unreal.PassthroughMaterialUpdateComponent

class unreal.PassthroughMaterialUpdateComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Helper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.

C++ Source:

  • Plugin: ARUtilities

  • Module: ARUtilities

  • File: PassthroughMaterialUpdateComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • passthrough_debug_color (LinearColor): [Read-Write] The debug color used to modulate the passthrough material. This can be used to visualize the affected meshes.

  • passthrough_material (MaterialInterface): [Read-Write] Which material to use for a regular camera texture

  • passthrough_material_external_texture (MaterialInterface): [Read-Write] Which material to use for an external camera texture

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • texture_type (ARTextureType): [Read-Write] Which AR texture to use as the camera texture

add_affected_component(component)None

Add a component to be affected by the passthrough rendering

Parameters

component (PrimitiveComponent) –

remove_affected_component(component)None

Remove the component from passthrough rendering

Parameters

component (PrimitiveComponent) –

set_passthrough_debug_color(new_debug_color)None

Update the passthrough debug color

Parameters

new_debug_color (LinearColor) –