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Merge pull request #127 from ultraleap/feature/leap-2
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Feature/leap 2
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YasserNezzari committed May 17, 2023
2 parents 055df9b + 0033f19 commit 45d1a1e
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9 changes: 9 additions & 0 deletions Binaries/Mac/UE4Editor.modules
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{
"BuildId": "17155196",
"Modules":
{
"BodyState": "UE4Editor-BodyState.dylib",
"UltraleapTracking": "UE4Editor-UltraleapTracking.dylib",
"UltraleapTrackingEditor": "UE4Editor-UltraleapTrackingEditor.dylib"
}
}
1 change: 1 addition & 0 deletions Binaries/Mac/libLeap.dylib
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -5,7 +5,7 @@ Ultraleap Unreal Plugin

## Introduction

Ultraleap's Unreal Plugin enables the data produced by integrating Ultraleap's hand tracking data to be used by developers inside their Unreal projects. It has been built to make it as easy as possible to design and use hand tracking in XR projects. Examples are included to quickly get you up and running with Ultraleap's hand tracking technology.
Ultraleap's Unreal Engine Plugin enables the data produced by integrating Ultraleap's hand tracking data to be used by developers inside their Unreal projects. It has been built to make it as easy as possible to design and use hand tracking in XR projects. Examples are included to quickly get you up and running with Ultraleap's hand tracking technology.

## Getting Started

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Expand Up @@ -215,7 +215,11 @@ TMap<EBodyStateBasicBoneType, FBodyStateIndexedBone> UBodyStateAnimInstance::Aut
}

// Get bones and parent indices
#if ENGINE_MAJOR_VERSION >= 5
USkinnedAsset* SkeletalMesh = Component->GetSkinnedAsset();
#else
USkeletalMesh* SkeletalMesh = Component->SkeletalMesh;
#endif

#if ENGINE_MAJOR_VERSION >= 5 || (ENGINE_MAJOR_VERSION >= 4 && ENGINE_MINOR_VERSION >= 27)
FReferenceSkeleton& RefSkeleton = SkeletalMesh->GetRefSkeleton();
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USkeletalMeshComponent* Component = GetSkelMeshComponent();
ComponentSpaceTransforms = Component->GetComponentSpaceTransforms();
// Get bones and parent indices
#if ENGINE_MAJOR_VERSION >= 5
USkinnedAsset* SkeletalMesh = Component->GetSkinnedAsset();
#else
USkeletalMesh* SkeletalMesh = Component->SkeletalMesh;
#endif

INodeMappingProviderInterface* INodeMapping = Cast<INodeMappingProviderInterface>(SkeletalMesh);

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4 changes: 4 additions & 0 deletions Source/ThirdParty/BodyState/Private/BodyStateUtility.h
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Expand Up @@ -36,7 +36,11 @@ class BODYSTATE_API FBodyStateUtility
template <typename T>
static FString EnumToString(const FString& enumName, const T value)
{
#if ENGINE_MAJOR_VERSION >= 5
UEnum* pEnum = FindObject<UEnum>(nullptr, *enumName);
#else
UEnum* pEnum = FindObject<UEnum>(ANY_PACKAGE, *enumName);
#endif
return *(pEnum ? pEnum->GetNameStringByIndex(static_cast<uint8>(value)) : "null");
}
};
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