PassthroughComponentMap
: TMap< FString, const UMeshComponent * > |
Signature
TMap<FString, const UMeshComponent*> UOculusXRPassthroughLayerComponent::PassthroughComponentMap |
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 |
LayerRequiresTexture
()
|
Signature
virtual bool UOculusXRPassthroughLayerComponent::LayerRequiresTexture() Returns bool |
RemoveSurfaceGeometryComponent
(
MeshComponent
)
|
Signature
virtual void UOculusXRPassthroughLayerComponent::RemoveSurfaceGeometryComponent(UMeshComponent *MeshComponent) Parameters MeshComponent: UMeshComponent *Returns void |
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 *Â
Reference to the component that contains the procedural mesh to be added.
updateTransform: boolÂ
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 *Â
Reference to the component that contains the static mesh to be added.
updateTransform: boolÂ
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 *Â
The actor containing the static geometry.
updateTransform: boolReturns void |
BeginPlay
()
|
Signature
void UOculusXRPassthroughLayerComponent::BeginPlay() override Returns void |
DestroyComponent
(
bPromoteChildren
)
|
Signature
void UOculusXRPassthroughLayerComponent::DestroyComponent(bool bPromoteChildren) override Parameters bPromoteChildren: boolReturns 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 *Â
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 *Â
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: intReturns 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 *Â
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 *Â
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 *Â
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: floatTickType: enum ELevelTickThisTickFunction: FActorComponentTickFunction *Returns void |
UpdatePassthroughObjects
()
|
Signature
void UOculusXRPassthroughLayerComponent::UpdatePassthroughObjects() Returns void |