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Unreal Engine C++ API Reference > Runtime > Engine > IStereoLayers
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/IStereoLayers.h |
Include | #include "IStereoLayers.h" |
Syntax
struct FLayerDesc
Remarks
Structure describing the visual appearance of a single stereo layer
Variables
Type | Name | Description | |
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uint32 | Flags | Uses LAYER_FLAG_... See: ELayerFlags. |
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uint32 | Id | The layer's ID. |
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FIntPoint | LayerSize | 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. |
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FTextureRHIRef | LeftTexture | Texture mapped for left eye (if one texture provided, mono assumed) |
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ELayerType | PositionType | Which space the layer is locked within. |
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int32 | Priority | 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. |
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FVector2D | QuadSize | Size of rendered quad. |
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FTextureRHIRef | Texture | Texture mapped for right eye (if one texture provided, mono assumed) |
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FTransform | Transform | View space transform. |
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FBox2D | UVRect | UVs of rendered quad in UE units. |
Constructors
Type | Name | Description | |
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FLayerDesc () |
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FLayerDesc
(
const IStereoLayerShape& InShape |
Functions
Type | Name | Description | |
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uint32 | GetLayerId () |
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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. |
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const T & | GetShape () |
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bool | HasShape () |
Which shape of layer it is. |
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bool | IsVisible () |
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void | SetLayerId
(
uint32 InId |
|
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void | SetShape
(
InArgTypes&&... Args |
Constants
Name | Description |
---|---|
INVALID_LAYER_ID | Layer IDs must be larger than 0. |