unreal.StereoLayerComponent

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

Bases: unreal.SceneComponent

A geometry layer within the stereo rendered viewport.

C++ Source:

  • Module: Engine

  • File: StereoLayerComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

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

  • left_texture (Texture): [Read-Write] Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform and by the layer shape *

  • live_texture (bool): [Read-Write] True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • no_alpha_channel (bool): [Read-Write] True if the texture should not use its own alpha channel (1.0 will be substituted)

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

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

  • priority (int32): [Read-Write] Render priority among all stereo layers, higher priority render on top of lower priority *

  • quad_preserve_texture_ratio (bool): [Read-Write] True if the quad should internally set it’s Y value based on the set texture’s dimensions

  • quad_size (Vector2D): [Read-Write] Size of the rendered stereo layer quad *

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

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

  • shape (StereoLayerShape): [Read-Write] Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms! *

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • stereo_layer_type (StereoLayerType): [Read-Write] Specifies how and where the quad is rendered to the screen *

  • supports_depth (bool): [Read-Write] True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform

  • texture (Texture): [Read-Write] Texture displayed on the stereo layer (is stereocopic textures are supported on the platfrom and more than one texture is provided, this will be the right eye) *

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • uv_rect (Box2D): [Read-Write] UV coordinates mapped to the quad face *

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_left_texture()Texture
Returns

the texture mapped to the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.

Return type

Texture

get_priority()int32
Returns

the render priority

Return type

int32

get_quad_size()Vector2D
Returns

the height and width of the rendered quad

Return type

Vector2D

get_texture()Texture
Returns

the texture mapped to the stereo layer.

Return type

Texture

get_uv_rect()Box2D
Returns

the UV coordinates mapped to the quad face

Return type

Box2D

property left_texture

[Read-Only] Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform and by the layer shape *

Type

(Texture)

property live_texture

[Read-Write] True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)

Type

(bool)

mark_texture_for_update()None

Manually mark the stereo layer texture for updating

property no_alpha_channel

[Read-Write] True if the texture should not use its own alpha channel (1.0 will be substituted)

Type

(bool)

property priority

[Read-Only] Render priority among all stereo layers, higher priority render on top of lower priority *

Type

(int32)

property quad_preserve_texture_ratio

[Read-Write] True if the quad should internally set it’s Y value based on the set texture’s dimensions

Type

(bool)

property quad_size

[Read-Only] Size of the rendered stereo layer quad *

Type

(Vector2D)

set_equirect_props(scale_biases)None

Set Equirect layer properties: UVRect, Scale, and Bias deprecated: Use UStereoLayerShapeEquirect::SetEquirectProps() instead.

Parameters

scale_biases (EquirectProps) –

set_left_texture(texture)None

Change the texture displayed on the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.

Parameters

texture (Texture) –

set_priority(priority)None

Change the layer’s render priority, higher priorities render on top of lower priorities

Parameters

priority (int32) –

set_quad_size(quad_size)None

Change the quad size. This is the unscaled height and width, before component scale is applied.

Parameters

quad_size (Vector2D) –

set_texture(texture)None

Change the texture displayed on the stereo layer.

If stereoscopic layer textures are supported on the platform and LeftTexture is set, this property controls the texture for the right eye.

Parameters

texture (Texture) –

set_uv_rect(uv_rect)None

Change the UV coordinates mapped to the quad face

Parameters

uv_rect (Box2D) –

property shape

[Read-Only] Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms! *

Type

(StereoLayerShape)

property stereo_layer_type

[Read-Only] Specifies how and where the quad is rendered to the screen *

Type

(StereoLayerType)

property supports_depth

[Read-Write] True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform

Type

(bool)

property texture

[Read-Only] Texture displayed on the stereo layer (is stereocopic textures are supported on the platfrom and more than one texture is provided, this will be the right eye) *

Type

(Texture)

property uv_rect

[Read-Only] UV coordinates mapped to the quad face *

Type

(Box2D)