Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[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 UE5.6
.
Fixed
- Backend initialization error handling on Android.
- Fix a critical issue introduced by UE
5.5
that also affects the upcoming UE5.6
. This is known as issueUE-212224
, which leads to a deadlock duringPipelinedFrameState
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()
andFSGCoreJNI::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 Toolchainv21
(previously used for building UE5.2
Linux dependencies), as they were already deprecated in thev2.4.x
release series.
Documentation
- Revamped SenseCom documentation in order to divide the SenseCom instructions section into Bluetooth Low Energy instructions for SenseCom and Bluetooth Serial instructions for SenseCom sections.
- Added Bluetooth Low Energy instructions for SenseCom.
- Added Bluetooth Serial instructions for Android.
- Added SGBLE and SGBLExx Rust Dependency Licenses.
- Bumped the mdbook-epub crate to
cac03b7f4b151f106f7f05b13da4c33fc098dd2c
. - List the third-party tutorials inside the Extra Resources 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 thev2.4.0
. - 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()
andFSGCoreJNI::Initialize()
return codes to Android logs for detailed debugging purposes throughadb logcat
. - Introduced compatibility with the
ViveOpenXR
plugin. - Added the
FSGPluginUtils
utility class for other plugins or modules availability detection such asMeta XR
andViveOpenXR
. - 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 providerOpenXRViveWristTracker
. - 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 thebFallbackToHandTrackingIfNoGloveDetected
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 asViveOpenXR
, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware. FSGWristTrackingSettings::LeftHandMotionSource
andFSGWristTrackingSettings::RightHandMotionSource
types have changed fromEControllerHand
toFName
.- 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
. Fromv2.5.x
onwards only UE5.3
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 and Deploying to Android (Standalone) documentation, and added the
ViveOpenXR
-compatibile instructions as well. - Significantly improved the Setting Up the 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.
- Added HTC VIVE specific optimization tips for running 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 crate to
v0.7.x
. - Reintroduced mdbook-epub at
d1536bbbdc1ca00320522ad73a967e15057ef573
from themaster
branch as the blocking issues in #115 have been address in1ca2a860f6ed405c00914a3aadd8057d5050b29b
. - Added third-party tutorials to the following sections: Enabling XR_EXT_hand_tracking on VR Headsets, Deploying to Android (Standalone), and OpenXR.
- Additional minor fixes and improvements that may not be listed here.
- List the VRExpansionPlugin demo in the Extra Resources 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 whereHandStates->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 thebFallbackToHandTrackingIfNoGloveDetected
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 theSenseGloveAndroid
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 insideUSGVirtualHandComponent
. - 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 forGloveConnectivityCheckInterval
causes noticeable long delays between glove-connectivity-check intervals and consequently renders the hand-tracking state invalid in certain situations when thebFallbackToHandTrackingIfNoGloveDetected
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, Epic’s 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 functionUVirtualHandComponentKismetLibrary::GetMotionControllerState
on UE5.5+
. - Added
USGVirtualHandComponent::GetHandTrackingState()
and the equivalent Blueprint functionUVirtualHandComponentKismetLibrary::GetHandTrackingState
on UE5.5+
. - Added
USGWristTrackerComponent::GetMotionControllerState()
and the equivalent Blueprint functionUWristTrackerComponentKismetLibrary::GetMotionControllerState
on UE5.5+
. - Added
USGWristTrackerComponent::GetHandTrackingState()
and the equivalent Blueprint functionUWristTrackerComponentKismetLibrary::GetHandTrackingState
on UE5.5+
. - Added a variant of
FSGDebugVirtualHand::Draw()
and the equivalent Blueprint functionUSGDebugVirtualHandKismetLibrary::Draw_FXRHandTrackingState()
which acceptFXRHandTrackingState
on UE5.5+
. - Added the new member
bTracked
to theFSGXRHandState
struct. - Added
FSGXRTracker::GetMotionControllerState()
and the equivalent Blueprint functionUSGXRTrackerKismetLibrary::GetMotionControllerState()
. - Added
FSGXRTracker::GetHandTrackingState()
and the equivalent Blueprint functionUSGXRTrackerKismetLibrary::GetHandTrackingState()
.
Fixed
- Additional minor fixes and improvements that may not be listed here.
Changed
- Replaced all internal usages of the
FXRMotionControllerData
struct with eitherFXRMotionControllerState
orFXRHandTrackingState
on UE5.5+
. - Deprecated
USGVirtualHandComponent::GetMotionControllerData()
on UE5.5+
. - Deprecated
USGWristTrackerComponent::GetMotionControllerData()
on UE5.5+
. - Deprecated the variant of
FSGDebugVirtualHand::Draw()
which acceptsFXRMotionControllerData
as a parameter on UE5.5+
. - Renamed
USGDebugVirtualHandKismetLibrary::Draw
toUSGDebugVirtualHandKismetLibrary::Draw_FXRMotionControllerData
for more clarification. - Renamed an
FSGXRHandState
member frombReceivedJointPoses
tobHasReceivedJointPoses
. - Changed the
FSGXRTracker::GetAllKeypointStates()
signature on UE5.5+
to match theIHandTracker
interface API changes. - The animation system on UE
5.5+
has been revamped to utilizeFXRHandTrackingState
instead ofFXRMotionControllerData
. - The wrist tracking system on UE
5.5+
has been revamped to utilizeFXRHandTrackingState
instead ofFXRMotionControllerData
. - The hand interaction manipulation on UE
5.5+
has been revamped to utilizeFXRHandTrackingState
. - The virtual hand debugging system on UE
5.5+
has been revamped to utilizeFXRHandTrackingState
.
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
This is a bugfix release that delivers some documentation fixes.
Documentation
- Updated the documentation on consuming the
FXRMotionControllerData
struct. - Additional minor documentation fixes and improvements that may not be listed here.
[2.1.3] - 2024-10-11
This bugfix release centers on adding initial support for the upcoming Unreal Engine 5.5
.
Added
- Added initial support for the upcoming Unreal Engine
5.5
release. Please note that, while the plugin is functional, a few adjustments are still required to address deprecation warnings. Specifically, theFXRMotionControllerData
struct needs to be replaced with the newly introducedFXRMotionControllerState
andFXRHandTrackingState
structs, along with adjustments to adhere to the new hand-tracking API changes. - Added support for Epic Native Toolchain
v23
.
Fixed
- Fix a bug inside
USGVirtualHandComponent::PostEditChangeProperty()
where the get member name check happens against the wrong class and member names. - Additional minor fixes and improvements that may not be listed here.
Changed
- The SenseGlove libraries have been updated to
v2.105.0-02a2e508
.
[2.1.2] - 2024-09-02
This is a bugfix release that addresses a few non-critical issues and documentation fixes.
Fixed
- Fix a bug where the hands are always visible even when
bVisibleWhenHandDataUnavailable
is disabled. - Fix a bug where the
HandVisibilityChangedEvent
event is not triggered on the virtual hand component visibility changes. - Fix the wrong script name for
USGHMDTrackerKismetLibrary
. - Fix the wrong script name for
USGXRTrackerKismetLibrary
. - Fix
LogPython: Warning: 'SGHMDTrackerKismetLibrary' and 'SGXRTrackerKismetLibrary' have the same name (SenseGloveHeadMountDisplayKismetLibrary) when exposed to Python. Rename one of them using 'ScriptName' meta-data
when packaging the game. - Fix the non-existent default hand-mesh warnings polluting the logs when packaging the game.
- Expanded the clickable area on the handbook index page revision buttons.
- Minor documentation fixes.
[2.1.1] - 2024-08-18
This is a bugfix release with no actual plugin code changes, mostly addressing issues in the documentation and third-party dependencies caused by source control merge conflicts.
Fixed
- Fix the messed up changelog file caused by cherry-picking merge conflicts between the dev branch and the master branch.
- Fix a bug that causes a handbook revision mismatch when deploying the handbook from the dev branch.
- Fix a bug where
SG_GIT_IS_SHALLOW_CLONE
while building the handbook is always set toyes
even if it's not a shadow clone becauseSG_DOT_GIT_SHALLOW_FILE
evaluates to an empty string when the.git/shallow
file does not exist. - Fix some documentation typos.
Removed
- Removed Android NDK
r25
armv7
andx86
dependencies brought back by mistake while mergingv2.1.0
from the dev branch to the master branch.
[2.1.0] - 2024-08-16
This is a minor release focusing mainly on bringing OpenXR-compatible hand tracking support (XR_EXT_hand_tracking
) and Head-mounted Display automatic detection for adjusting wrist tracker offsets automatically at runtime.
Added
- Added SenseGloveTracking and module which provides OpenXR-compatible hand tracking by implementing
XR_EXT_hand_tracking
support, HMD auto-detection, and SenseGlove device tracking. - Added
USenseGloveTrackingKismet
module in order to expose part of the SenseGloveTracking functionality to Blueprint. - Added
FSGXRTracker
, the underlying main class that implements the OpenXR compatibility. - Added
USGXRTrackerKismetLibrary
in order to allow Blueprint to retrieve theFXRMotionControllerData
directly from our tracking module. - Added the
SGTrackingTypes
header to theSenseGloveTypes
module in order to define and shareSenseGloveTracking
module types through this header across the plugin modules. - A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added
ESGHeadMountedDisplayDevice
enum with supported HMDs list. - Added
ESGViveHMDDetectionPriority
enum in order to choose which headset we attempt to detect between VIVE Focus 3 and VIVE XR Elite as we cannot distinguish them, yet. - Added the
FSGHMDTracker
utility class, in order to easily gather information about the HMD device at runtime. - Added
USGHMDTrackerKismetLibrary
which exposes the equivalent C++ HMD auto-detection functionality to Blueprint. - Added
FSGHMDTrackingSettings
config struct. - Added the
FSGGloveTracer
utility class, in order to easily check the left or right glove connectivity or retrieve the connected glove instances. - Added
USGGloveTrackerKismetLibrary
which exposes the equivalent C++ functionality to Blueprint. - Added
FSGGloveTrackingSettings
config struct. - Added
FSGTrackingSettings
config struct. - Added
FSGHandTrackingSettings
config struct. - Added
FSGWristTrackingDebuggingSettings
config struct. - Added
FSGVirtualHandSettings
config struct. - Added
FSGVirtualHandAnimationSettings
config struct. - Added
FSGVirtualHandDebuggingSettings
config struct. - Added
FSGVirtualHandGrabSettings
config struct. - Added
FSGVirtualHandHapticsSettings
config struct. - Added
FSGVirtualHandMeshSettings
config struct. - Added
FSGVirtualHandPhalangesLengthSettings
config struct. - Added
FSGVirtualHandTouchSettings
config struct. - Added
USGVirtualHandComponent::OnHandVisibilityChanged()
event in order to notify other components/actors whenever the virtual hand mesh appears or disappears (for example, this could happen when a glove is connected/disconnected). GetMotionControllerData()
has been introduced to theUSGVitualHandComponent
in order to retrieve the OpenXR-compatible glove data in Unreal'sFXRMotionControllerData
format.- Added
FSGVirtualHandAnimInstanceProxy::GetMotionControllerData()
and many more accessor methods usable only by child classes to allow consumption of the data required for manipulating the virtual hand mesh animations. GetMotionControllerData()
has been introduced to theUSGWristTrackerComponent
in order to retrieve the OpenXR-compatible glove data in Unreal'sFXRMotionControllerData
format.- Added
USGGrabComponent::SimulatePhysics()
method. - Added
FSGDebugCube
. - Added
FSGDebugCubeSettings
. - Added the
SenseGloveDebugKismet
module in order to allow drawing of debugging, cubes, gizmos, and virtual hands from Blueprint. - Added
USGDebugCubeKismetLibrary
in order to expose theFSGDebugCube
functionalities to Blueprint. - Added
USGDebugGizmoKismetLibrary
in order to expose theFSGDebugGizmo
functionalities to Blueprint. - Added
USGDebugVirtualHandKismetLibrary
in order to expose theFSGDebugVirtualHand
functionalities to Blueprint. - Added a new static
Draw()
method overload toDebugGizmo
which allows passing anFQuat
instead of aFRotator
. - Introduced a new
FXRMotionControllerData
compatible hand animation system with the ability to take the mesh bone's transforms into account for a more reliable hand animation. - Introduced a new
FXRMotionControllerData
compatible wrist tracking system. - Introduced a new
FXRMotionControllerData
compatible hand interaction manipulation system. - Added the ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- Added the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
- Added
FSGAssetUtils
editor-only class. - Added
FSGContentBrowserExtension
editor-only class. - Added
FSGPluginStyle
editor-only class. - Added
FSGSocketsEdito
r editor-only class. - Added
FSGSocketsEditorCommands
editor-only class. - Added the
FSGInitializationSettings
config struct in order to control how the plugin is initialized. - Introduced the
FSGGameUserSettings
for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly. - Added
USGGameUserSettingsKismetLibrary
in order to allow all the Engine Scalability Settings to be managed from the Blueprint side. - Added
FSGGameUserSettingsSettings
config struct. - Added the SenseGlove console commands:
SG_GetEngineScalabilitySettings()
andSG_SetEngineScalabilitySettings(Scalability)
. - Added
SGHardwareBenchmarkingSettings
config struct. - Introduced
ESGEngineScalabilitySettings
enum. - Added
FSGVirtualHandSettingsOverrides
config struct used by the new settings override system. - Added
SGWristTrackingSettingsOverrides
config structured by the new settings override system. - Added support for Android API level
32
in addition to the API level29
. - 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 Packagerv0.4.0-a65bb20
binaries and configurations.
Fixed
- Fixed a bug when the virtual hand inside the game is not visible but still collides with other objects inside the scene, mistakenly triggering events like
OnGrabStateUpdated
andOnTouchStateUpdated
. - Fixed a bug where
USGGrabComponent
'sbAffectPhysicsState
does not enables physics on its owning actor atBeginPlay()
. - Fixed various wrong Kismet script names and their class exports.
- Fixed the display name for various overloads of the Blueprint-exposed function
Queue Command Vibro Level
to expose sensible display names. - Some Android UPL tweaks, permission, and build fixes.
- Many other large and small fixes and improvements that might not be listed here.
- A few small bugfixes that have already been backported to the
v2.0.x
series.
Changed
- Now, if
bValidateIfDefaultClassesAreSGCompliant
option fromFSGInitializationSettings
is enabled (default) the SenseGlove plugin checks for default SenseGlove-compliantGameMode
,GameInstance
, etc, at module initialization and tries to set to default, native SenseGlove classes, if any of those default classes are not a SenseGlove or a SenseGlove-derived class. - The
USGSettings
has been fully revamped with more customizations added and categorized in a different manner adding many new structs and removing some, in order to have fine-grained control over the various aspects and functionality of the plugin components. - The
USGSettings
constructor visibility has been changed from public to private. - The Settings override system has been overhauled as well affecting how we override settings from the
USGVirtualHandComponent
andUSGWristTrackerComponent
. - The SenseGlove libraries have been updated to
v2.104.1-55fddbd2
. GetHandPose()
has been replaced byGetMotionControllerData()
insideUSGVirtualHandComponent
(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()
, andGetRightHandFingerBoneName()
renamed toGetLeftHandBoneNames()
,GetRightHandBoneNames()
,GetLeftHandBoneName()
, andGetRightHandBoneName()
respectively. bHiddenInGameIfNoGloveDetected
uproperty fromUSGVirtualHandComponent
has been renamed tobVisibleWhenHandDataUnavailable
and accordingly all of its getters and setters;bVisibleWhenHandDataUnavailable = false
now acts asbHiddenInGameIfNoGloveDetected = true
, and vice-versa.USGWristTrackerComponent
now usesFXRMotionControllerData
for wrist tracking instead of calculating the wrist location by calling the SenseGlove API.FSGVirtualHandAnimInstanceProxy
now relies onFXRMotionControllerData
to animate the hands instead of aTMap
of bone names and rotations which allows it to also apply the bone locations.- The new OpenXR animation system now takes into account the mesh bone's transforms for a more reliable hand animation.
FSGDebugVirtualHand::Draw()
now accepts aFXRMotionControllerData
parameter instead of allWristLocation
,WristRotation
,JointPositions
, andJointRotations
parameters.FSGDebugVirtualHandSettings
has been renamed toFSGVirtualHandDebuggingSettings
.- The value for
USGGrabComponent
'sAttachmentSocketName
uproperty now defaults to the value of the plugin'sGrabAttachPointSocketName
instead ofName_NONE
. - The
SGGrabComponent
now enablesbGravityEnabled
,bSimulatePhysics
, and callsWakeRigidBody
on its owning actor atBeginPlay()
ifbAffectPhysicsState
is enabled. - Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
- The
/CHANGELOG.md
file has been migrated to/Handbook/src/overview/changelog.md
- The
/LICENSE.md
file has been migrated to/Handbook/src/license/senseglove-unreal-engine-plugin.md
- The
/LICENSE-THIRD-PARTY.md
file has been migrated to/Handbook/src/license/third-party.md
and every third-party component's license has been split; adding/Handbook/src/license/senseglove-sdk.md
for the SenseGlove SDK,/Handbook/src/license/boost-cpp-libraries.md
for the Boost C++ Libraries, and/Handbook/src/license/serial-communication-library.md
for the Serial Communication Library. - The Platform Support Matrix section of the main README file has been migrated to
/Handbook/src/overview/platform-support-matrix.md
. - The Planned Features Completion Status section of the main README file has been migrated to
/Handbook/src/overview/planned-features-completion-status.md
. - The Directory Structure section of the main README file has been migrated to
/Handbook/src/overview/directory-structure.md
. - The SenseGlove settings' main config struct is now marked as DefaultConfig which means it does not require to be saved when settings are changed and they take effect immediately as the user updates them.
- Replaced all bitfield uproperties with booleans.
- Changed the DocsURL from the old Blueprint docs website to the new SenseGlove Unreal Engine Handbook website.
- The Blueprint signature for various overloads of the Blueprint-exposed function
Queue Command Vibro Level
has been changed to expose sensible display names.
Removed
- Dropped support for Unreal Engine
5.1
and Epic Native Toolchainv20
(used to build UE5.0
and5.1
Linux dependencies). - Removed the Allbreaker virtual hand model as it's no longer compatible with the SenseGlove plugin.
- Removed
ASGVirtualHandActor
as it was experimental and we no longer maintain it and haven't been doing so for a long time. - Removed
FSGVirtualHandAnimInstanceProxy::GetBonesRotations()
. - Removed
USGVirtualHandComponent::GetHandPose()
and it's no longer possible to get the hand pose data fromUSGVirtualHandComponent
asGetHandPose()
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()
andGetFingerBoneRefRotation()
fromUSGVirtualHandComponent
. - Removed some remnants of UE
5.1
and older releases from the C++ code. - Removed the
pack
utility branch and merge it to the plugin's source code at/Packager
.
Known Issues
- With the new OpenXR release, the separation of the real and virtual hand rendering is broken. The reason is the animation system now uses the OpenXR data in the world transforms which yields better animations, but comes at the cost of overriding the the hand position set by the wrist tracker component's position and rotation. If
FXRMotionControllerData
is invalid andbVisibleWhenHandDataUnavailable
is enabled for example, the system works as expected, since the animation system won't proceed to animate the hand meshes without validFXRMotionControllerData
. 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 theSGPawn
class asControllerVisualizerLeft
andControllerVisualizerRight
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 anOpenXRHandTracking
system, it causes theUXRDeviceVisualizationComponent
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 theUXRDeviceVisualizationComponent
work with the new system. Alternatively, we may develop our own version of theUXRDeviceVisualizationComponent
. - Although the SenseGlove OpenXR implementation is fully compatible with the
IOpenXRHMD
interface and theFOpenXRHMD
XRTrackingSystem
, it is not compatible with theFOculusXRHMD
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 thev2.0.x
release of the SenseGlove Unreal Engine plugin until this issue is addressed.
[2.0.8] - 2024-07-15
This is a bugfix release that contains a somewhat important bugfix backported from the next release of the plugin as documented below.
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.
[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
.
Fixed
- Make the Allbreaker assets compatible with UE5.1+ again as the
v2.0.5
update breaks compatibility with UE versions earlier than5.4
, thus leaving the engine unable to load those assets.
[2.0.6] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE 5.3
that were never meant to be shipped.
Removed
- Removed the dev/test virtual hand models that leaked into the
5.3
branch.
Fixed
[2.0.5] - 2024-05-22
This is a bugfix release with no actual plugin code changes, only focusing on fixing the Allbreaker virtual hand model issues.
Fixed
- Fix the wrong palm bone names on the Allbreaker virtual hand models.
[2.0.4] - 2024-05-17
This is a bugfix release with no actual plugin's code change.
Fixed
- Fix our in-house Unreal Engine Marketplace submission tool's configurations where the Content folder (containing the Allbreaker hand model) is mistakenly ignored during the submission. This release reintroduces the Virtual Hand Model and its material missing from the previous release.
- Fix the
SenseGlove.uproject
's wrong versioning submitted to the Unreal Engine Marketplace.
[2.0.3] - 2024-05-15
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine 5.4
.
Fixed
- Fix UE
5.4
RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affectingSenseGloveConnectImpl
andSenseGloveCoreImpl
modues. - Improved target platform detection when building
SenseGloveConnectImpl
andSenseGloveCoreImpl
modules and also distinguishing thex64
builds fromarm64
on Microsoft Windows. - Fix other UE
5.4
RunUAT build issues, mostly caused by missing headers.
Removed
- Removed support for Android
armeabi-v7a
andx86
architectures as they are no longer supported by the supported engine versions.
[2.0.2] - 2024-04-25
This is a patch release with no code changes.
Added
- Introduce official Unreal Engine
5.4
support to the Unreal Engine Marketplace.
Changed
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine
5.1
as we no longer are able to push updates for this release to the Unreal Engine Marketplace. Thev2.0.1
release for Unreal Engine5.1
can be obtained from the Unreal Engine Marketplace, andv2.0.2
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
This is a bugfix release.
Fixed
- Fix a bug inside both
SGVirtualHandComponent
andSGWristTrackerComponent
where the connected glove'sUObject
instance gets destroyed and re-instantiated every frame. With this fix now the glove instance will be created or destroyed only when a glove connects to or disconnects from the system. - Update the outdated Platform Support Matrix and its remarks section to reflect the latest status information.
- Fix the wrong header file description sections for the header files inside
SenseGloveKismet/Public/SGKismet/
.
Changed
- SenseGlove libraries have been updated to
v2.102.0-35d4de3f
. - Together, SenseGlove libraries
v2.102.0-35d4de3f
and SenseComv1.6.1
remove the need to call ResetCalibration every time and are able to store and load calibration profiles from disk. - SesenGloveBackend module is no longer calling
FSGHandLayer::ResetCalibration()
on every backend initialization.
[2.0.0] - 2024-03-22
This is the second major release of the SenseGlove Unreal Engine Plugin adding support for Nova 2 with enormous breaking changes to the current C++ and Blueprint APIs.
Added
- Added support for the SenseGlove Nova 2 devices.
- Added support for Quest 3 controllers.
- Various classes have been added to the API in order to implement the new functionalities and features from the latest upstream SenseGlove libraries.
- Added initial support for the upcoming Unreal Engine
5.4
release. - Added a pair of default production-ready virtual hand meshes for the left and right hands, courtesy of Allbreaker LLC Columbia. For usage and redistribution, please consult the LICENSE-THIRD-PARTY.md file.
Fixed
- A few critical bug fixes that have already been backported to the
v1.x.x
series throughv1.9.3
tov1.9.8
releases. - Revamped the way we do
FVector
<->SGVect3D
,FQuat
<->SGQuat
, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems. - Allow the C++ compiler the opportunity to perform RVO/NRVO if applicable.
- Fix the modules' order inside the
.uplugin
file. - Fix a build issue inside
FSGArrayUtils::FromStdVector()
introduced by newer MVSC updates due to stricter implicituint64
toint32
conversions. - Fix a build issues inside
FSGArrayUtils
when performing non-Unity builds due to the missing<string>
header. - Fix other build issues in
USGDevice
,USGNovaGloveSensorData
,FSGDeviceImpl
, andFSGSenseGloveVarsImpl
when performing non-Unity builds due to the missing relevant headers. - Fix changelog formatting.
- Some other improverment and fixes.
Changed
- SenseGlove libraries have been updated to
v2.101.12-62b1be11
. - The SenseGlove Unreal Engine Plugin now declares the OpenXR plugin as a dependency, so that the OpenXR plugin will be enabled automatically as soon as the SenseGlove Unreal Engine Plugin gets enabled.
- Various classes and parts of the API have been changed in order to reflect and adhere to upstream SenseGlove libraries.
- Reverse the Platform Support Matrix order from newer Unreal Engine versions to the older ones.
- Clarify the engine support policy in the main readme file by adding the corresponding references from the Epic Marketplace Guidelines and a URL to their guidelines page.
- The
SGTouchComponent
uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed toVibrotactileDuration
andVibrotactileLevel
. - The
SGTouchComponent
uproperties ForceFeedbackLevel and BuzzLevel (nowVibrotactileLevel
) parameters type have changed fromint32
tofloat
with the value range varying between0.0f
to1.0f
instead of1
to100
in order to correspond to the underlying API changes. - The
SGVirtualHandComponent
now assumes the default grab point's name asGenericGrabPoint
instead ofGrabPoint
as default if not specified in the Unreal Blueprint Editor. - The
SGPawn
on UE5.2+
now utilizesUXRDeviceVisualizationComponent
in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE5.1
this could still be set on theWristTrackerLeft
andWristTrackerRight
components. Please note that despite the fact that on UE5.2+
it's still possible to utilize theWristTrackerLeft
andWristTrackerRight
for setting the controller meshes, this has been deprecated in UE5.2+
and is no longer supported.
Removed
- Various classes and parts of the API have been removed in order to reflect and adhere to upstream SenseGlove libraries.
- Removed the redundant
SGIC_int32_Ref
interop type.
[1.9.8] - 2024-03-12
This is a bugfix release that contains bugfixes backported from the next major release of the plugin as documented below.
Fixed
- Fix a bug where the right-hand mesh is always hidden inside the game no matter whether the right glove is connected or not.
- Fix a crash inside the
USGHandPose::FromHandAngles()
method. - Some performance optimizations by utilizing
MoveTemp
in return statements. - Some improvements applied to the source code.
- Some other minor fixes.
Changed
- The BonesRotations TMap is no longer a public field of
FSGVirtualHandAnimInstanceProxy
and instead could be retrieved by calling theGetBonesRotations()
method.
[1.9.7] - 2024-02-18
This is a bugfix release that contains bugfixes backported from the next major release of the plugin as documented below.
Fixed
- Fix various bugs inside the
SGPlayerController
which occur when the thumb and pinky fingers are simultaneously touching differentSGTouchComponents
, 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 theSGTouchComponent
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 anSGTouchComponent
. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with anSGTouchComponent
. - Fix the
BuzzDuration
uproperty range in order not to get clamped at100.0f
and also usefloat
values forClampMin
andUIMin
specifiers instead of integer values.
[1.9.6] - 2024-02-14
This is a bugfix release.
Fixed
- Fix a few critical bugs inside the
NovaGlove
class where the higher levels of the API including constructors, Parse, andNewNovaGlove
methods mistakenly instantiate aSenseGloveImpl
class instead of aNovaGloveImpl
class.
[1.9.5] - 2024-02-09
This is a bugfix release.
Fixed
- Fix a wrong type-casting inside
SGDeviceModel::ParseFirmware()
whereOutMainVersion
andOutSubVersion
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
This is a bugfix release addressing mostly Blueprint API issues with ABI breaking changes inside the Blueprint layer, backported from the next major release of the plugin as documented below.
Fixed
- Fix the Blueprint Parse function signature for the
NovaGloveInfoKismetLibrary
where theOutGloveInfo
passed by the caller was never actually assigned as it was not getting passed by reference. - Changelog formatting.
[1.9.3] - 2024-02-03
This is a hotfix release addressing a few critical issues that might result in crashes or malfunctions for users of the low-level SenseGlove API, backported from the next major release of the plugin as documented below.
Fixed
- Fix a potential memory corruption inside one of the
SGBasicHandModel
constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API. - Fix a potential memory corruption inside one of the
SGSenseGloveInfo
constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API. - Fix a potential memory corruption where inside the
SGHapticGloveCalibrationSequence::GetCurrentInstruction()
method, the return statement of the function is getting assigned to the const parameterNextStepKey
, thus the return statement of the function will always be empty as well. - Fix a potential memory corruption where inside one of the overloads of the
SGSenseGloveImpl::GetGlovePose()
method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API. - Fix multiple Equals methods for a few classes such as
SGInterpolationSet
,SGNovaGloveHandProfile
,SGNovaGloveInfo
,SGSenseGloveHandProfile
,SenseGloveInfo
,SenseGlovePose
, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method. - Removed a redundant code statement inside the
SGNovaGloveImpl::GetSubFirmwareVersion()
method. - Some minor const correctness fixes.
- Some other minor code fixes and improvements.
- Fix the wrong version numbers inside the paltform support matrix and the main
.uplugin
file. - Minor changelog fixes.
- Bumped the copyright years.
[1.9.2] - 2023-11-03
Added
- Added a list of planned features and their completion status to the main README file.
Fixed
- A bug where the released actor is going to be
NULL
whenever theOnActorReleased
event fires.
[1.9.1] - 2023-10-11
Fixed
- Add the missing Unreal Engine C++ header to files that rely on the
ENGINE_*_VERSION
macros in order to fix the Epic Store build failures on UE5.3
.
[1.9.0] - 2023-10-10
Changed
- The
BlueprintImplementableEvent
ufunction specifier for theOnGrabStateUpdated
,OnTouchStateUpdated
,OnActorGrabbed
,OnActorReleased
,OnActorBeginTouch
, andOnActorEndTouch
events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
Fixed
- Add a missing release note entry for the
v1.8.0
release to the changelog file.
[1.8.0] - 2023-10-10
Added
- Introduced new
SGPawn
events:OnActorGrabbed
,OnActorReleased
,OnActorBeginTouch
, andOnActorEndTouch
. - Exposed
OnGrabStateUpdated
,OnTouchStateUpdated
,OnActorGrabbed
,OnActorReleased
,OnActorBeginTouch
, andOnActorEndTouch
events to Blueprint asBlueprintImplementableEvent
.
Fixed
- Fix a bug where the
OnTouchStateUpdated
event is mistakenly triggered instead of theOnGrabStateUpdated
when the right thumb fingertip grab collider overlaps with a grabbable actor. - Fix the
DECLARE_EVENT
macro signature forOnGrabStateUpdated
andOnTouchStateUpdated
events.
[1.7.0] - 2023-09-14
Added
- Introduce
SGGameInstance
, a customized SenseGlove game instance for future use. - Added the new
SenseGloveBackend
andSenseGloveBackendKismet
modules. - Added
SG_CPP20
C++ macro for C++20 detection, which is now default from UE5.3
onwards. - Added
SG_CAPTURE_THIS
C++ macro as a workaround forerror C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20
in order to build the same lambda captures without extra#ifdef
s on all supported engine versions.
Changed
- SenseGlove libraries have been updated to
v2.12.0-19c9854
. SGCoreImpl
/SGPlatform
has been moved toSGBuildHacks
/SGPlatform
.
Fixed
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where
SGConnect::Init()
gets called every frame. - Some other minor fixes and improvements.
[1.6.1] - 2023-08-14
Fixed
- Fix Unreal Engine
5.0
build issues. - Minor documentation fixes.
[1.6.0] - 2023-08-14
Added
- Added support for the upcoming Unreal Engine
5.3
. - Now, the hand's velocity is applied to grabbed actors after being released from the hand.
- Introduce the real hands to the
SenseGlove
module (SGPawn
) API. - Added separation of the virtual and real hand rendering.
Fixed
- Fix the wrong default debug virtual hand gizmo colors when initialized using the default constructor.
- Some minor performance fixes and improvements.
Changed
- SenseGlove libraries have been updated to
v2.11.0-b775a05
.
[1.5.3] - 2023-07-19
This is a hotfix release mostly addressing Android Bluetooth performance issues.
Fixed
- Minor changelog fixes.
Changed
- SenseGlove libraries have been updated to
v2.10.1-3b0e7c9
.
[1.5.2] - 2023-07-19
This is a hotfix release mostly addressing Android-related issues.
Fixed
- Fix a build issue with Android shipping builds due to
sgconnect.jar
not getting copied automatically in the AFSProject which is compiled for shipping builds whenAndroidFileServer (AFS)
is enabled. - Minor changelog fixes and some source code formatting fixes.
[1.5.1] - 2023-07-13
This is a hotfix release addressing a few critical issues introduced by the recent changes.
Fixed
- Fix a wrist tracker bug where left and right hands' wrist trackers are mistakenly tracking the opposite hand's motion source.
- Fix a bug where the right hand is not able to do grab or release.
[1.5.0] - 2023-06-16
This release breaks ABI/API compatibility with the previous versions in some areas as documented below.
Added
- Added HTC VIVE Focus 3 positional tracking hardware enum.
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the
SGPawn
.
Fixed
- Fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked.
Changed
- Fully refactored the top-level configurations in the settings system into ustructs.
- SenseGlove libraries have been updated to
v2.10.0-12133ac
.
Removed
- Dropped support for the Epic Native Toolchain
v19
, MSVCv141
(Visual Studio 2017), and thus Unreal Engine4.27
as it has been marked as deprecated sincev1.4.x
. - Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
[1.4.3] - 2023-06-01
This is a hotfix release addressing a critical Android crash.
Fixed
- Fix a critical Android crash that happens where the default development hand meshes are not found, which means almost always since we don't ship any default virtual hand mesh at the moment.
- Minor changelog release formatting fix in order to stay consistent.
[1.4.2] - 2023-06-01
This is a hotfix release addressing a few critical issues.
Fixed
- Fix build issues with certain compilers when the Unreal Engine version is older than
5.2
. - 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.
[1.4.1] - 2023-05-29
This is a bugfix release with a focus on Android build issues.
Fixed
- Fix an Android Gradle build issue that happens when the game's package name won't start with com.senseglove.*.
- Suppress a grade warning for non-arm64 architectures when the build target is Android.
Removed
- Remove dead Gradle code from the Android module.
[1.4.0] - 2023-05-19
This release breaks ABI/API compatibility with the previous versions.
Added
- Added support for the stable release of Unreal Engine
5.2
(the preview release has been supported sincev1.2.0
). - Added Linux
AArch64
platform support. - Added a new Grab component that can turn any actor into a grabbable object.
- Added a new Touch component that enables haptic feedback such as Buzz and Force-Feedback commands.
- Added an optional feature in order to automatically stop all haptics on the EndPlay event, wherever the virtual hand component is used. By default, it's enabled.
Fixed
- Fix Blueprint signatures for
USGVirtualHandComponentKismetLibrary
and make all the Blueprint exposed functions static.
Changed
- SenseGlove libraries have been updated to
v2.7.1-965f90c
with support for LinuxAArch64
. - 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 the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine.
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 for4.27
isv1.3.1
. 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
Fixed
- Fix RunUAT build issues caused by missing headers.
- Minor documentation fixes.
[1.3.0] - 2023-04-28
This release breaks ABI/API compatibility with the previous versions in addition to breaking coordinates systems conversions between Unreal Engine and the SenseGlove libraries.
Added
- A new generic SenseGlove Debug module.
- A debug virtual hand.
Fixed
- Fix the wrist tracker miscalculations for the Quest 2 controllers (other headsets might need fixing as well, in that case, future releases will address that).
- Minor code improvement and fixes.
- Minor documentation fixes.
Changed
- Breaking API/ABI changes in the Settings and the main
SenseGlove
module due to some settings refactoring. - Breaking changes in the SenseGlove/Unreal coordinates systems conversions due to underlying changes in the SenseGlove Core Libraries.
- SenseGlove libraries have been updated to
v2.6.0-aac3d56
.
[1.2.1] - 2023-03-30
Fixed
- Fix RunUAT build issues with Android.
[1.2.0] - 2023-03-28
This release breaks ABI/API compatibility with the previous versions.
Added
- Android/Oculus on-device glove calibration.
- Introduced the animated Virtual Hand Model (as a set of virtual hand and wrist tracker components and an actor) with in-editor animation availability.
- Introduced
SGPawn
,SGPlayerController
,SGGameModeBase
, etc classes. - Added an internal
SenseGloveCoreTypes
module in order to share common SenseGloveCore types between various modules. - Segregated Android binaries for NDK
r21e
(UE4.27
and5.0
) andr25b
(UE5.1
,5.2
). - Fully functional and stable Linux development support.
- Fully functional and stable Unreal Engine
5.2
preview support has been added. - Added a Plugin's settings manager and two new modules SenseGloveSettings and SenseGloveSettingsKismet.
Changed
- SenseGlove libraries have been updated to the Linux-aware version:
v2.5.0-8069342
. - 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. - Migrate common nested array types into the SenseGloveTypes module from the SenseGloveCore module.
Removed
- Removed a few thousand lines of archaic pre-public-release dead code.
- Dropped Android NDK
r21b
binaries used by the older engine versions. - Purged the dead code for dropped engine versions by
v1.1.1
(4.22
,4.23
,4.24
,4.25
, and4.26
) that carried over to the current version. - Removed redundant
SGConnectImpl
/SGPlatform
. - Removed redundant
SGTypes
/SGConnectTypes
.
Known Issues
- Wrist Tracker's offsets are a bit off (e.g. on Quest 2), scheduled to be fixed in the next patch release.
[1.1.1] - 2023-02-07
Added
- Initial support for the upcoming Unreal Engine
5.2
. - Add support for Android
armeabi-v7a
withneon
,x86-64
, andx86
builds in addition toarm64-v8a
.
Fixed
- Fix various Android build issues.
- Some minor fixes and improvements.
Changed
- Bump SenseGlove libraries to
v2.1.2-95ec6e7
.
[1.1.0] - 2023-02-03
Added
- Whitelist Android as a target platform.
- Introduce Android support.
- Add third-party library SGConnect for Android
v1.1.0
.
Fixed
- Fix Android build issues caused by the log module.
Changed
- SGConnect and SGCore libraries have been updated to
v2.1.1-0569c74
.
Removed
- Removed the enum utils class due to
ANY_PACKAGE
deprecation warnings in Unreal Engine5.1
. - Support for older versions of the Engine (namely,
4.22
,4.23
,4.24
,4.25
, and4.26
) has been dropped.
[1.0.4] - 2022-12-02
This is a minor release focusing mostly on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
Added
- Added support for MSVC 2017.
Changed
- Updated SenseGlove libraries (SGCore/SGConnect) to
v2.0.4
.
[1.0.3] - 2022-11-29
This is a minor release focusing on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
Changed
- Adjust Config/FilterPlugin.ini in order to conform to Epic's Market Place Guidelines.
[1.0.2] - 2022-11-27
This is a minor release focusing on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
Added
- Added the newly acquired Unreal Engine Market Place Offer ID to the
.uplugin
file. - List the dotfiles inside the FilterPlugin.ini file as well.
- Add the copyright notice to the source files missing it.
- Add the SenseGlove SDK license to the third-party license file.
Fixed
- Fix the readme typos and errors.
- Minor fixes in the changelog for previous releases.
[1.0.1] - 2022-11-25
Changed
- Exposed SenseGloveTypes as a public dependency in SenseGloveConnect and SenseGloveCore modules, so that the C++ users of the API don't need to explicitly add it as a dependency.
- Cleaned up the redundant headers/modules dependencies from SGCore headers.
Fixed
- Fix RunUAT build issues prior to Epic Store submission.
[1.0.0] - 2022-11-24
Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.