ColorLutType
: EColorLutType |
Signature
EColorLutType UOculusXRPassthroughColorLut::ColorLutType |
IgnoreAlphaChannel
: bool |
If alpha channel should be ignored.
Signature
bool UOculusXRPassthroughColorLut::IgnoreAlphaChannel |
BeginDestroy
()
|
Signature
void UOculusXRPassthroughColorLut::BeginDestroy() override Returns void |
GetHandle
(
LayerRef
)
|
Signature
uint64 UOculusXRPassthroughColorLut::GetHandle(UOculusXRPassthroughLayerBase *LayerRef) Parameters LayerRef: UOculusXRPassthroughLayerBase *Returns uint64 |
PreSave
(
ObjectSaveContext
)
|
Signature
virtual void UOculusXRPassthroughColorLut::PreSave(FObjectPreSaveContext ObjectSaveContext) override Parameters ObjectSaveContext: FObjectPreSaveContextReturns void |
RemoveReference
(
LayerRef
)
|
Signature
void UOculusXRPassthroughColorLut::RemoveReference(UOculusXRPassthroughLayerBase *LayerRef) Parameters LayerRef: UOculusXRPassthroughLayerBase *Returns void |
SetLutFromArray
(
InColorArray
, InIgnoreAlphaChannel
)
|
Generate color LUT from array. Array should have format of exploded cube. Its size should be power of 2.
Signature
void UOculusXRPassthroughColorLut::SetLutFromArray(const TArray< FColor > &InColorArray, bool InIgnoreAlphaChannel) Parameters InColorArray: const TArray< FColor > &InIgnoreAlphaChannel: boolReturns void |