There are sometimes cases where you want to display imagery to the VR user without affecting the results captured by MixCast (for example: a HUD that would be distracting when drawn over the user’s face in mixed reality). MixCast provides the ability to flag the Actors representing these objects so that they are excluded from the scene when MixCast renders it. To specify these Actors either a Blueprint or C++ function can be called at the start of each of the Actors’ lifecycles.

SDK Version 2.0.0 and lower

Using Blueprints

Add the Set Actor Visibility for MixCast node to a Blueprint of your choosing, then assign the Actor pin to the Actor you’d like hidden for MixCast viewpoints.

Using C++

Call the following function, providing your AActor reference and visible set to false:

void UMixCastBPFunctionLibrary::SetActorVisibilityForMixCast(AActor* actor, bool visible)

SDK Version 2.0.1 and up

This update expands on the options described above to give you full control over the types of cameras that an Actor should be rendered by. Here are some examples where this could be applied:

  • Regular Camera Only: Login Screen with Password Input
  • Regular Camera || First Person MixCast Cameras: Heads-up Display such as Health Bars
  • Third Person MixCast Cameras: Player Accessories such as Hats, Weapons, etc
  • Third Person && Virtual MixCast Cameras: Avatar Body+Head

Using Components

  1. Add the “MixCast Actor Visibility” component to the Actor to control the visibility of.
  2. Configure the fields in the Details pane as desired.

Using Blueprints

  1. Add the “Set Actor Visibility for MixCast” node to your Blueprint.
  2. Connect the Execution and Target pins. The Target should point to the Actor to control the visibility of.
  3. Configure the fields in the node as desired.

Using C++

Call the following function with the desired values. Your AActor reference should point to the Actor to control the visibility of.

void UMixCastBPFunctionLibrary::SetActorVisibilityForMixCast(
    AActor* Target, 
    bool ShowForRegularCameras, 
    bool ShowForMixCastCameras, 
    EMixCastCameraMode MixCastCameraMode, 
    ERenderTypeCondition RenderTypeCondition, 
    EPerspectiveCondition PerspectiveCondition
)