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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.

Protected Fields

PassthroughComponentMap : TMap< FString, const UMeshComponent * >
Signature
TMap<FString, const UMeshComponent*> UOculusXRPassthroughLayerComponent::PassthroughComponentMap

Fields

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

Protected Member Functions

LayerRequiresTexture ()
Signature
virtual bool UOculusXRPassthroughLayerComponent::LayerRequiresTexture()
Returns
bool
RemoveSurfaceGeometryComponent ( MeshComponent )
Signature
virtual void UOculusXRPassthroughLayerComponent::RemoveSurfaceGeometryComponent(UMeshComponent *MeshComponent)
Parameters
MeshComponent: UMeshComponent *
Returns
void

Member Functions

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