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UOculusXRPassthroughColorLut Class

Extends UObject
This class represents a color look-up table (LUT) that can be applied to an UOculusXRPassthroughLayerBase in order to change the color reproduction of that passthrough layer.
Color LUTs map each RGB input color to a new RGB(A) color. It unlocks a number of effects:
  • Color grading and color correction
  • Stylizations, such as posterization or hue rotation
  • Color filtering and chroma keying.
To apply a color LUT to a Passthrough layer, create a new instance of UOculusXRPassthroughLayerComponent and call UOculusXRPassthroughLayerBase::SetColorLUTSource()"/>.

Fields

ColorLutType : EColorLutType
Keeps the information of the source of the current LUT instance. The source can be an array, another LUT texture, or None.
Signature
EColorLutType UOculusXRPassthroughColorLut::ColorLutType
IgnoreAlphaChannel : bool
Informs if the alpha channel of LUT should be ignored.
Signature
bool UOculusXRPassthroughColorLut::IgnoreAlphaChannel

Member Functions

BeginDestroy ()
Signature
void UOculusXRPassthroughColorLut::BeginDestroy() override
Returns
void
GetHandle ( LayerRef )
Gets the handle of the lut object. It asks for a layer reference to track the list of objects who currently need the handle. Call RemoveReference() when you don't need the lut anymore.
Signature
uint64 UOculusXRPassthroughColorLut::GetHandle(UOculusXRPassthroughLayerBase *LayerRef)
Parameters
Returns
uint64
PreSave ( ObjectSaveContext )
Signature
virtual void UOculusXRPassthroughColorLut::PreSave(FObjectPreSaveContext ObjectSaveContext) override
Parameters
ObjectSaveContext: FObjectPreSaveContext
Returns
void
RemoveReference ( LayerRef )
Remove a layer reference. When there's no reference to any layer we destroy the lut object and clear the handle.
Signature
void UOculusXRPassthroughColorLut::RemoveReference(UOculusXRPassthroughLayerBase *LayerRef)
Parameters
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: bool
Returns
void