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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/IStereoLayers
Structure describing the visual appearance of a single stereo layer
| Name | FLayerDesc |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/IStereoLayers.h |
| Include Path | #include "IStereoLayers.h" |
Syntax
struct FLayerDesc
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLayerDesc () |
IStereoLayers.h | ||
FLayerDesc
(
const IStereoLayerShape& InShape |
IStereoLayers.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS FLayerDesc
(
const FLayerDesc& |
Silence warnings from uses of Texture and LeftTexture in generated constructors in Android builds | IStereoLayers.h | |
FLayerDesc
(
FLayerDesc&& |
IStereoLayers.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| INVALID_LAYER_ID | const uint32 | Layer IDs must be larger than 0. | IStereoLayers.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Flags | uint32 | Uses LAYER_FLAG_... See: ELayerFlags. | IStereoLayers.h | |
| Id | uint32 | The layer's ID. | IStereoLayers.h | |
| LayerSize | FIntPoint | Size of texture that the compositor should allocate. Unnecessary if Texture is provided. The compositor will allocate a cubemap whose faces are of LayerSize if ShapeType is CubemapLayer. | IStereoLayers.h | |
| LeftTexture | FTextureRHIRef | IStereoLayers.h | ||
| LeftTextureObj | TWeakObjectPtr< class UTexture > | Texture mapped for left eye (if one texture provided, mono assumed) Layers known to the IStereoLayers will pin this texture in memory, preventing GC | IStereoLayers.h | |
| PositionType | ELayerType | Which space the layer is locked within. | IStereoLayers.h | |
| Priority | int32 | Render order priority, higher priority render on top of lower priority. Face-Locked layers are rendered on top of other layer types regardless of priority. | IStereoLayers.h | |
| QuadSize | FVector2D | Size of rendered quad. | IStereoLayers.h | |
| Texture | FTextureRHIRef | IStereoLayers.h | ||
| TextureObj | TWeakObjectPtr< class UTexture > | Texture mapped for right eye (if one texture provided, mono assumed) Layers known to the IStereoLayers will pin this texture in memory, preventing GC | IStereoLayers.h | |
| Transform | FTransform | View space transform. | IStereoLayers.h | |
| UVRect | FBox2D | UVs of rendered quad in UE units. | IStereoLayers.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Shape | FShapeWrapper | IStereoLayers.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 GetLayerId() |
IStereoLayers.h | ||
T & GetShape () |
Returns Shape cast to the supplied type. It's up to the caller to have ensured the cast is valid before calling this method. | IStereoLayers.h | |
const T & GetShape () |
IStereoLayers.h | ||
bool HasShape () |
Which shape of layer it is. | IStereoLayers.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool HasValidTexture() |
IStereoLayers.h | ||
bool IsVisible() |
IStereoLayers.h | ||
void SetLayerId
(
uint32 InId |
IStereoLayers.h | ||
void SetShape
(
InArgTypes&&... Args |
IStereoLayers.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLayerDesc & operator=
(
const FLayerDesc& |
IStereoLayers.h | ||
FLayerDesc & operator=
(
FLayerDesc&& |
IStereoLayers.h |