unreal.PassthroughMaterialUpdateComponent¶
- class unreal.PassthroughMaterialUpdateComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentHelper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.
C++ Source:
Plugin: ARUtilities
Module: ARUtilities
File: PassthroughMaterialUpdateComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(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.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_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 deactivatedpassthrough_debug_color(LinearColor): [Read-Write] The debug color used to modulate the passthrough material. This can be used to visualize the affected meshes.passthrough_material(MaterialInterface): [Read-Write] Which material to use for a regular camera texturepassthrough_material_external_texture(MaterialInterface): [Read-Write] Which material to use for an external camera textureprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!texture_type(ARTextureType): [Read-Write] Which AR texture to use as the camera texture
- add_affected_component(component) → None¶
Add a component to be affected by the passthrough rendering
- Parameters
component (PrimitiveComponent) –
- remove_affected_component(component) → None¶
Remove the component from passthrough rendering
- Parameters
component (PrimitiveComponent) –
- set_passthrough_debug_color(new_debug_color) → None¶
Update the passthrough debug color
- Parameters
new_debug_color (LinearColor) –