unreal.StereoLayerComponent
¶
- class unreal.StereoLayerComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
A geometry layer within the stereo rendered viewport.
C++ Source:
Module: Engine
File: StereoLayerComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsleft_texture
(Texture): [Read-Write] Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform and by the layer shape *live_texture
(bool): [Read-Write] True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.no_alpha_channel
(bool): [Read-Write] True if the texture should not use its own alpha channel (1.0 will be substituted)on_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 deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentpriority
(int32): [Read-Write] Render priority among all stereo layers, higher priority render on top of lower priority *quad_preserve_texture_ratio
(bool): [Read-Write] True if the quad should internally set it’s Y value based on the set texture’s dimensionsquad_size
(Vector2D): [Read-Write] Size of the rendered stereo layer quad *relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!shape
(StereoLayerShape): [Read-Write] Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms! *should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()stereo_layer_type
(StereoLayerType): [Read-Write] Specifies how and where the quad is rendered to the screen *supports_depth
(bool): [Read-Write] True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platformtexture
(Texture): [Read-Write] 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) *use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.uv_rect
(Box2D): [Read-Write] UV coordinates mapped to the quad face *visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- get_left_texture() → Texture¶
- Returns
the texture mapped to the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.
- Return type
- get_priority() → int32¶
- Returns
the render priority
- Return type
int32
- property left_texture¶
[Read-Only] Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform and by the layer shape *
- Type
(Texture)
- property live_texture¶
[Read-Write] True if the stereo layer texture needs to update itself every frame(scene capture, video, etc.)
- Type
(bool)
- property no_alpha_channel¶
[Read-Write] True if the texture should not use its own alpha channel (1.0 will be substituted)
- Type
(bool)
- property priority¶
[Read-Only] Render priority among all stereo layers, higher priority render on top of lower priority *
- Type
(int32)
- property quad_preserve_texture_ratio¶
[Read-Write] True if the quad should internally set it’s Y value based on the set texture’s dimensions
- Type
(bool)
- set_equirect_props(scale_biases) → None¶
Set Equirect layer properties: UVRect, Scale, and Bias deprecated: Use UStereoLayerShapeEquirect::SetEquirectProps() instead.
- Parameters
scale_biases (EquirectProps) –
- set_left_texture(texture) → None¶
Change the texture displayed on the stereo layer for left eye, if stereoscopic layer textures are supported on the platform.
- Parameters
texture (Texture) –
- set_priority(priority) → None¶
Change the layer’s render priority, higher priorities render on top of lower priorities
- Parameters
priority (int32) –
- set_quad_size(quad_size) → None¶
Change the quad size. This is the unscaled height and width, before component scale is applied.
- Parameters
quad_size (Vector2D) –
- set_texture(texture) → None¶
Change the texture displayed on the stereo layer.
If stereoscopic layer textures are supported on the platform and LeftTexture is set, this property controls the texture for the right eye.
- Parameters
texture (Texture) –
- set_uv_rect(uv_rect) → None¶
Change the UV coordinates mapped to the quad face
- Parameters
uv_rect (Box2D) –
- property shape¶
[Read-Only] Specifies which shape of layer it is. Note that some shapes will be supported only on certain platforms! *
- Type
- property stereo_layer_type¶
[Read-Only] Specifies how and where the quad is rendered to the screen *
- Type
- property supports_depth¶
[Read-Write] True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform
- Type
(bool)