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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/StereoLayerAdditionalFlagsManager.h |
| Include | #include "StereoLayerAdditionalFlagsManager.h" |
Syntax
class FStereoLayerAdditionalFlagsManager
Remarks
To add flags to StereoLayerComponents from plugins, please follow this procedure:
Implement the IStereoLayersFlagsSupplier interface.
Register the modular feature: IModularFeatures::Get().RegisterModularFeature(IStereoLayersFlagsSupplier::GetModularFeatureName(), this);
Unregister the modular feature when the plugin is torn down: IModularFeatures::Get().UnregisterModularFeature(IStereoLayersFlagsSupplier::GetModularFeatureName(), this);
Implement the EnumerateFlags(TSet
It's up to the developers to make sure the flag values are not overflowing.
At runtime, use TSharedPtr
Constructors
No constructors are accessible with public or protected access.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CollectFlags
(
TSet< FName >& OutFlags |
Collect all flags to use in StereoLayerComponents. | |
| void | Destroy () |
Destroys manager when a game or PIE session is ending. | |
| TSharedPtr< FStereoLayerAdditionalFlagsManager > | Get () |
Returns instance of this class. If it doesn't exist yet, it creates one and collects all the flags. | |
| uint32 | GetFlagValue
(
const FName Flag |
Returns the value of the flag if it has been found, 0 otherwise. |
Constants
| Name | Description |
|---|---|
| Instance |