32 lines
1.4 KiB
C++
32 lines
1.4 KiB
C++
// Copyright (c) Meta Platforms, Inc. and affiliates.
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#pragma once
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#include "OculusXRAnchorTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "OculusXRSceneFunctionLibrary.generated.h"
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UCLASS()
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class OCULUSXRSCENE_API UOculusXRSceneFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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// Returns the current boundary visibility
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UFUNCTION(BlueprintPure, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
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static bool GetBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility& OutVisibility);
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// Returns the requested boundary visibility state
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UFUNCTION(BlueprintPure, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
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static bool GetRequestedBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility& OutVisibility);
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// Requests to change the current boundary visibility
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UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
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static bool RequestBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility NewVisibilityRequest);
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// Returns the room layout for the specified anchor handle that contains a RoomLayout component
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UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene")
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static bool GetRoomLayout(FOculusXRUInt64 AnchorHandle, FOculusXRRoomLayout& RoomLayoutOut, int32 MaxWallsCapacity = 64);
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};
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