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AOculusXRSceneActor Class

Extends AActor
DEPRECATED: AOculusXRSceneActor and associated classes are deprecated (v65), please use MR Utility Kit instead (https://developer.oculus.com/documentation/unreal/unreal-mr-utility-kit-overview)
The purpose of this actor is to be able to spawn "scene anchor" actors.
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.

Constructors

AOculusXRSceneActor ( ObjectInitializer )
Signature
AOculusXRSceneActor::AOculusXRSceneActor(const FObjectInitializer &ObjectInitializer)
Parameters
ObjectInitializer: const FObjectInitializer &

Fields

bActiveRoomOnly : bool
Signature
bool AOculusXRSceneActor::bActiveRoomOnly
bPopulateSceneOnBeginPlay : bool
Signature
bool AOculusXRSceneActor::bPopulateSceneOnBeginPlay
LauchCaptureFlowWhenMissingScene : TEnumAsByte< EOculusXRLaunchCaptureFlowWhenMissingScene >
Signature
TEnumAsByte<EOculusXRLaunchCaptureFlowWhenMissingScene> AOculusXRSceneActor::LauchCaptureFlowWhenMissingScene
MaxQueries : int32
Signature
int32 AOculusXRSceneActor::MaxQueries
ScenePlaneSpawnedSceneAnchorProperties : TMap< FString, FOculusXRSpawnedSceneAnchorProperties >
Signature
TMap<FString, FOculusXRSpawnedSceneAnchorProperties> AOculusXRSceneActor::ScenePlaneSpawnedSceneAnchorProperties
SceneVolumeSpawnedSceneAnchorProperties : TMap< FString, FOculusXRSpawnedSceneAnchorProperties >
Signature
TMap<FString, FOculusXRSpawnedSceneAnchorProperties> AOculusXRSceneActor::SceneVolumeSpawnedSceneAnchorProperties

Member Functions

BeginPlay ()
Signature
virtual void AOculusXRSceneActor::BeginPlay() override
Returns
void
ClearScene ()
Signature
void AOculusXRSceneActor::ClearScene()
Returns
void
EndPlay ( Reason )
Signature
virtual void AOculusXRSceneActor::EndPlay(EEndPlayReason::Type Reason) override
Parameters
Reason: EEndPlayReason::Type
Returns
void
GetActorsBySemanticLabel ( SemanticLabel )
Signature
TArray<AActor*> AOculusXRSceneActor::GetActorsBySemanticLabel(const FString SemanticLabel)
Parameters
SemanticLabel: const FString
Returns
TArray< AActor * >
GetRoomLayouts ()
Signature
TArray<FOculusXRRoomLayout> AOculusXRSceneActor::GetRoomLayouts() const
Returns
TArray< FOculusXRRoomLayout >
IsRoomLayoutValid ()
Signature
bool AOculusXRSceneActor::IsRoomLayoutValid()
Returns
bool
IsScenePopulated ()
Signature
bool AOculusXRSceneActor::IsScenePopulated()
Returns
bool
LaunchCaptureFlow ()
Signature
void AOculusXRSceneActor::LaunchCaptureFlow()
Returns
void
PopulateScene ()
Signature
void AOculusXRSceneActor::PopulateScene()
Returns
void
PostLoad ()
Signature
virtual void AOculusXRSceneActor::PostLoad() override
Returns
void
SetVisibilityToAllSceneAnchors ( bIsVisible )
Signature
void AOculusXRSceneActor::SetVisibilityToAllSceneAnchors(const bool bIsVisible)
Parameters
bIsVisible: const bool
Returns
void
SetVisibilityToSceneAnchorsBySemanticLabel ( SemanticLabel , bIsVisible )
Signature
void AOculusXRSceneActor::SetVisibilityToSceneAnchorsBySemanticLabel(const FString SemanticLabel, const bool bIsVisible)
Parameters
SemanticLabel: const FString
bIsVisible: const bool
Returns
void
Tick ( DeltaTime )
Signature
virtual void AOculusXRSceneActor::Tick(float DeltaTime) override
Parameters
DeltaTime: float
Returns
void