All of the “Meta Quest” devices themselves should be considered “Mobile Head-Mounted“ instead of “Desktop”. Only the “with Link“ is on PC: “Supported with Meta Quest Link Cable and Air Link to connect your headset to the power of your PC to unlock yet another level of gameplay (available separately).“ The VR Template page basically does it correctly but without mentioning 3.
All of the “Developing for Oculus” links point to page “Developing for Head-Mounted Experiences with OpenXR”.
Create active or passive Gameplay Abilities, for Actors that coordinate with your project’s gameplay mechanics, visual effects,animations, sounds, and other data-driven elements.
“Gameplay Abilities” is a link - but it is linked to the same page - I assume that it should be linked to:
The documentation no longer include the module name. You need this in order to add the dependencies in the build.cs.
May you please add this back?
it used to appear where header file, include, type, and name are. Now it’s missing.
Description:
There are multiple hyperlinks on the page “Migrate to Iris in Unreal Engine” which lead to a 404 error page instead of a page relevant to the topic.
The TMap and TSet Slack documentation sections both initially refer to Collapsefunctions in relation to Shrink, but Collapse does not exist. They should refer to Compact instead, which it does later in those sections.
Broken link in Console Variables C++ documentation. The link in the Creating / Registering a Console Variable section that is supposed to go to the EConsoleVariableFlags API reference instead goes directly to a 404 page.
Starting from Version 5.4 this page added Foreign Project path, but it has too many issues. Worst part, it does not work.
And there a plenty of inconsistencies, like version of the .NET, pressing .bat file when we right clicking .uproject, folders that change names in different parts.
World is a member of the UGameViewportClient, and retrieval of the USignificanceManager is now done via static Get(UWorld*) on itself and not the FSignificanceManagerModule.
Suggested revision to the sample code:
#include "MyGameViewportClient.h"
#include "SignificanceManager.h"
#include "Kismet/GameplayStatics.h"
void UMyGameViewportClient::Tick(float DeltaTime)
{
// Call the superclass' Tick function.
Super::Tick(DeltaTime);
// Ensure we have a valid World and Significance Manager instance.
if (UWorld* MyWorld = GetWorld())
{
if (USignificanceManager* SignificanceManager = USignificanceManager::Get(MyWorld))
{
// Update once per frame, using only Player 0's world Transform.
if (APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(MyWorld, 0))
{
// The Significance Manager uses an ArrayView. Construct a single-element Array to hold the Transform.
TArray<FTransform> TransformArray;
TransformArray.Add(PlayerPawn->GetTransform());
// Update the Significance Manager with our single-element Array passed through an ArrayView.
SignificanceManager->Update(TArrayView<FTransform>(TransformArray));
}
}
}
}