Using the HoloPlay Capture
Last updated
Last updated
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.
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.
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.
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.
The Single View Mode Toggle allows for higher fidelity at the cost of performance. This is required for certain features in unreal engine that donโt currently support multi-view rendering, like the high fidelity hair systems on Meta-Human assets. Youโll also want to use single-view mode for any content utilizing real time raytracing.
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.
In order to have ray tracing work with the HoloPlay Plugin youโll need to run the following console command in unrealโs console. You can access the console by clicking the accent key, `
,while in the editor.