unreal.StereoLayerComponent
¶
- class unreal.StereoLayerComponent(outer: Object | None = None, name: 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] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentadditional_flags
(Array[Name]): [Read-Write] Additional flags not included in IStereoLayers::ELayerFlagsasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classhidden_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 buildsleft_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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_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 Componentpriority
(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 dimensionsquad_size
(Vector2D): [Read-Write] Size of the rendered stereo layer quad *relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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)replicate_using_registered_sub_object_list
(bool): [Read-Write] 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] 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 platformtexture
(Texture): [Read-Write] Texture displayed on the stereo layer (if stereoscopic textures are supported on the platform 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.
- property additional_flags: None¶
[Read-Only] Additional flags not included in IStereoLayers::ELayerFlags
- 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] 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] 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] True if the texture should not use its own alpha channel (1.0 will be substituted)
- Type:
(bool)
- property priority: int¶
[Read-Only] Render priority among all stereo layers, higher priority render on top of lower priority *
- Type:
(int32)
- property 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
- Type:
(bool)
- set_equirect_props(equirect_props) None ¶
Set Equirect layer properties: UVRect, Scale, Bias and Radius. deprecated: Use UStereoLayerShapeEquirect::SetEquirectProps() instead.
- Parameters:
equirect_props (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] 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] Specifies how and where the quad is rendered to the screen *
- Type:
- property supports_depth: bool¶
[Read-Write] True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform
- Type:
(bool)