unreal.PassthroughMaterialUpdateComponent

class unreal.PassthroughMaterialUpdateComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Helper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.

C++ Source:

  • Plugin: ARUtilities

  • Module: ARUtilities

  • File: PassthroughMaterialUpdateComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • passthrough_debug_color (LinearColor): [Read-Write] The debug color used to modulate the passthrough material. This can be used to visualize the affected meshes.

  • passthrough_material (MaterialInterface): [Read-Write] Which material to use for a regular camera texture

  • passthrough_material_external_texture (MaterialInterface): [Read-Write] Which material to use for an external camera texture

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • texture_type (ARTextureType): [Read-Write] Which AR texture to use as the camera texture

add_affected_component(component) None

Add a component to be affected by the passthrough rendering

Parameters:

component (PrimitiveComponent) –

remove_affected_component(component) None

Remove the component from passthrough rendering

Parameters:

component (PrimitiveComponent) –

set_passthrough_debug_color(new_debug_color) None

Update the passthrough debug color

Parameters:

new_debug_color (LinearColor) –