| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusHMD/Public/OculusHMDRuntimeSettings.h |
Include |
#include "OculusHMDRuntimeSettings.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig)
class UOculusHMDRuntimeSettings : public UObject
Implements the settings for the OculusVR plugin.
Name | Description | ||
---|---|---|---|
|
bAutoEnabled |
Whether the Splash screen is enabled. |
|
|
bChromaCorrection |
Compensates in the compositor for chromatic aberration, at a higher GPU cost but without the color fringes on the sides of the lenses |
|
|
bCompositesDepth |
Whether the app's depth buffer is shared with the Rift Compositor, for layer (including Dash) compositing, PTW, and potentially more. |
|
|
bEnableSpecificColorGamut |
If enabled, the target HMD will perform a color space transformation |
|
|
bFocusAware |
If enabled the app will be focus aware. |
|
|
bHQDistortion |
Computes mipmaps for the eye buffers every frame, for a higher quality distortion |
|
|
bLateLatching |
[Experimental]Enable Late latching for reducing HMD and controller latency, improve tracking prediction quality, multiview and vulkan must be enabled for this feature. |
|
|
bPhaseSync |
Enable phase sync on mobile, reducing HMD and controller latency, improve tracking prediction quality |
|
|
bRecenterHMDWithController |
Recenters the HMD too when the controller recenter button is pressed on Go |
|
|
bRequiresSystemKeyboard |
If enabled the app will use the Oculus system keyboard for input fields. |
|
|
bSupportsDash |
Whether Dash is supported by the app, which will keep the app in foreground when the User presses the oculus button (needs the app to handle input focus loss!) |
|
|
ColorSpace |
The target color space |
|
|
int |
CPULevel |
Default CPU level controlling CPU frequency on the mobile device |
|
FFRDynamic |
Whether FFR adjusts its level dynamically or not |
|
|
FFRLevel |
Default Fixed Foveated Rendering level for Oculus Quest |
|
|
int |
GPULevel |
Default GPU level controlling GPU frequency on the mobile device |
|
HandTrackingSupport |
Whether controllers and/or hands can be used with the app |
|
|
float |
PixelDensityMax |
Maximum allowed pixel density. |
|
float |
PixelDensityMin |
Minimum allowed pixel density. |
|
SplashDescs |
An array of splash screen descriptors listing textures to show and their positions. |
Name | Description | |
---|---|---|
|
UOculusHMDRuntimeSettings ( |