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-Better support for using hand tracking along with controllers, rather than one or the other. -Two new project settings for the OpenXRHandTracking plugin: -bUseMoreSpecificMotionSourceNames change the hand tracking keypoint motion source names from [Left|Right][Keypoint] to HandTracking[Left|Right][Keypoint] (default false) -bSupportLegacyControllerMotionSources if true the legacy motion sources Left, Right, and AnyHand can be supplied by hand tracking. If False they cannot. -Note the Left/Right Grip/Aim poses already worked only for the controllers, and specific keypoint sources existed for every hand bone so it was possible to do this before, but this makes it less confusing in some cases. -Refactored hand tracking keypoint motion source pose collection to use a map of motion source fname to keypoint enum value rather than turning both into strings and comparing every time they are accessed. #review #rb Jules.Blok #preflight 6414d75337382f6bf5806b7e [CL 24696696 by Jeff Fisher in ue5-main branch]
20 lines
378 B
C#
20 lines
378 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class OpenXRHandTrackingEditor : ModuleRules
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{
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public OpenXRHandTrackingEditor(ReadOnlyTargetRules Target) : base(Target)
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{
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"EditorFramework",
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"UnrealEd",
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"OpenXRHandTracking"
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}
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);
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}
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}
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