After adding the HoloPlayCapture to the scene and selecting it, you should be able to find the settings on the right hand side in the details panel.
Distance in Unreal Units (cm by default) from center of HoloPlay to top of HoloPlay. As in, a size of 7 will make a HoloPlay whose total height at the zero-parallax plane to be 14
Type: FColor (RGBA)
Color of preview frustum
Frustum Line Thickness
Thickness of preview frustum lines.
Mid Plane Frustum Color
Type: FColor (RGBA)
Color of the preview mid-plane that represents the center of the display.
Mid Plane Line Length
Length of mid-plane arms
Mid Plane Line Thickness
Thickness of mid-plane lines
Near Clip Factor
Sets the near clipping plane for the camera as measured from the center of the HoloPlay GameObject, multiplied by scale.
For example, a HoloPlay with a nearClipFactor of 1.5 and a size of 10 means that the camera will set the near clipping plane to be 15 units in front of the HoloPlay's location.
Use Far Clip Plane
Specifier to clip far plane or not. This will help to prevent shadowing artifacts caused by clipping planes. See “Light Shadow Artifacts” below.
Sets the far clipping plane for the camera as measured from the center of the HoloPlay GameObject, multiplied by scale.
For example, a HoloPlay with a farClipFactor of 1.5 and a size of 10 means that the camera will set the far clipping plane to be 15 units in behind of the HoloPlay's location.
Sets fov of camera like normal, but this ends up changing how far the camera is from center (GetCamDistance() will return larger values for smaller FOVs)
Use Custom Vertical Angle
Specifier to use custom vertical viewing angle.
Sets a custom viewing angle in the Z axis. Good for uses when the display will be viewed primarily from the top or bottom.
Use Custom View Cone
Specifier to use custom view cone angle.
Sets custom view cone angle used in rendering quilt. Increases or decreases the amount of depth to render with the capture.
Specifier to render with orthographic projection or perspective projection.
Override Quilt Texture 2D
Type: UTexture2D* (pointer)
Uses custom quilt texture for rendering to Looking Glass display. Debug tool for testing calibration and lenticular shader.
Type: (Enum) EHoloPlayQualitySettings
Enum for quality settings used for quilt creation. Select the quality setting you would like to render with by selecting a setting from the dropdown.
Sets the number of columns that will be added to the quilt texture. Also can be seen as the number of images to tile in the X direction for the quilting texture.
Sets the number of rows that will be added to the quilt texture. Also can be seen as the number of images to tile in the Y direction for the quilting texture.
Sets the pixel width of the final quilting texture.
Sets the pixel height of the final quilting texture.
Offset Scale Proj (debug only)
Offsets the perspective matrix in the X and Y by a specified scale factor.
Offset Scale View (debug only)
Offsets the view camera location (view matrix) in the X and Y by a specified scale factor.
Public RenderView(int ViewToRender, int NumViewsToRender)
Renders specified view from NumViewsToRender to quilt texture. This function calls the CaptureScene() function which captures snapshot of scene from HoloPlaySceneCapture Component.
*Note: This is a blueprint callable function which is available for users to access and call.
Applies the HoloPlay attributes to the internal HoloPlay camera. HoloPlay calls this every frame, so you won't need to unless you're doing advanced things with timing.
Returns the camera's distance from the center. This will be a positive number.
AngleAtView(int View, int NumViews, float InViewCone)
Returns the horizontal angle used for rendering the particular view from total NumViews.
HandleOffset(float InHorizontalAngle, float InVerticalAngle)
Main function that calculates the proper offset in both X and Y. This function is also responsible for setting the SceneCapture position and applying custom projection matrix to SceneCapture.
GenerateProjectionMatrix(float INFOV, float Aspect, float Near, float Far, float OffsetX, float OffsetY)
Calculates perspective and orthographic matrices used for rendering. Returns custom 4 x 4 matrix with calculated offsets.