UOculusXRPassthroughLayerComponent Class
Extends UStereoLayerComponent
A component which defines reusable passthrough behavior that can be added to different types of Actors.
The Passthrough API enables you to show the user's real environment in your mixed reality experiences. It offers several options to customize the appearance of passthrough, such as adjusting opacity, highlight salient edges in the image, or control the color reproduction.
FOculusXRPassthrough_LayerResumed OnLayerResumed[Get]
Occurs when current passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted.
TMap< FString, const UMeshComponent * > PassthroughComponentMap[Get]
void DestroyComponent ( bool bPromoteChildren )
void TickComponent ( float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )
void UpdatePassthroughObjects ( )
void AddSurfaceGeometry ( AStaticMeshActor * StaticMeshActor,
bool updateTransform )
Deprecated
Adds a static geometry onto which the passthrough images will be projected. This method is deprecated in favour of
AddStaticSurfaceGeometry().
ParametersStaticMeshActorThe actor containing the static geometry.
bUpdateTransformWhen the value is true, current layer will update the transform of the mesh every frame. Otherwise only the initial transform is recorded.
void AddStaticSurfaceGeometry ( UStaticMeshComponent * StaticMeshComponent,
bool updateTransform )
Adds a static geometry onto which the passthrough images will be projected. This only has an effect with the surface projected passthrough layers.
ParametersStaticMeshComponentReference to the component that contains the static mesh to be added.
updateTransformWhen the value is true, corresponding passthrough layer will update the transform of the surface mesh every frame. Otherwise only the initial transform is recorded.
void AddProceduralSurfaceGeometry ( UProceduralMeshComponent * ProceduralMeshComponent,
bool updateTransform )
Adds a procedural geometry onto which the passthrough images will be projected. This only has an effect with the surface projected passthrough layers.
ParametersProceduralMeshComponentReference to the component that contains the procedural mesh to be added.
updateTransformWhen the value is true, corresponding passthrough will update the transform of the surface mesh every frame. Otherwise only the initial transform is recorded.
void RemoveSurfaceGeometry ( AStaticMeshActor * StaticMeshActor )
Deprecated
ParametersStaticMeshActorThe actor with the static geometry to be removed.
void RemoveStaticSurfaceGeometry ( UStaticMeshComponent * StaticMeshComponent )
Removes previously added static geometry from the projection surface.
ParametersStaticMeshComponentReference to the component that contains the static mesh to be removed.
void RemoveProceduralSurfaceGeometry ( UProceduralMeshComponent * ProceduralMeshComponent )
Removes previously added procedural geometry from the projection surface.
ParametersProceduralMeshComponentReference to the component that contains the procedural mesh to be removed.
bool IsSurfaceGeometry ( AStaticMeshActor * StaticMeshActor )
Deprecated
Checks if the actor contains a static geomenty that has been added to the current component. This method is deprecated in favour of
IsSurfaceGeometryComponent().
ParametersStaticMeshActorThe actor for which the check is to be made.
bool IsSurfaceGeometryComponent ( const UMeshComponent * MeshComponent )
Checks if the current component contains the mesh passed as an argument.
ParametersMeshComponentThe component with the mesh for which the check is to be made.
void MarkPassthroughStyleForUpdate ( )
Manually mark the stereo layer passthrough effect for updating.
void OnAnyLayerResumedEvent ( int InLayerId )
Calling this method results in broadcasting
OnLayerResumed event if InLayerId matches the Id of the current passthrough layer.
virtual bool LayerRequiresTexture ( )
virtual void RemoveSurfaceGeometryComponent ( UMeshComponent * MeshComponent )