New Tilt Five Components:

- Tilt Five Camera Component
- Tilt Five Wand Component
- Tilt Five Manager

Required Version information:
- Unreal Engine 5.3 or later

First time project setup:

- A new Tilt Five Manager Actor will need to be added to your scene. This controls adding and removing player pawns from the scene as glasses connect and disconnect
- The default Local Player class will need to be changed to either TiltFiveLocalPlayer.cpp or a class that inherits from the Tilt Five Local Player.
	- This setting can be found under Edit -> Project Settings
- You will need to create a new pawn to represent your Tilt Five view within the game. Some basic pawns have been provided, TiltFivePawn_Empty and TiltFivePawn_Wand. 
	- If you are creating your own pawn, the important information is:
		- If you want wand tracking for that pawn, be sure to add a Tilt Five Wand Component to the pawn. Also ensure the Motion Source settings for the Motion Controller component are set to "Right" for your primary wand, or "Left" for a secondary wand. Controller ID is managed automatically.
		- To enable camera tracking, you need to add a Tilt Five Camera Component to the Actor.
		- Both the Wand and the Camera component will use their object parent as the tracking origin. If you want to pan around the scene, it's recommended you move this scene component.
- For each desired player, set their Local Player Pawn class in the Tilt Five Manager to the pawn you wish to have spawned for them.
- To change which player's view is being shown on the Spectator Screen, adjust the Spectated Player value on the Tilt Five Manager.

Important notes:

- All headsets are indexed by their Device ID, 0, 1, 2, and 3, representing the first, second, third, and fourth glasses in the Tilt Five Control Panel. Newly connected glasses will always fill the lowest available slot.
- When trying to access a specific Player Controller, use UGameplayStatics::GetPlayerControllerFromID()
- It's recommended to use GEngine->XRSystem to locate the Tilt Five XR Tracking System, and GEngine->XRSystem->GetHMDDevice(int32 DeviceId) to access a specific HMD controller.
- HMD controllers will exist regardless of glasses connectivity, use GEngine->XRSystem->GetHMDDevice(int32 DeviceId)->IsHMDEnabled() to determine if there is a valid pair of glasses connected for a specific player.
