unreal.PassthroughMaterialUpdateComponent
¶
- class unreal.PassthroughMaterialUpdateComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Helper 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 Componentreplicate_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!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) –