UOculusXRPassthroughSubsystem Class
Extends UGameInstanceSubsystem
FOculusXRPassthrough_AnyLayerResumed OnAnyLayerResumed[Get]
UOculusXRPassthroughSubsystem ( )
virtual bool ShouldCreateSubsystem ( UObject * Outer )
virtual void Initialize ( FSubsystemCollectionBase & Collection )
virtual void Deinitialize ( )
Creates a Reconstructed Passthrough layer that stays alive until "Destroy Persistent Passthrough" is called. If used in blueprints, layer's parameters are available in the Details window when selecting the node.
void DestroyPersistentPassthrough ( )