Meta Quest
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Best Practices
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- Create a new Data Asset of type
UMyConfigAsset - Set the
MaxPoolSizeto match your expected load - Configure
TickRatebased on your target frame budget - Enable
bEnableDebugDrawduring development, disable for shipping builds - Set
LogVerbositytoWarningor higher for production - Save the asset and reference it in your component's Details panel
Optimization
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| Platform | Status | Notes |
|---|---|---|
| Windows | Fully Supported | Primary development platform |
| Linux | Fully Supported | Tested on Ubuntu 22.04+ |
| macOS | Supported | Requires Xcode 15+ |
| Android | Experimental | Limited debug tools |
| iOS | Experimental | Requires additional setup |
Thread Safety
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Common Issues
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Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.
Log Analysis
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Configuration
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Warning: Debug visualization has a measurable performance cost. Always disable it in shipping builds.
Default Values
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1#include "VoxelCamera.h"
2#include "Engine/World.h"
3
4void AMyActor::BeginPlay()
5{
6 Super::BeginPlay();
7
8 UVoxelCameraSubsystem* Subsystem = GetWorld()->GetSubsystem<UVoxelCameraSubsystem>();
9 if (Subsystem)
10 {
11 Subsystem->Initialize();
12 UE_LOG(LogTemp, Log, TEXT("Plugin subsystem initialized successfully"));
13 }
14}