This is a breakdown of the Unreal Camera System, and what is possible to be adjusted.
Default
Desired FPS
Create on Awake
Type: FPS Boolean | Default: 30true
Changes the set FPS of the game, we have found that 30fps is best for realtime content.
Gamma
Type: Float | Default: 1.0
The Output gamma for the render textures and spout sender
Capture Source
Type: Enum <SceneCaptureSource> | Default: Final Color [HDR] in Linear sRGB gamut
How the cameras should capture the scene, and store it in a render texture to send to the Igloo System.
Note |
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Choices with Alpha produce sub optimal results in the Igloo software, use the preview app whilst adjusting this value. |
Set Defaults Automatically
Type: Boolean | Default: True
For the Igloo Structure Type, if true, all the default values will be set on play. Overwriting any changes made.
Igloo Structure Type
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Specifies how the camera system should output. Choices are:
Flat Wall - Will create a full 360 cubemap output using the Cube camera system
Curved Wall - Will create an equirectangular output using the Stereo camera system
Follow
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Creates the 360 camera system on Begin Play. If you would like to script the plugin to output only after a certain condition is met, disable this, and write a script to activate the functions within Begin Play on the Igloo Manager.
Follow Object
Type: Actor | Default: null
Place an Actor component here, for the camera system to follow.
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Full Equirectangular
Type: Boolean | Default: false
Follows the actor that is played in the Object to Follow slot.
Follow Rotation
Type: Boolean | Default: false
The camera will mimic the rotation of the object is its following, based on the rotation axis multiplyer, when true.
Follow Camera
Type: Boolean | Default: true
The camera system will follow the current active camera in the level.
Rotation Axis Multiplyer
Type: Vector3 | Default: 0, 0, 1
Changing this multiplyer will make the camera system copy the rotation of the actor that it is following.
Note |
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Rotating the Igloo Camera can produce nausiating effects. Please be carefull using this feature. Best to only have it active for cutscenes. |
3D
Eye Seperation
Type: float | Default: 3.0
The amount of seperation between the left and right eye when 3D is active
Igloo 3D Active
Type: Boolean | Default: false
When active, creates double the amount of cameras within the scene. This will cause a significant performance overhead.
Equirectangular
Equirectangular Output
Type: Boolean | Default: True
Uses an equirectangular shader to merge the output of the stereo cylindrical camera system into a single texture
Equirectangular Resolution
Type: Vector2 | Default: 8000x4000
The texture size for the render textures to be created and then sent to the Igloo warper via Spout
Equirectangular Spout Name
Type: Name | Default: UnrealCam
The name of the Equirectangular spout sender, this is what you’ll find in Receiver, or under External Application Inputs, on the Igloo Preview app, and warper app.
Cylindrical Camera
Camera Count
Type: integer | Default: 4
The amount of cameras for the cylindrical camera system to create. We have found 4 is the best for most projects.
Camera Spout Name
Type: Name | Default: UnrealCam
The prefix for the spout senders for each camera (if not using equirectangular)
Igloo Radius
Type: float | Default: 360
The radius of the Igloo structure, 360 is most commonWhen false, the output is a 8000x1000 panoramic texture.
When true, the output is a 8000x4000 equirectangular full sphere.
Spout Output Name
Type: Name | Default: IglooUnreal
The name of the spout source sent to the Igloo Warper / ICE
Gamma
Type: Float | Default: 2.2
The Output gamma for the render textures and spout sender
Exposure Compensation
Type: Float | Default: 0.0
Adjusts the exposure value of the camera system. This is the most adjusted setting, as it can vary widely from level to level.