- đ Welcome
- 1. Introduction
- đ Overview
- 2. Overview
- đ Getting Started
- 3. Installation
- 3.1. Via the Epic Games Launcher
- 3.2. Via Microsoft Azure DevOps Repositories
- 4. Enabling and Verifying the Plugin Version
- 5. SenseCom
- 5.1. SenseCom on GNU/Linux
- 5.1.1. Connect to Nova gloves using Blueman Bluetooth Manager
- 5.1.2. Connect to Nova gloves using Command-line
- 5.2. SenseCom on Microsoft Windows
- 6. Enabling XR_EXT_hand_tracking on VR Headsets
- 7. Setup SenseGlove Default Classes
- 7.1. SGGameModeBase
- 7.2. SGPawn
- 7.3. SGPlayerController
- 7.4. SGGameInstance
- 7.5. SGGameUserSettings
- 8. Setup the Virtual Hand Meshes
- 9. Setup the Wrist Tracking Hardware
- 10. Setup the Grab/Release System
- 11. Setup the Touch System
- âī¸ Plugin Configuration
- 12. Plugin Settings
- 12.1. Initialization
- 12.2. Game User Settings
- 12.2.1. Hardware-benchmarking
- 12.3. Tracking
- 12.3.1. Glove-tracking
- 12.3.2. Hand-tracking
- 12.3.3. HMD-tracking
- 12.3.4. Wrist-tracking
- 12.3.4.1. Debugging
- 12.4. Virtual Hand
- 12.4.1. Animation
- 12.4.2. Debugging
- 12.4.3. Grab
- 12.4.4. Haptics
- 12.4.5. Mesh
- 12.4.6. Touch
- 13. Overriding Settings
- đĄ Miscellaneous
- 14. SenseGlove Console Commands
- 15. Deploying to Android (Standalone)
- 16. Upgrade Guide
- 17. Optimizing for Higher FPS
- đ ī¸ Advanced Topics
- 18. Safe Glove Access in Blueprint
- 19. OpenXR
- 19.1. Consuming FXRHandTrackingState
- 19.1.1. Blueprint
- 19.1.2. C++
- 19.2. Consuming FXRMotionControllerData
- 19.2.1. Blueprint
- 19.2.2. C++
- đ Low-Level API
- 20. Low-Level Blueprint API
- 21. Low-Level C++ API
- đ Appendix
- 22. Platform Support Matrix
- 23. Planned Features Completion Status
- 24. Changelog
- 25. Directory Structure
- 26. Extra Resources
- đ License
- 27. SenseGlove Unreal Engine Plugin License
- 28. SenseGlove Unreal Engine Handbook License
- 29. Third-Party Licenses
- 29.1. SenseGlove SDK License
- 29.2. Boost C++ Libraries
- 29.3. Serial Communication Library License
- 30. âšī¸