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UOculusXRPassthroughSubsystem Class

Extends UGameInstanceSubsystem

Constructors

UOculusXRPassthroughSubsystem ()
Signature
UOculusXRPassthroughSubsystem::UOculusXRPassthroughSubsystem()

Fields

OnAnyLayerResumed : FOculusXRPassthrough_AnyLayerResumed
Signature
FOculusXRPassthrough_AnyLayerResumed UOculusXRPassthroughSubsystem::OnAnyLayerResumed

Member Functions

Deinitialize ()
Signature
virtual void UOculusXRPassthroughSubsystem::Deinitialize() override
Returns
void
DestroyPersistentPassthrough ()
Signature
void UOculusXRPassthroughSubsystem::DestroyPersistentPassthrough()
Returns
void
GetPersistentPassthrough ()
Signature
UOculusXRPersistentPassthroughInstance * UOculusXRPassthroughSubsystem::GetPersistentPassthrough() const
Initialize ( Collection )
Signature
virtual void UOculusXRPassthroughSubsystem::Initialize(FSubsystemCollectionBase &Collection) override
Parameters
Collection: FSubsystemCollectionBase &
Returns
void
InitializePersistentPassthrough ( Parameters , LayerResumed )
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.
Signature
UOculusXRPersistentPassthroughInstance * UOculusXRPassthroughSubsystem::InitializePersistentPassthrough(FOculusXRPersistentPassthroughParameters Parameters, const FOculusXRPassthrough_LayerResumed_Single &LayerResumed)
Parameters
LayerResumed: const FOculusXRPassthrough_LayerResumed_Single &
ShouldCreateSubsystem ( Outer )
Signature
virtual bool UOculusXRPassthroughSubsystem::ShouldCreateSubsystem(UObject *Outer) const override
Parameters
Outer: UObject *
Returns
bool

Static Member Functions

GetPassthroughSubsystem ( InWorld )
Signature
static UOculusXRPassthroughSubsystem * UOculusXRPassthroughSubsystem::GetPassthroughSubsystem(const UWorld *InWorld)
Parameters
InWorld: const UWorld *