unreal.PassthroughMaterialUpdateComponent

class unreal.PassthroughMaterialUpdateComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: 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] 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.

  • 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

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

  • 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

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

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

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

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

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

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

  • texture_type (ARTextureType): [Read-Write] Texture Type: 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) –