// @lint-ignore-every LICENSELINT // Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IXRSystemAssets.h" #include "OculusXRResourceHolder.h" #include "UObject/SoftObjectPtr.h" /** * */ class FOculusAssetManager : public IXRSystemAssets { public: FOculusAssetManager(); virtual ~FOculusAssetManager(); public: UOculusXRResourceHolder* GetResourceHolder() { return ResourceHolder; } //~ IXRSystemAssets interface virtual bool EnumerateRenderableDevices(TArray& DeviceListOut) override; virtual int32 GetDeviceId(EControllerHand ControllerHand) override; virtual UPrimitiveComponent* CreateRenderComponent(const int32 DeviceId, AActor* Owner, EObjectFlags Flags, const bool bForceSynchronous, const FXRComponentLoadComplete& OnLoadComplete) override; protected: UOculusXRResourceHolder* ResourceHolder; };