#include <IXRSystemAssets.h>
◆ CreateRenderComponent()
Attempts to spawn a renderable component for the specified device. Returns a component that needs to be attached and registered by the caller.
NOTE: Resource loads for this component may be asynchronous. The component can be attached and registered immediately, but there may be a delay before it renders properly. To make the operation synchronous use the bForceSynchronous param.
- Parameters
-
| DeviceId | Uniquely identifies the XR device you want to render. |
| Owner | The actor which this component will be attached to. |
| Flags | Object creation flags to spawn the component with. |
| bForceSynchronous | Forces the any associated resource loads to complete before returning. |
| OnLoadComplete | Model load callback, useful for when the load is asynchronous - should be triggered for synchronous loads as well. |
- Returns
- A valid component pointer if the method succeeded, otherwise null.
◆ EnumerateRenderableDevices()
Fills out a device list with unique identifiers that can be used to reference system specific devices.
These IDs are intended to be used with certain methods to reference a specific device (like with CreateRenderComponent(), etc.). NOTE: that these IDs are NOT interoperable across XR systems (vive vs. oculus, etc.). Using an ID from one system with another will have undefined results.
- Parameters
-
- Returns
- True if the DeviceList was successfully updated, otherwise false.
◆ GetDeviceId()
Provides a mapping for MotionControllers, so we can identify the device ID used for a specific hand (which in turn can be used in other functions, like CreateRenderComponent, etc.).
NOTE: Some systems will not have an explicit mapping until the device is on and registered. In that case, this function will return an invalid device ID.
NOTE: Not all XR systems support every EControllerHand value. If that's the case, then this will return an invalid device ID, though that specific value is undetermined and up to each XRSystem for interpretation.
- Parameters
-
| ControllerHand | The UE specific hand identifier you want a system specific device ID for. |
- Returns
- A device ID that is specific to this XRSystem (can only be interpreted by other members belonging to the same IXRSystemIdentifier)
◆ GetModularFeatureName()
| static FName IXRSystemAssets::GetModularFeatureName |
( |
| ) |
|
|
inlinestatic |
The documentation for this class was generated from the following file: