UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))
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#include <VRStereoWidgetComponent.h>
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bool | bDelayForRenderThread |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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bool | bDrawWithoutStereo |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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bool | bIsSleeping |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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uint32 | bNoAlphaChannel: 1 |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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uint32 | bQuadPreserveTextureRatio: 1 |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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bool | bRenderBothStereoAndWorld |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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bool | bShouldCreateProxy |
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uint32 | bSupportsDepth: 1 |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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bool | bUseEpicsWorldLockedStereo |
| UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
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int32 | Priority |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category = "StereoLayer | Cylinder Overlay Properties")
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UStereoLayerShape * | Shape |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, NoClear, Instanced, Category = "StereoLayer", DisplayName = "Stereo Layer Shape")
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FBox2D | UVRect |
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UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))
A widget component that displays the widget in a stereo layer instead of in worldspace. Currently this class uses a custom postion instead of the engines WorldLocked for stereo layers This is because world locked stereo layers don't account for player movement currently.
Definition at line 154 of file VRStereoWidgetComponent.h.
◆ UVRStereoWidgetComponent()
UVRStereoWidgetComponent::UVRStereoWidgetComponent |
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const FObjectInitializer & | ObjectInitializer | ) |
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◆ ~UVRStereoWidgetComponent()
UVRStereoWidgetComponent::~UVRStereoWidgetComponent |
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◆ ApplyVRComponentInstanceData()
◆ BeginDestroy()
void UVRStereoWidgetComponent::BeginDestroy |
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◆ CreateSceneProxy()
◆ DrawWidgetToRenderTarget()
void UVRStereoWidgetComponent::DrawWidgetToRenderTarget |
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float | DeltaTime | ) |
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overridevirtual |
◆ GENERATED_BODY()
UVRStereoWidgetComponent::GENERATED_BODY |
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◆ GetComponentInstanceData()
◆ GetPriority()
int32 UVRStereoWidgetComponent::GetPriority |
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const |
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inlineBlueprintCallable |
◆ OnUnregister()
void UVRStereoWidgetComponent::OnUnregister |
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override |
◆ SetPriority()
void UVRStereoWidgetComponent::SetPriority |
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int32 | InPriority | ) |
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BlueprintCallable |
UFUNCTION(BlueprintCallable, Category = "Components|Stereo Layer")
Change the layer's render priority, higher priorities render on top of lower priorities
- Parameters
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Definition at line 765 of file VRStereoWidgetComponent.cpp.
◆ TickComponent()
void UVRStereoWidgetComponent::TickComponent |
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float | DeltaTime, |
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enum ELevelTick | TickType, |
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FActorComponentTickFunction * | ThisTickFunction ) |
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overridevirtual |
◆ UpdateRenderTarget()
void UVRStereoWidgetComponent::UpdateRenderTarget |
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FIntPoint | DesiredRenderTargetSize | ) |
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overridevirtual |
◆ FStereoLayerComponentVisualizer
friend class FStereoLayerComponentVisualizer |
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friend |
◆ bDelayForRenderThread
bool UVRStereoWidgetComponent::bDelayForRenderThread |
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EditAnywhereBlueprintReadWrite |
◆ bDirtyRenderTarget
bool UVRStereoWidgetComponent::bDirtyRenderTarget |
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◆ bDrawWithoutStereo
bool UVRStereoWidgetComponent::bDrawWithoutStereo |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
Forces the widget to skip stereo regardless of all other settings (localized version of vr.ForceNoStereoWithVRWidgets)
Definition at line 202 of file VRStereoWidgetComponent.h.
◆ bIsDirty
bool UVRStereoWidgetComponent::bIsDirty |
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◆ bIsSleeping
bool UVRStereoWidgetComponent::bIsSleeping |
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EditAnywhereBlueprintReadWrite |
◆ bLastVisible
bool UVRStereoWidgetComponent::bLastVisible |
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◆ bNoAlphaChannel
uint32 UVRStereoWidgetComponent::bNoAlphaChannel |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
True if the texture should not use its own alpha channel (1.0 will be substituted)
Definition at line 260 of file VRStereoWidgetComponent.h.
◆ bQuadPreserveTextureRatio
uint32 UVRStereoWidgetComponent::bQuadPreserveTextureRatio |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
True if the quad should internally set it's Y value based on the set texture's dimensions
Definition at line 268 of file VRStereoWidgetComponent.h.
◆ bRenderBothStereoAndWorld
bool UVRStereoWidgetComponent::bRenderBothStereoAndWorld |
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EditAnywhereBlueprintReadWrite |
◆ bShouldCreateProxy
bool UVRStereoWidgetComponent::bShouldCreateProxy |
◆ bSupportsDepth
uint32 UVRStereoWidgetComponent::bSupportsDepth |
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EditAnywhereBlueprintReadWrite |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform
Definition at line 252 of file VRStereoWidgetComponent.h.
◆ bTextureNeedsUpdate
bool UVRStereoWidgetComponent::bTextureNeedsUpdate |
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◆ bUseEpicsWorldLockedStereo
bool UVRStereoWidgetComponent::bUseEpicsWorldLockedStereo |
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EditAnywhereBlueprintReadWrite |
◆ LastTransform
FTransform UVRStereoWidgetComponent::LastTransform |
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◆ LayerId
uint32 UVRStereoWidgetComponent::LayerId |
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◆ Priority
int32 UVRStereoWidgetComponent::Priority |
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EditAnywhereBlueprintReadOnlyexport |
UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category = "StereoLayer | Cylinder Overlay Properties")
Radial size of the rendered stereo layer cylinder Arc angle for the stereo layer cylinder Height of the stereo layer cylinder Specifies how and where the quad is rendered to the screen Specifies which type of layer it is. Note that some shapes will be supported only on certain platforms! Render priority among all stereo layers, higher priority render on top of lower priority
UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category = "StereoLayer")
Definition at line 317 of file VRStereoWidgetComponent.h.
◆ Shape
UStereoLayerShape* UVRStereoWidgetComponent::Shape |
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EditAnywhereInstancedBlueprintReadOnlyNoClear |
UPROPERTY(EditAnywhere, BlueprintReadOnly, NoClear, Instanced, Category = "StereoLayer", DisplayName = "Stereo Layer Shape")
Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms!
Definition at line 174 of file VRStereoWidgetComponent.h.
◆ UVRect
FBox2D UVRStereoWidgetComponent::UVRect |
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) Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform Size of the rendered stereo layer quad UV coordinates mapped to the quad face
Definition at line 287 of file VRStereoWidgetComponent.h.
The documentation for this class was generated from the following files: