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### Utilities & Fixes
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**1. Utilities**
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The `UVirtualRealityUtilities` defines a BP Function Library that can also easily used via C++. It collects various static functions to determine the state/mode of the currently running applications regarding VR hardware devices, such as:
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- `IsRoomMounted/Cave/Desktop/HMDMode`
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- `IsPrimary/SecondaryNode` regarding nDisplay
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- Various other nDisplay related utility functions
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The `UDemoConfig` class, a derivative of `UDeveloperSettings`, serves as an example on how to create your own project settings including a DefaultDemo.ini file for your project that is still usable in packaged demos.
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**2. Fixes**
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There are currently two fixes in place.
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- The first simply enables the activation of the console in shipping builds.
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- The second fixes an issue in the `FLiveLinkMotionController` that prevents the LiveLink subjects to be accessed correctly. A PR is in place ([here](https://github.com/EpicGames/UnrealEngine/pull/10895)).
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## Cluster Module
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The cluster module [`RWTHVRCluster` ](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-toolkit/-/tree/dev/5.3/Source/RWTHVRCluster?ref_type=heads) extends the toolkits functionality by adding support for clustered rendering via [nDisplay](https://docs.unrealengine.com/5.3/en-US/ndisplay-overview-for-unreal-engine/).
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