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
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.
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
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 )