description: Overridable native event for when play begins for this actor.

module: ARUtilities

code: virtual void BeginPlay()


code: AARPassthroughManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AARPassthroughManager

description: A helper actor that collects the ARComponent in the scene and apply the passthrough material to them.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup="AR") class AARPassthroughManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ARComponentClasses

type: TArray<TSubcla...

description: What kinds of AR components should be gathered


className: EARLiveLinkSourceType

code: enum EARLiveLinkSourceType { None, ARKitPoseTracking, }


className: FARKitPoseTrackingConfig

HumanForward

type: FVector


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FARUtilitiesModule

code: class FARUtilitiesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: void BuildPoseFromAnimationData ( const [UARLiveLinkRetargetAsset](API\Plugins\ARUtilities\UARLiveLinkRetargetAsset) & SourceAsset, float DeltaTime, const [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


code: static const [FName](API\Runtime\Core\UObject\FName) & GetModularFeatureName()


className: IARLiveLinkRetargetingLogic

description: Interface that allows each platform to implement its own retarting logic

code: class IARLiveLinkRetargetingLogic : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Build OutPose from AnimationData if subject was from this type.

code: virtual void BuildPoseFromAnimationData ( float DeltaTime, const [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


code: [FName](API\Runtime\Core\UObject\FName) GetRemappedBoneName ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UARLiveLinkRetargetAsset

description: Platform agnostic live link retarget asset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UARLiveLinkRetargetAsset : public [ULiveLinkRetargetAsset](API\Runtime\LiveLinkAnimationCore\ULiveLinkRetargetAsset)

ARKitPoseTrackingConfig

type: FARKitPoseTrack...

description: Configuration when using ARKit pose tracking

BoneMap

type: TMap<FName,FN...

description: Mapping from AR platform bone name to UE4 skeleton bone name

SourceType

type: EARLiveLinkSour...


description: Fill out quad vertices in OutUVs using the specified UV offset

code: static void GetPassthroughCameraUVs ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutUVs, const FVector2D & UVOffset )


description: Return the UV offset by trying to fit a specific texture size onto the view (cropping)

code: static FVector2D GetUVOffset ( const FVector2D & ViewSize, const FVector2D & TextureSize )


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: Update material texture parameter using pre-defined names: For regular texture: CameraTexture For external texture: ExternalCameraTexture

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 )


description: Update material texture parameter using pre-defined names: Scene depth texture: SceneDepthTexture Depth to meter scale: DepthToMeterScale

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 )


description: Update material texture parameter using pre-defined names: World to meter scale: WorldToMeterScale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AR Utilities") static void UpdateWorldToMeterScale ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MaterialInstance, float WorldToMeterScale )


description: Add a component to be affected by the passthrough rendering

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void AddAffectedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Remove the component from passthrough rendering

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void RemoveAffectedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Update the passthrough debug color

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void SetPassthroughDebugColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewDebugColor )


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.

code: virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: UPassthroughMaterialUpdateComponent()


className: UPassthroughMaterialUpdateComponent

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup="AR", Meta=(BlueprintSpawnableComponent)) class UPassthroughMaterialUpdateComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

PassthroughDebugColor

type: FLinearColor

description: The debug color used to modulate the passthrough material.

PassthroughMaterial

type: TObjectPtr<UMa...

description: Which material to use for a regular camera texture

PassthroughMaterialExternalTexture

description: Which material to use for an external camera texture

TextureType

type: EARTextureType

description: Which AR texture to use as the camera texture