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Class StereoLayerComponent

A geometry layer within the stereo rendered viewport.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
StereoLayerComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class StereoLayerComponent : SceneComponent

Properties

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bLiveTexture

Declaration
public bool bLiveTexture { get; set; }
Property Value
Type Description
System.Boolean
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bNoAlphaChannel

Declaration
public bool bNoAlphaChannel { get; set; }
Property Value
Type Description
System.Boolean
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bQuadPreserveTextureRatio

Declaration
public bool bQuadPreserveTextureRatio { get; set; }
Property Value
Type Description
System.Boolean
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bSupportsDepth

Declaration
public bool bSupportsDepth { get; set; }
Property Value
Type Description
System.Boolean
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CylinderHeight

Height of the stereo layer cylinder *

Declaration
public int CylinderHeight { get; }
Property Value
Type Description
System.Int32
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CylinderOverlayArc

Arc angle for the stereo layer cylinder *

Declaration
public float CylinderOverlayArc { get; }
Property Value
Type Description
System.Single
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CylinderRadius

Radial size of the rendered stereo layer cylinder *

Declaration
public float CylinderRadius { get; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static StereoLayerComponent DefaultObject { get; }
Property Value
Type Description
StereoLayerComponent
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LeftTexture

Texture displayed on the stereo layer for left eye, if stereoscopic textures are supported on the platform *

Declaration
public Texture LeftTexture { get; }
Property Value
Type Description
Texture
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Priority

Render priority among all stereo layers, higher priority render on top of lower priority *

Declaration
public int Priority { get; }
Property Value
Type Description
System.Int32
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QuadSize

Size of the rendered stereo layer quad *

Declaration
public Vector2D QuadSize { get; }
Property Value
Type Description
Vector2D
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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StereoLayerShape

Specifies which type of layer it is. Note that some shapes will be supported only on certain platforms! *

Declaration
public byte StereoLayerShape { get; }
Property Value
Type Description
System.Byte
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StereoLayerType

Specifies how and where the quad is rendered to the screen *

Declaration
public byte StereoLayerType { get; }
Property Value
Type Description
System.Byte
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Texture

Texture displayed on the stereo layer (is stereocopic textures are supported on the platfrom and more than one texture is provided, this will be the right eye) *

Declaration
public Texture Texture { get; }
Property Value
Type Description
Texture
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UVRect

UV coordinates mapped to the quad face *

Declaration
public Box2D UVRect { get; }
Property Value
Type Description
Box2D

Methods

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GetPriority()

@return the render priority

Declaration
public int GetPriority()
Returns
Type Description
System.Int32
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GetQuadSize()

@return the height and width of the rendered quad

Declaration
public Vector2D GetQuadSize()
Returns
Type Description
Vector2D
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GetTexture()

@return the texture mapped to the stereo layer quad

Declaration
public Texture GetTexture()
Returns
Type Description
Texture
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GetUVRect()

@return the UV coordinates mapped to the quad face

Declaration
public Box2D GetUVRect()
Returns
Type Description
Box2D
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MarkTextureForUpdate()

Manually mark the stereo layer texture for updating

Declaration
public void MarkTextureForUpdate()
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New(UObject, Name)

Spawn an object of this class

Declaration
public static StereoLayerComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
StereoLayerComponent
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SetPriority(Int32)

Change the layer's render priority, higher priorities render on top of lower priorities @

Declaration
public void SetPriority(int InPriority)
Parameters
Type Name Description
System.Int32 InPriority
Remarks

param InPriority: Priority value

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SetQuadSize(Vector2D)

Change the quad size.

Declaration
public void SetQuadSize(Vector2D InQuadSize)
Parameters
Type Name Description
Vector2D InQuadSize
Remarks

This is the unscaled height and width, before component scale is applied. @param InQuadSize: new quad size.

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SetTexture(Texture)

Change the texture displayed on the stereo layer quad @

Declaration
public void SetTexture(Texture InTexture)
Parameters
Type Name Description
Texture InTexture
Remarks

param InTexture: new Texture2D

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SetUVRect(Box2D)

Change the UV coordinates mapped to the quad face @

Declaration
public void SetUVRect(Box2D InUVRect)
Parameters
Type Name Description
Box2D InUVRect
Remarks

param InUVRect: Min and Max UV coordinates

Operators

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Implicit(IntPtr to StereoLayerComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator StereoLayerComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
StereoLayerComponent
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