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UOculusXRPassthroughSubsystem Class

Extends UGameInstanceSubsystem

Fields

FOculusXRPassthrough_AnyLayerResumed OnAnyLayerResumed[Get]

Static Member Functions

static UOculusXRPassthroughSubsystem * GetPassthroughSubsystem
( const UWorld * InWorld )

Member Functions

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 ( )
UOculusXRPersistentPassthroughInstance * GetPersistentPassthrough ( )
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