unreal.OculusMR_Settings

class unreal.OculusMR_Settings(outer=None, name='None')

Bases: unreal.Object

Oculus MR Settings

C++ Source:

  • Plugin: OculusVR
  • Module: OculusMR
  • File: OculusMR_Settings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • casting_latency (float): [Read-Write] When CompositionMethod is External Composition, the latency of the casting output which could be adjusted to match the camera latency in the external composition application
  • chroma_key_color (Color): [Read-Write] [Green-screen removal] Chroma Key Color. Apply when CompositionMethod is DirectComposition
  • chroma_key_similarity (float): [Read-Write] [Green-screen removal] Chroma Key Similarity. Apply when CompositionMethod is DirectComposition
  • chroma_key_smooth_range (float): [Read-Write] [Green-screen removal] Chroma Key Smooth Range. Apply when CompositionMethod is DirectComposition
  • chroma_key_spill_range (float): [Read-Write] [Green-screen removal] Chroma Key Spill Range. Apply when CompositionMethod is DirectComposition
  • clipping_reference (OculusMR_ClippingReference): [Read-Write] Specify the distance to the camera which divide the background and foreground in MxR casting. Set it to CR_TrackingReference to use the distance to the Tracking Reference, which works better in the stationary experience. Set it to CR_Head would use the distance to the HMD, which works better in the room scale experience.
  • dynamic_lighting_depth_smooth_factor (float): [Read-Write] Larger values make dynamic lighting effects smoother, but values that are too large make the lighting look flat.
  • dynamic_lighting_depth_variation_clamping_value (float): [Read-Write] Sets the maximum depth variation across edges (smaller values set smoother edges)
  • external_composition_post_process_effects (OculusMR_PostProcessEffects): [Read-Write] Set the amount of post process effects in the MR view for external composition
  • hand_pose_state_latency (float): [Read-Write] When CompositionMethod is Direct Composition, you could adjust this latency to delay the virtual hand movement by a small amount of time to match the camera latency
  • height_per_view (int32): [Read-Write] When bUseTrackedCameraResolution is false, the height of each casting viewport
  • use_tracked_camera_resolution (bool): [Read-Write] The casting viewports would use the same resolution of the camera which used in the calibration process.
  • virtual_green_screen_type (OculusMR_VirtualGreenScreenType): [Read-Write] The type of virtual green screen
  • width_per_view (int32): [Read-Write] When bUseTrackedCameraResolution is false, the width of each casting viewport
bind_to_tracked_camera_index_if_available(tracked_camera_index) → None

Bind the casting camera to the calibrated external camera. (Requires a calibrated external camera)

Parameters:tracked_camera_index (int32) –
casting_latency

(float) – [Read-Write] When CompositionMethod is External Composition, the latency of the casting output which could be adjusted to match the camera latency in the external composition application

chroma_key_color

(Color) – [Read-Write] [Green-screen removal] Chroma Key Color. Apply when CompositionMethod is DirectComposition

chroma_key_similarity

(float) – [Read-Write] [Green-screen removal] Chroma Key Similarity. Apply when CompositionMethod is DirectComposition

chroma_key_smooth_range

(float) – [Read-Write] [Green-screen removal] Chroma Key Smooth Range. Apply when CompositionMethod is DirectComposition

chroma_key_spill_range

(float) – [Read-Write] [Green-screen removal] Chroma Key Spill Range. Apply when CompositionMethod is DirectComposition

clipping_reference

(OculusMR_ClippingReference) – [Read-Write] Specify the distance to the camera which divide the background and foreground in MxR casting. Set it to CR_TrackingReference to use the distance to the Tracking Reference, which works better in the stationary experience. Set it to CR_Head would use the distance to the HMD, which works better in the room scale experience.

dynamic_lighting_depth_smooth_factor

(float) – [Read-Write] Larger values make dynamic lighting effects smoother, but values that are too large make the lighting look flat.

dynamic_lighting_depth_variation_clamping_value

(float) – [Read-Write] Sets the maximum depth variation across edges (smaller values set smoother edges)

external_composition_post_process_effects

(OculusMR_PostProcessEffects) – [Read-Write] Set the amount of post process effects in the MR view for external composition

get_bind_to_tracked_camera_index() → int32

Get Bind to Tracked Camera Index

Returns:
Return type:int32
get_capturing_camera() → OculusMR_CameraDeviceEnum

When CompositionMethod is DirectComposition, the physical camera device which provide the frame

Returns:
Return type:OculusMR_CameraDeviceEnum
get_composition_method() → OculusMR_CompositionMethod

ExternalComposition: The casting window includes the background and foreground view DirectComposition: The game scene would be composited with the camera frame directly

Returns:
Return type:OculusMR_CompositionMethod
get_depth_quality() → OculusMR_DepthQuality

The quality level of the depth sensor

Returns:
Return type:OculusMR_DepthQuality
get_is_casting() → bool

Is MRC on and off

Returns:
Return type:bool
get_use_dynamic_lighting() → bool

Is using the in-game lights on the camera frame

Returns:
Return type:bool
hand_pose_state_latency

(float) – [Read-Write] When CompositionMethod is Direct Composition, you could adjust this latency to delay the virtual hand movement by a small amount of time to match the camera latency

height_per_view

(int32) – [Read-Write] When bUseTrackedCameraResolution is false, the height of each casting viewport

load_from_ini() → None

Load settings from the config file

save_to_ini() → None

Save settings to the config file

set_capturing_camera(val) → None

When CompositionMethod is DirectComposition, the physical camera device which provide the frame

Parameters:val (OculusMR_CameraDeviceEnum) –
set_composition_method(val) → None

ExternalComposition: The casting window includes the background and foreground view DirectComposition: The game scene would be composited with the camera frame directly

Parameters:val (OculusMR_CompositionMethod) –
set_depth_quality(val) → None

The quality level of the depth sensor

Parameters:val (OculusMR_DepthQuality) –
set_is_casting(val) → None

Turns MRC on and off

Parameters:val (bool) –
set_use_dynamic_lighting(val) → None

Use the in-game lights on the camera frame

Parameters:val (bool) –
use_tracked_camera_resolution

(bool) – [Read-Write] The casting viewports would use the same resolution of the camera which used in the calibration process.

virtual_green_screen_type

(OculusMR_VirtualGreenScreenType) – [Read-Write] The type of virtual green screen

width_per_view

(int32) – [Read-Write] When bUseTrackedCameraResolution is false, the width of each casting viewport