Setting Up SGPawn
Depening on the Unreal Engine version and your project's type and configuration, you might be able to set SGPawn
as the Default Pawn Class
by navigating to Project Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Default Pawn Class
. However, regardless of the engine version or project type and configuration, you can always configure this by opening your Default GameMode
and setting the Default Pawn Class
directly from there. Once set, click on the Compile
button and save your game mode Blueprint asset.
tip
For greater control and customization, consider extending the SGPawn.
caution
Setting SGPawn
or a subclass of it as the Default Pawn Class
without
setting
SGPlayerController
or a subclass of it as the default Player Controller Class
will cause the SGPawn
to not function properly. So, it's a strict
requirement.
important
To have a fully functional SGPawn
, simply setting it up is not enough. You
still need to
setup the Virtual Hand Meshes
and
setup the Wrist Tracking Hardware.
Extending SGPawn
Follow these steps to extend and set up your own version of SGPawn
:
- In the Content Browser, click the
+ Add
button, then selectBlueprint Class from the menu
. Alternatively, right-click inside the Content Browser and chooseBlueprint Class
from the context menu.
- A dialog will appear asking you to choose a parent class. Click on the
ALL CLASSES
section to expand the list of available classes.
- In the expanded
ALL CLASSES
section, start typingSGPawn
in the Search box. WhenSGPawn
appears, select it and click theSelect
button to create your new Blueprint class based on it.
- After returning to the Content Browser, the Unreal Editor will prompt you to rename
NewBlueprint
to your desired class name. You can rename the class at any time by pressingF2
or by right-clicking on it and selectingRename
from the context menu.
- Once you have renamed the
NewBlueprint
class to your desired name, click onSave All
to save the new class to disk.
- Finally, set your newly created subclass of
SGPawn
as theDefault Pawn Class
. Depening on the Unreal Engine version and your project's type and configuration, you might be able do this by navigating toProject Settings > Project > Maps & Modes > Default Modes > Selected GameMode > Default Pawn Class
. However, regardless of the engine version or project type and configuration, you can always configure this by opening yourDefault GameMode
and setting theDefault Pawn Class
directly from there. Once set, click on theCompile
button and save your game mode Blueprint asset.
important
To have a fully functional SGPawn
, simply setting it up is not enough. You
still need to
setup the Virtual Hand Meshes
and
setup the Wrist Tracking Hardware.
Customizing SGPawn
Customizing the SGPawn
after subclassing is straightforward and flexible.
The SGPawn
class includes several key subcomponents:
Wrist Tracker Left
andWrist Tracker Right
of typeSGWristTrackerComponent
.HandLeft
andHandRight
of typeSGVirtualHandComponent
and represent the virtual hand models visible to the user in the simulation.RealHandLeft
andRealHandRight
of typeSGVirtualHandComponent
. By default, these are hidden and represent the real hands within the simulation. These components are useful if you need to separate the rendering of the virtual hands from the real hands. For instance, the virtual hands typically have collisions and cannot pass through objects, while the real hands are not constrained in this way.
Also, it's possible to filter the properties for these SenseGlove components inside the Details
panel inside the SGPawn
Blueprint Editor by typing the word SenseGlove
inside Search
box of the Details
panel.
Please visit how to setup the Virtual Hand Meshes, The Virtual Hand Mesh Settings, and how to setup the Wrist Tracking Hardware sections for more information.