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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.

Fields

TEnumAsByte< EOculusXRLaunchCaptureFlowWhenMissingScene > LauchCaptureFlowWhenMissingScene[Get]
int32 MaxQueries[Get]
bool bPopulateSceneOnBeginPlay[Get]
bool bActiveRoomOnly[Get]
TMap< FString, FOculusXRSpawnedSceneAnchorProperties > ScenePlaneSpawnedSceneAnchorProperties[Get]
TMap< FString, FOculusXRSpawnedSceneAnchorProperties > SceneVolumeSpawnedSceneAnchorProperties[Get]

Member Functions

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