Added UI for adjusting TableHight and Scale
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@@ -34,50 +34,29 @@ public:
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void SpawnNewHand(const FVector& PalmCenter, const FHandPacketHand& NewHand);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand Tracking|Debug")
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ADetectionManager* DM;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") ADetectionManager* DM;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TArray<AHandActor*> HandList;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TArray<AHandActor*> DeadHands;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") int32 HandAllocationDistance = FMath::Square(1000);;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TSubclassOf<class AHandActor> HandActorClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand") TSubclassOf<class AFingerTip> FingerTipClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
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TArray<AHandActor*> HandList;
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UPROPERTY(BlueprintAssignable) FOnHandAdded OnHandAdded;
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UPROPERTY(BlueprintAssignable) FOnHandRemoved OnHandRemoved;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
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TArray<AHandActor*> DeadHands;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
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int32 HandAllocationDistance = FMath::Square(1000);;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
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TSubclassOf<class AHandActor> HandActorClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hand")
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TSubclassOf<class AFingerTip> FingerTipClass;
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UFUNCTION(BlueprintCallable)
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void AddDeadHand(AHandActor* DeadHand);
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UPROPERTY(BlueprintAssignable)
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FOnHandAdded OnHandAdded;
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UPROPERTY(BlueprintAssignable)
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FOnHandRemoved OnHandRemoved;
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UFUNCTION(BlueprintCallable)
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TArray<AHandActor*>& GetHandList();
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UFUNCTION(BlueprintCallable) void AddDeadHand(AHandActor* DeadHand);
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UFUNCTION(BlueprintCallable, BlueprintPure) TArray<AHandActor*>& GetHandList();
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//Gestures
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UPROPERTY(VisibleAnywhere, Category = "Gesture")
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UGestureManagerComponent* GestureManager;
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UPROPERTY(VisibleAnywhere, Category = "Gesture") UGestureManagerComponent* GestureManager;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture") UDataTable* GestureDefinitionTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture") UDataTable* GestureActionTable;
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const TArray<AHandActor*>& GetHandList() const { return HandList; }
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// GestureManager.h — add these
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture")
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UDataTable* GestureDefinitionTable;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gesture")
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UDataTable* GestureActionTable;
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//Gesture Actions, Icons
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scale") float UEUnitsPerUnit = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scale") float TableHeight = -650.f;
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private:
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void RemoveDeadHands();
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