UOculusXRPersistentPassthroughInstance
(
ObjectInitializer
)
|
Signature
UOculusXRPersistentPassthroughInstance::UOculusXRPersistentPassthroughInstance(const FObjectInitializer &ObjectInitializer) Parameters ObjectInitializer: const FObjectInitializer & |
LayerId
: uint32 |
Signature
uint32 UOculusXRPersistentPassthroughInstance::LayerId |
Parameters
: FOculusXRPersistentPassthroughParameters |
Signature
FOculusXRPersistentPassthroughParameters UOculusXRPersistentPassthroughInstance::Parameters |
BeginDestroy
()
|
Signature
virtual void UOculusXRPersistentPassthroughInstance::BeginDestroy() override Returns void |
GetPriority
()
|
Signature
int32 UOculusXRPersistentPassthroughInstance::GetPriority() const Returns int32 |
GetShape
()
|
Signature
UOculusXRStereoLayerShapeReconstructed* UOculusXRPersistentPassthroughInstance::GetShape() const |
InitLayer
(
InParameters
)
|
Signature
virtual void UOculusXRPersistentPassthroughInstance::InitLayer(FOculusXRPersistentPassthroughParameters InParameters) Parameters InParameters: FOculusXRPersistentPassthroughParametersReturns void |
IsVisible
()
|
Signature
bool UOculusXRPersistentPassthroughInstance::IsVisible() const Returns bool |
SetPriority
(
InPriority
)
|
Signature
void UOculusXRPersistentPassthroughInstance::SetPriority(int32 InPriority) Parameters InPriority: int32Returns void |
SetVisible
(
InVisible
)
|
Signature
void UOculusXRPersistentPassthroughInstance::SetVisible(bool InVisible) Parameters InVisible: boolReturns void |
UpdateLayer
()
|
Signature
virtual void UOculusXRPersistentPassthroughInstance::UpdateLayer() Returns void |