UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
StereoLayerAdditionalFlagsManager.h File Reference
#include "Containers/Map.h"
#include "Containers/Set.h"
#include "Logging/LogMacros.h"
#include "Templates/SharedPointer.h"

Go to the source code of this file.

Classes

class  FStereoLayerAdditionalFlagsManager
 

Functions

 DECLARE_LOG_CATEGORY_EXTERN (LogStereoLayerFlags, Log, All)
 

Function Documentation

◆ DECLARE_LOG_CATEGORY_EXTERN()

DECLARE_LOG_CATEGORY_EXTERN ( LogStereoLayerFlags  ,
Log  ,
All   
)

To add flags to StereoLayerComponents from plugins, please follow this procedure:

  1. Implement the IStereoLayersFlagsSupplier interface.
  2. Register the modular feature: IModularFeatures::Get().RegisterModularFeature(IStereoLayersFlagsSupplier::GetModularFeatureName(), this);
  3. Unregister the modular feature when the plugin is torn down: IModularFeatures::Get().UnregisterModularFeature(IStereoLayersFlagsSupplier::GetModularFeatureName(), this);
  4. Implement the EnumerateFlags(TSet<FName>& OutFlags) function, where you can add your flags. A simple implementation might be: void MyFlagSupplier::EnumerateFlags(TSet<FName>& OutFlags) { OutFlags.Add(FName("MY_FLAG_1")); OutFlags.Add(FName("MY_FLAG_2")); }
  5. It's up to the developers to make sure the flag values are not overflowing.
  6. At runtime, use TSharedPtr<FStereoLayerAdditionalFlagsManager> FlagsManager = FStereoLayerAdditionalFlagsManager::Get(); FlagsManager->GetFlagValue(Flag); to get flags value to check against the flags in your StereoLayerComponents.