Each actor type (based on their semantic label) can be configured to be spawned with a specific mesh and actor component.
Overall, it provides a simple interface to be able to quickly get a captured scene from Capture Flow populated at runtime. It also provides a basic and flexible template to making use of the OculusAnchorSDK and
UOculusXRRoomLayoutManagerComponent to drive the actor's logic. This removes the need for the developer to implement a system from scratch that makes use of the native methods and components.
TLDR:
This actor populates a captured scene (created in Capture Flow) by spawning child actors with predefined actor and mesh components.
Can be used as is, or can be derived or modified as needed depending on the application's needs.