Load from Ini
This blueprint loads the Mixed Reality Capture settings from Engine.ini to an internal Oculus MR Settings object.
This blueprint loads all the settings except IsCasting
from the [Oculus.Settings.MixedReality] section in the Saved/Config/Windows/Engine.ini
file.
Note: Settings that are not present in the .ini file will not be changed in the referenced object.

Target: This references 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
: Rift only. The game scene is composited with the camera frame directly.
BindToTrackedCameraIndex
(BindToTrackedCameraIndexIfAvailable
/GetBindToTrackedCameraIndex
): Index of the calibrated external camera to which the in-game MRC camera should be bound.ClippingReference
: Specifies the distance from the camera to the mixed reality capture casting background/foreground boundary. For stationary experiences, set to CR_TrackingReference
to use the distance to the tracking reference. For room-scale experiences, set to CR_Head to use the distance to the HMD (the default setting).bUseTrackedCameraResolution
: Set to True for the casting viewports to use the same resolution as the camera in the calibration process.WidthPerView
: Set bUseTrackedCameraResolution
to False to set the width of each casting viewport (foreground, background, or direct-composited).HeightPerView
: Set bUseTrackedCameraResolution
to False, to set the height of each casting viewport (foreground, background, or direct composited).CapturingCamera
(GetCapturingCamera/SetCapturingCamera
): Set CompositionMethod
to DirectComposition
to choose which physical camera device should provide the video frame for compositing. Available options are Web Camera 0 and Web Camera 1.CastingLatency
- Set CompositionMethod
to ExternalComposition
to set the latency of the casting output. This setting may be used to help sync with the camera latency in the external composition application.ExternalCompositionPostProcessEffects
: Set CompositionMethod
to ExternalComposition
to set the amount of post process effects that are shown in the mixed reality capture. Setting it to Off will disable all post-process effects. Setting it to On will enable post-process effects, but may cause visual inaccuracy.BackdropColor
: Set CompositionMethod
to ExternalComposition
to show the color of the backdrop in the foreground view.HandPoseStateLatency
: (Deprecated) Set CompositionMethod
to DirectComposition
to add a delay in seconds (up to a max. 0.5) to the tracked controllers in the composited scene to correct for camera latency.ChromaKeyColor
: (Deprecated) This specifies the approximate color of your green screen as a compositing reference. The default value is Color.green
, which matches a typical general green screen under good lighting conditions.ChromaKeySimilarity
: (Deprecated) This determines the visibility of pixels based on color. 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
: (Deprecated) This 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’s image smoother and decrease the value to sharpen the image.ChromaKeySplitRange
: (Deprecated) This 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 and decrease it if the person’s image looks overly desaturated.VirtualGreenScreenType
: This specifies the type of virtual green screen based on the guardian boundary type. Available options are Off, OuterBoundary, or PlayArea.DynamicLightingDepthSmoothFactor
: This determines the smooth factor of the lighting. Larger values make dynamic lighting effects smoother, while values that are too large make the lighting look flat.
The following sample shows how Unreal Engine uses Load from Ini in conjunction with related Blueprint functions.