UE4 VR 创建RT还是默认使用UE原始图的开启与关闭控制

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AAAVRHMD.h

//这个很重要,关系到AllocateRenderTargetTexture是否开启,大概率是影响关闭原始UE图的部分,特别容易被遗漏
virtual IStereoRenderTargetManager* GetRenderTargetManager() override { return this; }
//这个就是正式的开启AllocateRenderTargetTexture部分,但必须与上面的方法配合
virtual bool ShouldUseSeparateRenderTarget() const override { return true; }
//这个确定我们需要创建几张EyeBuffer,返回值代表几张
virtual uint32 GetNumberOfBufferedFrames() const { return 1; }
//创建RT图
virtual bool AllocateRenderTargetTexture(uint32 Index, uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, uint32 InFlags, uint32 TargetableTextureFlags, FTexture2DRHIRef& OutTargetableTexture, FTexture2DRHIRef& OutShaderResourceTexture, uint32 NumSamples) override;

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