Looking Glass Documentation
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    • 🔑Hologram 101
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    • 🎨Overview
    • 🔌Unity
      • ⚡Using Unity with Looking Glass
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      • Prefabs
        • Hologram Camera
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      • 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
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          • PageCalibrateHandler.cs
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          • DynamicAlcove.cs
      • Package Integrations
        • Built-in Render Pipeline Post-Processing
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      • Developing for Ultraleap Hand Tracking on Looking Glass
      • Looking Glass Pro (Legacy)
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      • Change Log
    • 🍹Blender
    • 🔌Unreal Engine
      • 🗒️Change Log and Old Versions
      • 💽Installing the Unreal Engine plugin
      • 🎥Using 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
          • Exporting Quilt Images and Video with Sequencer
    • 🌐WebXR
      • 🔶PlayCanvas
      • 3️⃣3️⃣ Three.JS
      • ⚛️React-Three-Fiber
      • 🌈Spline
  • Tutorials
    • 📱Running Looking Glass Displays with iOS Devices
    • Ⓜ️Capturing Light Fields in Maya
    • 🧑‍🔬Using ShaderToy with Looking Glass
    • 🎨Sculpting with Adobe Medium and Looking Glass
    • 🔍Turn Videogames Holographic with Refract
    • 🖐️Building with Leap Motion
  • Developer Docs
    • ⚙️Looking Glass Bridge SDK
      • 🪛Web Application Integration
      • 🔌Integrating Native Applications
      • 📓Native Function Reference
    • 🐦Looking Glass Core Migration Guide
  • Third Party Software
    • 🗡️3D Slicer
    • 🔬VTK (Visualization Toolkit)
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    • 🔩Community Made Tools & Projects
  • Legacy Software
    • 📡3D Model Importer
      • 3D Model Importer App Guide
      • 3D Model Importer App Reference
    • 🎭Diorama
      • Change Log
    • 🎞️Depth Recorder
    • 📸Lightfield Photo App
    • 🍍Looking Glass Core Overview
    • 🍽️Looking Glass Core SDK
      • C API Overview
        • HoloPlayCore.h
          • State Functions
          • General-Query-Functions
          • Device-Query-Functions
        • libHoloPlayCore.h
        • HoloPlayShaders.h
    • 🔰Looking Glass Core JS
      • API
        • HoloPlayCore.Client
        • HoloPlayCore.Message
        • HoloPlay Service Related
        • examples
  • Legacy Hardware
    • 🔻Looking Glass 8.9"
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    • 🔻Looking Glass 16"
    • 🔻Looking Glass 32"
    • 🔻Looking Glass Pro
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  • 🛠️FAQ & Troubleshooting
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On this page
  • Size
  • Field of View (FOV)
  • Depth of Field Adjustment
  • Single View Mode Toggle
  • Near and Far Clip
  • Ray Tracing

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  1. Creator Tools
  2. Unreal Engine
  3. Unreal Engine 4 (Legacy Support)
  4. Unreal Engine 4 Quick Start

Using the HoloPlay Capture

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Last updated 8 months ago

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There are two ways to add a HoloPlay Capture to your scene. You can use a HoloPlay Capture Actor, or a HoloPlay Capture Component. The HoloPlay Capture Component allows you to add the HoloPlay Capture to any existing actor, including pawns & characters.

You can find the settings on the right-hand side in the details panel. The main settings here you'll want to keep in mind are Size and FOV.

Size

Editing the Size variable changes the size of the HoloPlay Capture Actor, this is useful when you want to change the scale at which the HoloPlay Capture Actor can focus on.

Field of View (FOV)

Editing the field of view changes the amount of the scene visible by the HoloPlay Capture Actor. Note, however, that the default of 14 degrees is intended to ensure that the scene's parallax closely matches real-world parallax. Changing the field of view doesn't break the effect, but it does add some distortion.

Depth of Field Adjustment

You can override the depth of field set by the post processing volume by enabling the "override DOF" flag in the Post Processing settings of the HoloPlay Capture, however this will also adjust how the camera responds to light, so keep that in mind as you adjust it.

Single View Mode Toggle

The Single View Mode Toggle allows for higher fidelity at the cost of performance. This is required for certain features in unreal engine that don’t currently support multi-view rendering, like the high fidelity hair systems on Meta-Human assets. You’ll also want to use single-view mode for any content utilizing real time raytracing.

Near and Far Clip

The near and far clip planes allow you to control how much of the world is visible to the HoloPlay Capture. This can be especially useful if you want to keep areas that are too far away or too close to the camera from being shown on your Looking Glass.

Ray Tracing

In order to have ray tracing work with the HoloPlay Plugin you’ll need to run the following console command in unreal’s console. You can access the console by clicking the accent key, ` ,while in the editor.

r.RayTracing.SceneCaptures 1

🔌
A screenshot of the settings available on the HoloPlay Capture Actor.