UOculusMR_Settings

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

OculusMR

Header

/Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusMR/Public/OculusMR_Settings.h

Include

#include "OculusMR_Settings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=OculusMR, Blueprintable)
class UOculusMR_Settings : public UObject

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FColor

 

BackdropColor

When CompositionMethod is External Composition, the color of the backdrop in the foreground view

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bUseTrackedCameraResolution

The casting viewports would use the same resolution of the camera which used in the calibration process.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

CastingLatency

When CompositionMethod is External Composition, the latency of the casting output which could be adjusted to match the camera latency in the external composition application

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FColor

 

ChromaKeyColor

[Green-screen removal] Chroma Key Color. Apply when CompositionMethod is DirectComposition

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

ChromaKeySimilarity

[Green-screen removal] Chroma Key Similarity. Apply when CompositionMethod is DirectComposition

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

ChromaKeySmoothRange

[Green-screen removal] Chroma Key Smooth Range. Apply when CompositionMethod is DirectComposition

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

ChromaKeySpillRange

[Green-screen removal] Chroma Key Spill Range. Apply when CompositionMethod is DirectComposition

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EOculusMR_Clipp...

 

ClippingReference

Specify the distance to the camera which divide the background and foreground in MxR casting.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EOculusMR_PostP...

 

ExternalCompositionPostProcessEffects

Set the amount of post process effects in the MR view for external composition

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

HandPoseStateLatency

When CompositionMethod is Direct Composition, you could adjust this latency to delay the virtual hand movement by a small amount of time to match the camera latency

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int

 

HeightPerView

When bUseTrackedCameraResolution is false, the height of each casting viewport

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int

 

WidthPerView

When bUseTrackedCameraResolution is false, the width of each casting viewport

Constructors

Name Description

Public function

UOculusMR_Settings

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

BindToTrackedCameraIndexIfAvailable

(
    int InTrackedCameraIndex
)

Bind the casting camera to the calibrated external camera. (Requires a calibrated external camera)

Public function UFunction BlueprintCallable, Category

int

 

GetBindToTrackedCameraIndex()

Public function UFunction BlueprintCallable, Category

EOculusMR_Ca...

 

GetCapturingCamera()

When CompositionMethod is DirectComposition, the physical camera device which provide the frame

Public function UFunction BlueprintCallable, Category

EOculusMR_Co...

 

GetCompositionMethod()

ExternalComposition: The casting window includes the background and foreground view DirectComposition: The game scene would be composited with the camera frame directly

Public function UFunction BlueprintCallable, Category

bool

 

GetIsCasting()

Is MRC on and off

Public function UFunction BlueprintCallable, Category

void

 

LoadFromIni()

Load settings from the config file

Public function Const UFunction BlueprintCallable, Category

void

 

SaveToIni()

Save settings to the config file

Public function UFunction BlueprintCallable, Category

void

 

SetCapturingCamera

When CompositionMethod is DirectComposition, the physical camera device which provide the frame

Public function UFunction BlueprintCallable, Category

void

 

SetCompositionMethod

ExternalComposition: The casting window includes the background and foreground view DirectComposition: The game scene would be composited with the camera frame directly

Public function UFunction BlueprintCallable, Category

void

 

SetIsCasting

(
    bool val
)

Turns MRC on and off

Typedefs

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