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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <IXRCamera.h>
Inheritance diagram for IXRCamera:Public Member Functions | |
| IXRCamera () | |
| virtual void | UseImplicitHMDPosition (bool bInImplicitHMDPosition)=0 |
| virtual bool | GetUseImplicitHMDPosition () const =0 |
| virtual void | ApplyHMDRotation (APlayerController *PC, FRotator &ViewRotation)=0 |
| virtual bool | UpdatePlayerCamera (FQuat &CurrentOrientation, FVector &CurrentPosition, float DeltaTime)=0 |
| virtual void | OverrideFOV (float &InOutFOV)=0 |
| virtual void | SetupLateUpdate (const FTransform &ParentToWorld, USceneComponent *Component, bool bSkipLateUpdate)=0 |
| virtual void | CalculateStereoCameraOffset (const int32 ViewIndex, FRotator &ViewRotation, FVector &ViewLocation)=0 |
| virtual bool | GetPassthroughCameraUVs_RenderThread (TArray< FVector2D > &OutUVs) |
Public Member Functions inherited from IIdentifiableXRDevice | |
| virtual int32 | GetSystemDeviceId () const =0 |
Public Member Functions inherited from IXRSystemIdentifier | |
| virtual FName | GetSystemName () const =0 |
Interface used by the camera component to figure out the final position of a motion tracked camera.
To reduce duplicated code, implementations should use the FXRCameraBase instead of implementing this interface directly.
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inline |
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pure virtual |
Optionally called by APlayerController to apply the orientation of the headset to the PC's rotation. If this is not done then the PC will face differently than the camera, which might be good (depending on the game).
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pure virtual |
Calculates the offset for the camera position, given the specified eye pass, position and rotation. An XR plugin implementing stereo rendering should forward all calls of CalculateStereoViewOffset to this method.
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inlinevirtual |
Fetches the UV coordinates of an AR passthrough camera relative to the screen. Takes into account cropping, orientation and difference between camera and screen aspect ratios. Returns false if the UVs are not available or if the feature is not supported or implemented by the current platform. If the result is true, OutUVs will contain the four corner UVs of the passthrough camera rectangle.
This method should only be called from the render thread.
Gets the view offset mode to assume an implied HMD position
Override the Field of View for the player camera component.
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pure virtual |
Setup state for applying the render thread late update
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pure virtual |
Apply the orientation and position of the headset to the Camera.
Set the view offset mode to assume an implied HMD position