222 lines
6.1 KiB
C++
222 lines
6.1 KiB
C++
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// @lint-ignore-every LICENSELINT
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "OculusXRHandComponent.h"
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#include "OculusXRInput.h"
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#include "Engine/SkeletalMesh.h"
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#include "Components/InputComponent.h"
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#include "Materials/MaterialInterface.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/PlayerController.h"
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UOculusXRHandComponent::UOculusXRHandComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = true;
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PrimaryComponentTick.TickGroup = TG_PrePhysics;
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bHasAuthority = false;
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bAutoActivate = true;
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bWantsInitializeComponent = true;
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for (uint8 BoneIndex = 0; BoneIndex < (uint8)EOculusXRBone::Bone_Max; BoneIndex++)
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{
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BoneNameMappings.Add((EOculusXRBone)BoneIndex, TEXT(""));
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}
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}
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void UOculusXRHandComponent::BeginPlay()
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{
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Super::BeginPlay();
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// Use custom mesh if a skeletal mesh is already set, else try to load the runtime mesh
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if (GetSkinnedAsset())
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{
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bCustomHandMesh = true;
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bSkeletalMeshInitialized = true;
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}
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else
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{
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RuntimeSkeletalMesh = NewObject<USkeletalMesh>(this, TEXT("OculusHandMesh"));
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InitializeSkeletalMesh();
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}
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}
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void UOculusXRHandComponent::InitializeSkeletalMesh()
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{
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if (RuntimeSkeletalMesh)
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{
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if (UOculusXRInputFunctionLibrary::GetHandSkeletalMesh(RuntimeSkeletalMesh, SkeletonType, MeshType))
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{
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SetSkinnedAssetAndUpdate(RuntimeSkeletalMesh, true);
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if (MaterialOverride)
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{
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SetMaterial(0, MaterialOverride);
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}
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CachedBaseMaterial = GetMaterial(0);
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bSkeletalMeshInitialized = true;
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// Initialize physics capsules on the runtime mesh
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if (bInitializePhysics)
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{
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CollisionCapsules = UOculusXRInputFunctionLibrary::InitializeHandPhysics(SkeletonType, this);
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}
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}
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}
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}
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void UOculusXRHandComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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#if WITH_EDITOR
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if (!bSkeletalMeshInitialized && !bCustomHandMesh)
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{
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InitializeSkeletalMesh();
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}
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#endif
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if (IsInGameThread())
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{
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// Cache state from the game thread for use on the render thread
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const AActor* MyOwner = GetOwner();
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bHasAuthority = MyOwner->HasLocalNetOwner();
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int i = 0;
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}
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if (bHasAuthority)
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{
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bool bHidden = false;
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if (UOculusXRInputFunctionLibrary::IsHandTrackingEnabled())
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{
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// Update Visibility based on Confidence
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if (ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor)
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{
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EOculusXRTrackingConfidence TrackingConfidence = UOculusXRInputFunctionLibrary::GetTrackingConfidence(SkeletonType);
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bHidden |= TrackingConfidence != EOculusXRTrackingConfidence::High;
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}
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// Update Hand Scale
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if (bUpdateHandScale)
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{
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float NewScale = UOculusXRInputFunctionLibrary::GetHandScale(SkeletonType);
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SetRelativeScale3D(FVector(NewScale));
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}
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// Update Bone Pose Rotations
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if (GetSkinnedAsset())
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{
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UpdateBonePose();
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}
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#if OCULUS_INPUT_SUPPORTED_PLATFORMS
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// Check for system gesture pressed through player controller
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if (APawn* Pawn = Cast<APawn>(GetOwner()))
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{
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if (APlayerController* PC = Pawn->GetController<APlayerController>())
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{
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if (PC->WasInputKeyJustPressed(SkeletonType == EOculusXRHandType::HandLeft ? OculusXRInput::FOculusKey::OculusHand_Left_SystemGesture : OculusXRInput::FOculusKey::OculusHand_Right_SystemGesture))
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{
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SystemGesturePressed();
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}
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if (PC->WasInputKeyJustReleased(SkeletonType == EOculusXRHandType::HandLeft ? OculusXRInput::FOculusKey::OculusHand_Left_SystemGesture : OculusXRInput::FOculusKey::OculusHand_Right_SystemGesture))
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{
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SystemGestureReleased();
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}
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}
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}
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#endif
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}
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else
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{
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bHidden = true;
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}
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if (bHidden != bHiddenInGame)
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{
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SetHiddenInGame(bHidden);
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for (int32 i = 0; i < CollisionCapsules.Num(); i++)
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{
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CollisionCapsules[i].Capsule->SetCollisionEnabled(bHidden ? ECollisionEnabled::NoCollision : ECollisionEnabled::QueryAndPhysics);
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}
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}
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}
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}
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void UOculusXRHandComponent::UpdateBonePose()
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{
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if (bCustomHandMesh)
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{
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for (auto& BoneElem : BoneNameMappings)
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{
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// Set Root Bone Rotaiton
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if (BoneElem.Key == EOculusXRBone::Wrist_Root)
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{
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FQuat RootBoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, EOculusXRBone::Wrist_Root);
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RootBoneRotation *= HandRootFixupRotation;
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RootBoneRotation.Normalize();
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BoneSpaceTransforms[0].SetRotation(RootBoneRotation);
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}
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else
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{
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// Set Remaing Bone Rotations
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int32 BoneIndex = GetSkinnedAsset()->GetRefSkeleton().FindBoneIndex(BoneElem.Value);
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if (BoneIndex >= 0)
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{
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FQuat BoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, (EOculusXRBone)BoneElem.Key);
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BoneSpaceTransforms[BoneIndex].SetRotation(BoneRotation);
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}
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}
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}
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}
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else
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{
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// Set Root Bone Rotation
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FQuat RootBoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, EOculusXRBone::Wrist_Root);
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RootBoneRotation *= HandRootFixupRotation;
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RootBoneRotation.Normalize();
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BoneSpaceTransforms[0].SetRotation(RootBoneRotation);
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// Set Remaining Bone Rotations
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for (uint32 BoneIndex = 1; BoneIndex < (uint32)GetSkinnedAsset()->GetRefSkeleton().GetNum(); BoneIndex++)
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{
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FQuat BoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, (EOculusXRBone)BoneIndex);
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BoneSpaceTransforms[BoneIndex].SetRotation(BoneRotation);
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}
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}
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MarkRefreshTransformDirty();
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}
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void UOculusXRHandComponent::SystemGesturePressed()
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{
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if (SystemGestureBehavior == EOculusXRSystemGestureBehavior::SwapMaterial)
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{
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if (SystemGestureMaterial)
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{
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SetMaterial(0, SystemGestureMaterial);
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}
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else
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{
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UE_LOG(LogTemp, Log, TEXT("System Gesture Behavior was set to Swap Material but no System Gesture Material was provided!"));
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}
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}
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}
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void UOculusXRHandComponent::SystemGestureReleased()
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{
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if (SystemGestureBehavior == EOculusXRSystemGestureBehavior::SwapMaterial)
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{
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if (CachedBaseMaterial)
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{
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SetMaterial(0, CachedBaseMaterial);
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}
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else
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{
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UE_LOG(LogTemp, Log, TEXT("System Gesture Behavior was set to Swap Material but no System Gesture Material was provided!"));
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}
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}
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}
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