I feel the SteamVR functionality exposed to C++ is severely lacking. Is there any reason for this?
Unless I missed something, we only have the SteamVRFunctionLibrary.h available, with these functions:
The USteamVRChaperoneComponent is a UCLASS(MinimapApi) so I can’t access its GetBounds function from code. Why only expose this to Blueprints? This is of course easy enough to change and recompile the engine, but was wondering about the official roadmap.
I get around it now by having a BlueprintCallable function and pass the GetBounds result from the blueprint down to C++ on begin play.
I also noticed there are a lot more things that aren’t exposed that would be very useful for all kinds of things. These are all in the main plugin (private) class SteamVRHMD, where GetBounds comes from in the first place.
Are there any plans to expand the SteamVR C++ interface?