cancel
Showing results for 
Search instead for 
Did you mean: 

Spatial Anchor and SceneModel/Actors persistency

leon.451157
Honored Guest

Hello!

I've recently begun my first journey into Spatial Anchors on Unreal Engine but found myself with a bunch of questions that I thought someone out here might know since it's not really explicitly mentioned on these page: 

- https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/
https://developer.oculus.com/documentation/unreal/unreal-scene-overview/

Here are some of my questions:

- Is there a way to completely clear the headset's local storage of all Spatial Anchors without having to query and run an erase on each of them nor resetting the Guardian?
- It seems like Scene Actors are basically making use of SpatialAnchors as well (They are querying with a filter like RoomLayout, ScenePlane and SceneVolume). If there exists a method to wipe (from above question), would it also wipe out the Scene Model data that was set up by the user? Or is that actually a way to erase all other SpatialAnchors except for those in the Scene?
- Is the number limit of Spatial Anchors that can be persisted to the headset's local storage based on a fixed number or is the space shared with other things like the localization map? Is there a way in Unreal to know if that space is reaching the limit so we can prompt the user to free up some space?

Thanks.

0 REPLIES 0