{"className": "AARPassthroughManager::BeginPlay", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "Overridable native event for when play begins for this actor.", "module": "ARUtilities", "code": "virtual void BeginPlay()", "variables": []} {"className": "AARPassthroughManager::GetPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=\"Passthrough\") [UPassthroughMaterialUpdateComponent](API\\Plugins\\ARUtilities\\UPassthroughMaterialUpdateCompon-) * GetPassthroughMaterialUpdateComponent() const", "variables": []} {"className": "AARPassthroughManager::AARPassthroughManager", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "", "module": "ARUtilities", "code": "AARPassthroughManager ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []} {"className": "AARPassthroughManager", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "A helper actor that collects the ARComponent in the scene and apply the passthrough material to them.", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=\"AR\") class AARPassthroughManager : public [AActor](API\\Runtime\\Engine\\GameFramework\\AActor)", "variables": [{"type": "TArray & OutUVs, const FVector2D & UVOffset )", "variables": []} {"className": "UARUtilitiesFunctionLibrary::GetUVOffset", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Return the UV offset by trying to fit a specific texture size onto the view (cropping)", "module": "ARUtilities", "code": "static FVector2D GetUVOffset ( const FVector2D & ViewSize, const FVector2D & TextureSize )", "variables": []} {"className": "FARUtilitiesModule::StartupModule", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilities.h", "description": "IModuleInterfaceimplementation", "module": "ARUtilities", "code": "virtual void StartupModule()", "variables": []} {"className": "UARUtilitiesFunctionLibrary::UpdateCameraTextureParam", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: For regular texture: CameraTexture For external texture: ExternalCameraTexture", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateCameraTextureParam ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\\Runtime\\Engine\\Engine\\UTexture) * CameraTexture, float ColorScale )", "variables": []} {"className": "UARUtilitiesFunctionLibrary::UpdateSceneDepthTexture", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: Scene depth texture: SceneDepthTexture Depth to meter scale: DepthToMeterScale", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateSceneDepthTexture ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\\Runtime\\Engine\\Engine\\UTexture) * SceneDepthTexture, float DepthToMeterScale )", "variables": []} {"className": "UARUtilitiesFunctionLibrary::UpdateWorldToMeterScale", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: World to meter scale: WorldToMeterScale", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateWorldToMeterScale ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, float WorldToMeterScale )", "variables": []} {"className": "UARUtilitiesFunctionLibrary", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UARUtilitiesFunctionLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []} {"className": "UPassthroughMaterialUpdateComponent::AddAffectedComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Add a component to be affected by the passthrough rendering", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void AddAffectedComponent ( [UPrimitiveComponent](API\\Runtime\\Engine\\Components\\UPrimitiveComponent) * InComponent )", "variables": []} {"className": "UPassthroughMaterialUpdateComponent::RemoveAffectedComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Remove the component from passthrough rendering", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void RemoveAffectedComponent ( [UPrimitiveComponent](API\\Runtime\\Engine\\Components\\UPrimitiveComponent) * InComponent )", "variables": []} {"className": "UPassthroughMaterialUpdateComponent::SetPassthroughDebugColor", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Update the passthrough debug color", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void SetPassthroughDebugColor ( [FLinearColor](API\\Runtime\\Core\\Math\\FLinearColor) NewDebugColor )", "variables": []} {"className": "UPassthroughMaterialUpdateComponent::TickComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.", "module": "ARUtilities", "code": "virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\\Runtime\\Engine\\Engine\\FActorComponentTickFunction) * ThisTickFunction )", "variables": []} {"className": "UPassthroughMaterialUpdateComponent::UPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "", "module": "ARUtilities", "code": "UPassthroughMaterialUpdateComponent()", "variables": []} {"className": "UPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Helper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=\"AR\", Meta=(BlueprintSpawnableComponent)) class UPassthroughMaterialUpdateComponent : public [UActorComponent](API\\Runtime\\Engine\\Components\\UActorComponent)", "variables": [{"type": "FLinearColor", "name": "PassthroughDebugColor", "description": "The debug color used to modulate the passthrough material."}, {"type": "TObjectPtr