simply double-clicking the project's `.uproject` file should present you with a pop-up informing you that some binary modules are missing.
![Plugin Installation through Microsoft Azure DevOps Repositories - Missing Modules dialog](microsoft-azure-devops-repositories-missing-modules.png "Plugin Installation through Microsoft Azure DevOps Repositories - Missing Modules dialog") ![Plugin Installation via Microsoft Azure DevOps Repositories - Missing Modules dialog](microsoft-azure-devops-repositories-missing-modules.png "Plugin Installation via Microsoft Azure DevOps Repositories - Missing Modules dialog")
After confirming, the build process will start automatically, and a dialog indicating the build progress will be shown: After confirming, the build process will start automatically, and a dialog indicating the build progress will be shown:
![Plugin Installation through Microsoft Azure DevOps Repositories - Building missing modules progress dialog](microsoft-azure-devops-repositories-building-missing-modules.png "Plugin Installation through Microsoft Azure DevOps Repositories - Building missing modules progress dialog") ![Plugin Installation via Microsoft Azure DevOps Repositories - Building missing modules progress dialog](microsoft-azure-devops-repositories-building-missing-modules.png "Plugin Installation via Microsoft Azure DevOps Repositories - Building missing modules progress dialog")
Once finished successfully, the project will be loaded. Once finished successfully, the project will be loaded.
@@ -224,11 +224,11 @@ Once finished successfully, the project will be loaded.
For C++ projects, on Microsoft Windows, right-click on your C++ `.uproject` file and choose `Generate Visual Studio project files`: For C++ projects, on Microsoft Windows, right-click on your C++ `.uproject` file and choose `Generate Visual Studio project files`:
![Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files](microsoft-azure-devops-repositories-generate-visual-studio-project-files.png "Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files") ![Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files](microsoft-azure-devops-repositories-generate-visual-studio-project-files.png "Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files")
A dialog will pop up shows you the progress of generating the Visual Studio project files: A dialog will pop up shows you the progress of generating the Visual Studio project files:
![Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress](microsoft-azure-devops-repositories-generate-visual-studio-project-files-progress.png "Plugin Installation through Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress") ![Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress](microsoft-azure-devops-repositories-generate-visual-studio-project-files-progress.png "Plugin Installation via Microsoft Azure DevOps Repositories - Generating Visual Studio project files progress")
Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor. Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor.
@@ -2,6 +2,14 @@
SenseCom (short for SenseGlove Communications) is a background program that runs alongside your Unreal Engine application. Its primary function is to discover, and connect to SenseGlove devices on your system, exchanging data with them, much like a "SteamVR for Haptic Gloves." The SenseGlove Unreal Engine Plugin relies on SenseCom to communicate with any SenseGlove hardware. 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
@@ -10,4 +18,4 @@ SenseCom (short for SenseGlove Communications) is a background program that runs
> [!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.
@@ -0,0 +1,18 @@
# SenseCom (Bluetooth Low Energy)
Up to SenseCom `v1.7.x`, the only supported Bluetooth protocol for communication was Bluetooth Serial. However, starting with the `v1.8.x` series, SenseCom introduced support for Bluetooth Low Energy, which is now the preferred method of communication.
> [!IMPORTANT]
> If SenseCom fails to recognize your gloves with Bluetooth Low Energy firmware,
> it may be because the `Legacy Connections` option is enabled. In that case
> SenseCom is only able to discover gloves with a Bluetooth Serial firmware.
> Enabling this option should allow SenseCom to discover and connect to your
> glove.
>
> ![SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections](microsoft-windows-sensecom-settings-legacy-connections.png "SenseCom on Microsoft Windows - SenseCom v1.8.x+ Settings - Legacy Connections")
> [!IMPORTANT]
> Some glove models support firmware upgrades from a Bluetooth Serial firmware
> to a BLE-compatible firmware version. For more information, refer to the
> [relevant documentation here](https://senseglove.gitlab.io/SenseGloveDocs/nova-2.html?highlight=firmware#updating-your-nova-2-0-firmware),
> as this topic is beyond the scope of this handbook.

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