HoloPlayCapture Actor
After adding the HoloPlayCapture to the scene and selecting it, you should be able to find the settings on the right hand side in the details panel.
Fields
Size
Type: float
Distance in Unreal Units (cm by default) from center of HoloPlay to top of HoloPlay. As in, a size of 7 will make a HoloPlay whose total height at the zero-parallax plane to be 14
Frustum Color
Type: FColor (RGBA)
Color of preview frustum
Frustum Line Thickness
Type: float
Thickness of preview frustum lines.
Mid Plane Frustum Color
Type: FColor (RGBA)
Color of the preview mid-plane that represents the center of the display.
Mid Plane Line Length
Type: float
Length of mid-plane arms
Mid Plane Line Thickness
Type: float
Thickness of mid-plane lines
Near Clip Factor
Type: float
Sets the near clipping plane for the camera as measured from the center of the HoloPlay GameObject, multiplied by scale.
For example, a HoloPlay with a nearClipFactor of 1.5 and a size of 10 means that the camera will set the near clipping plane to be 15 units in front of the HoloPlay's location.
Use Far Clip Plane
Type: bool
Specifier to clip far plane or not. This will help to prevent shadowing artifacts caused by clipping planes. See “Light Shadow Artifacts” below.
FarClipFactor
Type: float
Sets the far clipping plane for the camera as measured from the center of the HoloPlay GameObject, multiplied by scale.
For example, a HoloPlay with a farClipFactor of 1.5 and a size of 10 means that the camera will set the far clipping plane to be 15 units in behind of the HoloPlay's location.
FOV
Type: float
Sets FOV of camera like normal, but this ends up changing how far the camera is from center (GetCamDistance() will return larger values for smaller FOVs)
Use Custom Vertical Angle
Type: bool
Specifier to use custom vertical viewing angle.
Vertical Angle
Type: float
Sets a custom viewing angle in the Z axis. Good for uses when the display will be viewed primarily from the top or bottom.
Use Custom View Cone
Type: bool
Specifier to use custom view cone angle.
View Cone
Type: float
Sets custom view cone angle used in rendering quilt. Increases or decreases the amount of depth to render with the capture.
Orthographic
Type: bool
Specifier to render with orthographic projection or perspective projection.
Override Quilt Texture 2D
Type: UTexture2D* (pointer)
Uses custom quilt texture for rendering to Looking Glass display. Debug tool for testing calibration and lenticular shader.
Tiling Quality
Type: (Enum) EHoloPlayQualitySettings
Enum for quality settings used for quilt creation. Select the quality setting you would like to render with by selecting a setting from the dropdown.
Tiles X
Type: int
Sets the number of columns that will be added to the quilt texture. Also can be seen as the number of images to tile in the X direction for the quilting texture.
Tiles Y
Type: int
Sets the number of rows that will be added to the quilt texture. Also can be seen as the number of images to tile in the Y direction for the quilting texture.
Quilt W
Type: int
Sets the pixel width of the final quilting texture.
Quilt H
Type: int
Sets the pixel height of the final quilting texture.
Offset Scale Proj (debug only)
Type: float
Offsets the perspective matrix in the X and Y by a specified scale factor.
Offset Scale View (debug only)
Type: float
Offsets the view camera location (view matrix) in the X and Y by a specified scale factor.
Functions
Public RenderView(int ViewToRender, int NumViewsToRender)
Type: void
Renders specified view from NumViewsToRender to quilt texture. This function calls the CaptureScene() function which captures snapshot of scene from HoloPlaySceneCapture Component.
*Note: This is a blueprint callable function which is available for users to access and call.
ResetCamera()
Type: void
Applies the HoloPlay attributes to the internal HoloPlay camera. HoloPlay calls this every frame, so you won't need to unless you're doing advanced things with timing.
GetCamDistance()
Returns: float
Returns the camera's distance from the center. This will be a positive number.
AngleAtView(int View, int NumViews, float InViewCone)
Returns: float
Returns the horizontal angle used for rendering the particular view from total NumViews.
HandleOffset(float InHorizontalAngle, float InVerticalAngle)
Type: void
Main function that calculates the proper offset in both X and Y. This function is also responsible for setting the SceneCapture position and applying custom projection matrix to SceneCapture.
GenerateProjectionMatrix(float INFOV, float Aspect, float Near, float Far, float OffsetX, float OffsetY)
Return: FMatrix
Calculates perspective and orthographic matrices used for rendering. Returns custom 4 x 4 matrix with calculated offsets.