Accessing HoloPlay Data with Blueprint Scripting

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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