OculusXRPassthrough/Public/OculusXRPassthroughSubsystem.hUOculusXRPassthroughSubsystem
()
|
Signature
UOculusXRPassthroughSubsystem::UOculusXRPassthroughSubsystem() |
OnAnyLayerResumed
: FOculusXRPassthrough_AnyLayerResumed |
Signature
FOculusXRPassthrough_AnyLayerResumed UOculusXRPassthroughSubsystem::OnAnyLayerResumed |
Deinitialize
()
|
Signature
virtual void UOculusXRPassthroughSubsystem::Deinitialize() override Returns void |
DestroyPersistentPassthrough
()
|
Signature
void UOculusXRPassthroughSubsystem::DestroyPersistentPassthrough() Returns void |
GetPersistentPassthrough
()
|
Signature
UOculusXRPersistentPassthroughInstance* UOculusXRPassthroughSubsystem::GetPersistentPassthrough() const |
Initialize
(
Collection
)
|
Signature
virtual void UOculusXRPassthroughSubsystem::Initialize(FSubsystemCollectionBase &Collection) override Parameters Collection: FSubsystemCollectionBase &Returns void |
InitializePersistentPassthrough
(
Parameters
, LayerResumed
)
|
Creates a Reconstructed Passthrough layer that stays alive until "Destroy Persistent Passthrough" is called. If used in blueprints, layer's parameters are available in the Details window when selecting the node.
Signature
UOculusXRPersistentPassthroughInstance* UOculusXRPassthroughSubsystem::InitializePersistentPassthrough(FOculusXRPersistentPassthroughParameters Parameters, const FOculusXRPassthrough_LayerResumed_Single &LayerResumed) Parameters Parameters: FOculusXRPersistentPassthroughParametersLayerResumed: const FOculusXRPassthrough_LayerResumed_Single & |
ShouldCreateSubsystem
(
Outer
)
|
Signature
virtual bool UOculusXRPassthroughSubsystem::ShouldCreateSubsystem(UObject* Outer) const override Parameters Outer: UObject *Returns bool |
GetPassthroughSubsystem
(
InWorld
)
|
Signature
static UOculusXRPassthroughSubsystem* UOculusXRPassthroughSubsystem::GetPassthroughSubsystem(const UWorld* InWorld) Parameters InWorld: const UWorld *Returns UOculusXRPassthroughSubsystem* |