GetBoundaryVisibility
(
WorldContext
, OutVisibility
)
|
Signature
static bool UOculusXRSceneFunctionLibrary::GetBoundaryVisibility(const UObject *WorldContext, EOculusXRBoundaryVisibility &OutVisibility) Parameters WorldContext: const UObject *OutVisibility: EOculusXRBoundaryVisibility &Returns bool |
GetRequestedBoundaryVisibility
(
WorldContext
, OutVisibility
)
|
Signature
static bool UOculusXRSceneFunctionLibrary::GetRequestedBoundaryVisibility(const UObject *WorldContext, EOculusXRBoundaryVisibility &OutVisibility) Parameters WorldContext: const UObject *OutVisibility: EOculusXRBoundaryVisibility &Returns bool |
GetRoomLayout
(
AnchorHandle
, RoomLayoutOut
, MaxWallsCapacity
)
|
Signature
static bool UOculusXRSceneFunctionLibrary::GetRoomLayout(FOculusXRUInt64 AnchorHandle, FOculusXRRoomLayout &RoomLayoutOut, int32 MaxWallsCapacity=64) Parameters Returns bool |
RequestBoundaryVisibility
(
WorldContext
, NewVisibilityRequest
)
|
Signature
static bool UOculusXRSceneFunctionLibrary::RequestBoundaryVisibility(const UObject *WorldContext, EOculusXRBoundaryVisibility NewVisibilityRequest) Parameters WorldContext: const UObject *NewVisibilityRequest: EOculusXRBoundaryVisibilityReturns bool |