Expanding Scene Actors
Hi there,
I'd like to expand the use of Scene actors to be able to replace Scene elements with any Blueprint and not be limited to static meshes (eg. I want to be able replace the user's table with a table BP that I can control to open drawers, place things on it, etc.).
I'm hitting a wall with the provided OculusXRSceneActor not being expandable (nothing in it is virtual) and I can't duplicate it because it uses API entry points which are in the private section of the plugin (specifically OculusXRAnchorManager set of static functions). At that point, I feel like I have to switch to source in order to get what I want (which I'd rather avoid at that stage), because nothing is allowed beyond the (quite restricted) options showcased in the demo projects.
I guess another thing I could do is spawn the anchors as they are by default (with an empty static mesh), then collect them and spawn my own BP based on their location / scale, but that's quite dirty to begin with, and since there are no available callbacks to hook on to know when the scene is done populating I'd have to check on tick, which makes it dirtier / less performant.
Any help / insight for me? Would it be possible to edit the plugin to make some things accessible without compiling the whole source?
Thanks!
