unreal.StereoLayerComponent
¶
- class unreal.StereoLayerComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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 parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_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 navigationcomponent_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 classhidden_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 buildsleft_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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedphysics_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 Componentpriority
(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 dimensionsquad_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 parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_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)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!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 platformtexture
(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:
- get_priority() int32 ¶
- Returns:
the render priority
- Return type:
int32
- property left_texture: 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: bool¶
[Read-Write] Live Texture: True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)
- Type:
(bool)
- property 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)
- Type:
(bool)
- property priority: int¶
[Read-Only] Priority: Render priority among all stereo layers, higher priority render on top of lower priority *
- Type:
(int32)
- property 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
- Type:
(bool)
- property quad_size: Vector2D¶
[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: StereoLayerShape¶
[Read-Only] Shape: Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms! *
- Type:
- property stereo_layer_type: StereoLayerType¶
[Read-Only] Stereo Layer Type: Specifies how and where the quad is rendered to the screen *
- Type:
- property 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
- Type:
(bool)