Load from Ini

Loads the Mixed Reality Capture settings from Engine.ini to an internal Oculus MR Settings object.

Overview

Loads all the settings (except IsCasting) from the [Oculus.Settings.MixedReality] section in the Saved/Config/Windows/Engine.ini file.

The input, Target, is a reference to the Oculus MR Settings object returned by Get Oculus MR Settings. Settings that are not present in the .ini file will not be changed in the object referenced by Target.

Also see: Save to Ini.

Blueprint

Arguments

Target - A reference to the Oculus MR Settings object returned by Get Oculus MR Settings, which contains the following properties:

  • bIsCasting (GetIsCasting/SetIsCasting) - Turns MRC on and off (does not get saved to or loaded from ini)
  • CompositionMethod (GetCompositionMethod/SetCompositionMethod)
    • ExternalComposition (default): The casting window includes the background and foreground view.
    • DirectComposition: The game scene is composited with the camera frame directly.
  • bUseDynamicLighting (GetUseDynamicLighting/SetUseDynamicLighting) - Set to true to active Dynamic Lighting. Only works with ZED Camera.
  • DepthQuality (GetDepthQuality/SetDepthQuality)- Quality level of depth image for dynamic lighting to Low, Medium, or High. Higher values are more smooth and accurate, but more costly for performance.
  • BindToTrackedCameraIndex (BindToTrackedCameraIndexIfAvailable/GetBindToTrackedCameraIndex) - Index of the calibrated external camera that the in-game MRC camera should be bound to.
  • ClippingReference - Specifies the distance from the camera to the mixed reality capture casting background/foreground boundary. Set to CR_TrackingReference to use the distance to the Tracking Reference (recommended for stationary experiences). Set to CR_Head to use the distance to the HMD (default, recommended for roomscale experiences).
  • bUseTrackedCameraResolution - If true the casting viewports will use the same resolution as the camera used in the calibration process.
  • WidthPerView - When bUseTrackedCameraResolution is false, sets the width of each casting viewport (foreground, background, or direct composited).
  • HeightPerView - When bUseTrackedCameraResolution is false, sets the height of each casting viewport (foreground, background, or direct composited).
  • CapturingCamera - When CompositionMethod is set to DirectComposition, indicates which physical camera device provides the video frame for compositing. Options are Web Camera 0, Web Camera 1, and ZED camera.
  • CastingLatency - When CompositionMethod is set to ExternalComposition, sets the latency of the casting output. This setting may be used to help sync with the camera latency in the external composition application.
  • HandPoseStateLatency - When CompositionMethod is set to DirectComposition, adds a delay in seconds (max. 0.5) to the tracked controllers in the composited scene to correct for camera latency.
  • ChromaKeyColor - Specify the approximate color of your green screen as compositing reference. The default value is Color.green, which matches a typical general green screen under good lighting conditions.
  • ChromaKeySimilarity - When the distance between pixel color and chromaKeyColor is less than chromaKeySimiliarity, the pixel is hidden. Increase this value if the green screen is partially visible, and reduce this value if the person in the scene partially disappears.
  • ChromaKeySmoothRange - Defines a small range of color distance between the pixel and the green screen in which the video frame pixel will be rendered as semi-transparent. Increase this value to make the person image more smooth, and decrease it to sharpen.
  • ChromaKeySplitRange - Defines a small range of color distance between the pixel and the green screen in which the video frame pixel will be desaturated. Increase this value to reduce green edges around the person’s image. Decrease it if the person image looks overly desaturated.
  • VirtualGreenScreenType - The type of virtual green screen based on the guardian boundary type. Options are Off, OuterBoundary, or PlayArea.
  • DynamicLightingDepthSmoothFactor - Larger values make dynamic lighting effects smoother, but values that are too large make the lighting look flat.
  • DynamicLightingDepthVariationClampingValue - Sets the maximum depth variation across edges (smaller values set smoother edges).
  • ExternalCompositionPostProcessEffects - When CompositionMethod is set to ExternalComposition, sets the amount of post process effects shown in the mixed reality capture. Off will disable all postprocess effects. On will enable postprocess effects, but may cause visual inaccuracy.

Output

  • No output.

Sample

This sample shows how to use Load from Ini in conjunction with several related Blueprints functions.