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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <IStereoLayers.h>
Classes | |
| struct | FLayerDesc |
Public Types | |
| enum | ELayerType { WorldLocked , TrackerLocked , FaceLocked } |
| enum | ELayerFlags { LAYER_FLAG_TEX_CONTINUOUS_UPDATE = 0x00000001 , LAYER_FLAG_TEX_NO_ALPHA_CHANNEL = 0x00000002 , LAYER_FLAG_QUAD_PRESERVE_TEX_RATIO = 0x00000004 , LAYER_FLAG_SUPPORT_DEPTH = 0x00000008 , LAYER_FLAG_TEX_EXTERNAL = 0x00000010 , LAYER_FLAG_HIDDEN = 0x00000020 , LAYER_FLAG_DEBUG = 0x00000040 , LAYER_FLAG_MAX_VALUE = LAYER_FLAG_DEBUG << 1 } |
Protected Attributes | |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS bool | bSplashIsShown = false |
| bool | bSplashShowMovie = false |
| FTextureRHIRef | SplashTexture |
| FTextureRHIRef | SplashMovie |
| FVector | SplashOffset = FVector::ZeroVector |
| FVector2D | SplashScale = FVector2D(1.0f, 1.0f) |
| uint32 | SplashLayerHandle = 0 |
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Creates a new layer from a given texture resource, which is projected on top of the world as a quad.
| InLayerDesc | A reference to the texture resource to be used on the quad |
Destroys the specified layer, stopping it from rendering over the world.
| LayerId | The ID of layer to be destroyed |
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Get a reference to the internal FLayerDesc structure for a given layer ID Only finds layers from the top of the Push/PopLayerState stack
| LayerId | The ID of the layer to find |
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Get texture reference to HMD swapchain to avoid the copy path, useful for continuous update layers
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Returns a list of debug textures to be rendered onto the default spectator screen. This is intended to be the textures for layers which have LAYER_FLAG_DEBUG set. All textures in this array should be nonnull and 2D in dimension.
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Get the currently set layer description
| LayerId | The ID of layer to be set the description |
| OutLayerDesc | The returned layer description |
Optional method to hide the 3D scene and only render the stereo overlays. No-op if not supported by the platform.
If pushing and popping layer state is supported, the visibility of the background layer should be part of the saved state.
Tell if the background layer is visible. Platforms that do not implement Hide/ShowBackgroundLayer() always return true.
Marks this layers texture for update
| LayerId | The ID of layer to be set the description |
Restores the stereo layer state from the last save state.
Currently active layers will be destroyed and replaced with the previous state.
Saves the current stereo layer state on a stack to later restore them.
Useful for creating temporary overlays that should be torn down later.
When bPreserve is false, existing layers will be temporarily disabled and restored again when calling PopLayerState() The disabled layer's properties are still accessible by calling Get and SetLayerDesc, but nothing will change until after the state has been restored. Calling DestroyLayer on an inactive layer, will prevent it from being restored when PopLayerState() is called.
When bPreserve is true, existing layers will remain active, but when calling PopLayerState(), any changed properties will be restored back to their previous values. Calling DestroyLayer on an active layer id will make the layer inactive. The layer will be reactivated when the state is restored. (You can call DestroyLayer multiple times on the same layer id to remove successively older versions of a layer.)
In either case, layers created after PushLayerState() will be destroyed upon calling PopLayerState().
| bPreserve | Whether the existing layers should be preserved after saving the state. If false all existing layers will be disabled. |
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Set the a new layer description
| LayerId | The ID of layer to be set the description |
| InLayerDesc | The new description to be set |
If true the debug layers are copied to the spectator screen, because they do not naturally end up on the spectator screen as part of the 3d view.
Optional method to undo the effect of hiding the 3D scene. No-op if not supported by the platform.
Returns true if the StereoLayers implementation supports saving and restoring state using Push/PopLayerState()
Update splash screens from current state
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