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] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

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

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

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

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

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

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

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

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

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

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

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

  • mobility (ComponentMobility): [Read-Write] Mobility: 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] No Alpha Channel: True if the texture should not use its own alpha channel (1.0 will be substituted)

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

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

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

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

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

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

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

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

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

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: 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] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • shape (StereoLayerShape): [Read-Write] Shape: 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] Should Update Physics Volume: 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] Stereo Layer Type: Specifies how and where the quad is rendered to the screen *

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

  • texture (Texture): [Read-Write] Texture: 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] Use Attach Parent Bound: 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] UVRect: UV coordinates mapped to the quad face *

  • visible (bool): [Read-Write] Visible: 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] Left Texture: 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] Live Texture: 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] No Alpha Channel: True if the texture should not use its own alpha channel (1.0 will be substituted)

Type

(bool)

property priority

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

Type

(int32)

property quad_preserve_texture_ratio

[Read-Write] Quad Preserve Texture Ratio: 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] Quad Size: 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] Shape: 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] Stereo Layer Type: Specifies how and where the quad is rendered to the screen *

Type

(StereoLayerType)

property supports_depth

[Read-Write] Supports Depth: 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: 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] UVRect: UV coordinates mapped to the quad face *

Type

(Box2D)