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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.

Fields

Occurs when current passthrough layer has been rendered and presented on the HMD screen for the first time after being restarted.

Protected Fields

TMap< FString, const UMeshComponent * > PassthroughComponentMap[Get]

Member Functions

void DestroyComponent
( bool bPromoteChildren )
void OnRegister ( )
void BeginPlay ( )
void TickComponent
( float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )
void UpdatePassthroughObjects ( )
Deprecated
Adds a static geometry onto which the passthrough images will be projected. This method is deprecated in favour of AddStaticSurfaceGeometry().
Parameters
StaticMeshActor
The actor containing the static geometry.
bUpdateTransform
When the value is true, current layer will update the transform of the mesh every frame. Otherwise only the initial transform is recorded.
Adds a static geometry onto which the passthrough images will be projected. This only has an effect with the surface projected passthrough layers.
Parameters
StaticMeshComponent
Reference to the component that contains the static mesh to be added.
updateTransform
When the value is true, corresponding passthrough layer will update the transform of the surface mesh every frame. Otherwise only the initial transform is recorded.
Adds a procedural geometry onto which the passthrough images will be projected. This only has an effect with the surface projected passthrough layers.
Parameters
ProceduralMeshComponent
Reference to the component that contains the procedural mesh to be added.
updateTransform
When the value is true, corresponding passthrough will update the transform of the surface mesh every frame. Otherwise only the initial transform is recorded.
Deprecated
Removes previously added static geometry from the projection surface. This method is deprecated in favour of RemoveStaticSurfaceGeometry().
Parameters
StaticMeshActor
The actor with the static geometry to be removed.
Removes previously added static geometry from the projection surface.
Parameters
StaticMeshComponent
Reference to the component that contains the static mesh to be removed.
Removes previously added procedural geometry from the projection surface.
Parameters
ProceduralMeshComponent
Reference to the component that contains the procedural mesh to be removed.
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().
Parameters
StaticMeshActor
The actor for which the check is to be made.
Checks if the current component contains the mesh passed as an argument.
Parameters
MeshComponent
The component with the mesh for which the check is to be made.
Manually mark the stereo layer passthrough effect for updating.
Calling this method results in broadcasting OnLayerResumed event if InLayerId matches the Id of the current passthrough layer.

Protected Functions

virtual bool LayerRequiresTexture ( )
virtual void RemoveSurfaceGeometryComponent
( UMeshComponent * MeshComponent )
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