Looking Glass Documentation
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      • โœจUsing Looking Glass Bridge
      • ๐ŸชŸDisplay Settings on Windows
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      • ๐ŸงDisplay Settings on Linux
      • ๐Ÿ‘ทTroubleshooting
    • ๐Ÿ“ฝ๏ธLooking Glass Studio
      • ๐Ÿ“šUsing Looking Glass Studio
      • RGB-D Photo / Video
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    • ๐ŸงŠLooking Glass Blocks
      • โœจConvert any image into a hologram
      • โฌ†๏ธUploading, editing and sharing Quilts
      • ๐ŸฅฝViewing your holograms on different platforms
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      • ๐ŸชŸGet Started on Windows
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  • Key Concepts
    • ๐Ÿ”‘Hologram 101
      • ๐ŸŽ‰Making great holograms
      • ๐ŸŒŽHolograms in the real world
      • ๐Ÿ‘พHolograms, but virtual
    • ๐Ÿ”How does Looking Glass Work?
    • ๐Ÿ“ธVirtual Camera
    • ๐ŸงŠ3D Design Guidelines
      • Lighting
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    • ๐Ÿ’กQuilts
      • ๐ŸŽฌQuilt Video Encoding
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      • โšกLinear Light Field Capture
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  • Creator Tools
    • ๐ŸŽจOverview
    • ๐Ÿ”ŒUnity
      • โšกUsing Unity with Looking Glass
      • Setting up your Development Environment
      • Example Scenes
      • Prefabs
        • Hologram Camera
        • 3D Cursor
        • Dual Monitor Application
      • Script Reference
        • HologramCamera.cs
        • LKGDisplaySystem.cs
        • QuiltCapture.cs
        • Cursor3D.cs
        • OrbitControls.cs
        • BlockUploader.cs
        • MobileDMAController.cs
        • iOS Sample Scene Scripts
          • ChangeInteractionModality.cs
          • XYSlider.cs
          • XYSpotlight.cs
          • AudioRotateControl.cs
          • ModelController.cs
          • DemoIOSUIController.cs
          • PageHandler.cs
          • PageConnectHandler.cs
          • PageCalibrateHandler.cs
          • PageTestHandler.cs
          • DynamicAlcove.cs
      • Package Integrations
        • Built-in Render Pipeline Post-Processing
      • Developing for iOS
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      • Quilt Video Audio and Playback
      • Developing for Ultraleap Hand Tracking on Looking Glass
      • Looking Glass Pro (Legacy)
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      • Change Log
    • ๐ŸนBlender
    • ๐Ÿ”ŒUnreal Engine
      • ๐Ÿ—’๏ธChange Log and Old Versions
      • ๐Ÿ’ฝInstalling the Unreal Engine plugin
      • ๐ŸŽฅUsing the Unreal Engine Plugin
        • Using the HoloPlay Capture
        • Exporting Quilt Images and Video with Sequencer
      • Accessing HoloPlay Data with Blueprint Scripting
      • Packaging the Project
      • Unreal Engine 4 (Legacy Support)
        • Unreal Engine 4 Quick Start
          • Using the HoloPlay Capture
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    • ๐ŸŒWebXR
      • ๐Ÿ”ถPlayCanvas
      • 3๏ธโƒฃ3๏ธโƒฃ Three.JS
      • โš›๏ธReact-Three-Fiber
      • ๐ŸŒˆSpline
  • Tutorials
    • ๐Ÿ“ฑRunning Looking Glass Displays with iOS Devices
    • โ“‚๏ธCapturing Light Fields in Maya
    • ๐Ÿง‘โ€๐Ÿ”ฌUsing ShaderToy with Looking Glass
    • ๐ŸŽจSculpting with Adobe Medium and Looking Glass
    • ๐Ÿ”Turn Videogames Holographic with Refract
    • ๐Ÿ–๏ธBuilding with Leap Motion
  • Developer Docs
    • โš™๏ธLooking Glass Bridge SDK
      • ๐Ÿช›Web Application Integration
      • ๐Ÿ”ŒIntegrating Native Applications
      • ๐Ÿ““Native Function Reference
    • ๐ŸฆLooking Glass Core Migration Guide
  • Third Party Software
    • ๐Ÿ—ก๏ธ3D Slicer
    • ๐Ÿ”ฌVTK (Visualization Toolkit)
    • ๐Ÿ—บ๏ธParaView
    • ๐Ÿ”ฉCommunity Made Tools & Projects
  • Legacy Software
    • ๐Ÿ“ก3D Model Importer
      • 3D Model Importer App Guide
      • 3D Model Importer App Reference
    • ๐ŸŽญDiorama
      • Change Log
    • ๐ŸŽž๏ธDepth Recorder
    • ๐Ÿ“ธLightfield Photo App
    • ๐ŸLooking Glass Core Overview
    • ๐Ÿฝ๏ธLooking Glass Core SDK
      • C API Overview
        • HoloPlayCore.h
          • State Functions
          • General-Query-Functions
          • Device-Query-Functions
        • libHoloPlayCore.h
        • HoloPlayShaders.h
    • ๐Ÿ”ฐLooking Glass Core JS
      • API
        • HoloPlayCore.Client
        • HoloPlayCore.Message
        • HoloPlay Service Related
        • examples
  • Legacy Hardware
    • ๐Ÿ”ปLooking Glass 8.9"
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    • ๐Ÿ”ปLooking Glass 8K
    • ๐Ÿ”ปLooking Glass 16"
    • ๐Ÿ”ปLooking Glass 32"
    • ๐Ÿ”ปLooking Glass Pro
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  • ๐Ÿ› ๏ธFAQ & Troubleshooting
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On this page
  • Changing HoloPlay Capture Properties via Blueprint
  • HoloPlay Settings Data
  • HoloPlay Capture Data
  • Button Access (Looking Glass Gen1 systems only)

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  1. Creator Tools
  2. Unreal Engine

Accessing HoloPlay Data with Blueprint Scripting

PreviousExporting Quilt Images and Video with SequencerNextPackaging the Project

Last updated 2 years ago

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There may be times where you will want access to the HoloPlay data. This could be useful for manipulating camera settings dynamically, or for printing to screen for debug purposes.

There are two different methods you can use to find the information you need.

Changing HoloPlay Capture Properties via Blueprint

In order to change the settings of the HoloPlay Capture you'll need to have a reference to a HoloPlay Capture and also call the "reset cam" function after modifying the HoloPlay Capture's properties. If you don't do this changing the properties won't do anything.

HoloPlay Settings Data

To get the data found in the HoloPlay Settings (as seen in the Project Settings) you can use the built-in Blueprint Function โ€œGet HoloPlay settingsโ€. This will return an object reference to the current settings being used. To access this function in Blueprints, simply right click anywhere in the Blueprint Editor viewport and type โ€œGetHoloPlaySettingsโ€.

Next, you can pull the pit off the โ€œReturn Valueโ€ and type โ€œHoloPlayโ€ to see the variables that are available to read.

Finally, once youโ€™ve selected a variable you can break the pin to see the contained values by right clicking the pin and selecting โ€œSplit Struct Pinโ€ (you may need to do this for a few pins).

HoloPlay Capture Data

All data found in the โ€œDetails Panelโ€ of the HoloPlayCapture Actor can be accessed and changed via Blueprints. To access the variables just right click in the Blueprint Editor Viewport and type โ€œCaptureSettingsโ€ and select the variable you would like to read or change.

The Looking Glass Buttons can be accessed just like any other default input method in Unreal. There are two ways to access the button events:

Button Access (Looking Glass Gen1 systems only)

Direct Event Access

In the event graph if you right click and search โ€œHoloPlay Buttonโ€ you will be provided with the Gamepad events for all four buttons

Input Binding Settings

In the Project Settings under the Engine->Input subsection you can bind the HoloPlay button press to either an action or axis input mapping

The buttons are organized from left to right in naming convention

  • HoloPlay Button 0 - Square Button

  • HoloPlay Button 1 - Left Arrow

  • HoloPlay Button 2 - Right Arrow

  • HoloPlay Button 3 - Circle Button

Each button event provides access to both Pressed and Released events

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