// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Math/Color.h" #include "Math/MathFwd.h" #include "UObject/Object.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "ARLightEstimate.generated.h" struct FFrame; UCLASS(BlueprintType, Experimental, Category="AR AugmentedReality|Light Estimation") class UARLightEstimate : public UObject { GENERATED_BODY() }; UCLASS(BlueprintType, Category = "AR AugmentedReality|Light Estimation") class AUGMENTEDREALITY_API UARBasicLightEstimate : public UARLightEstimate { GENERATED_BODY() public: void SetLightEstimate(float InAmbientIntensityLumens, float InColorTemperatureKelvin); void SetLightEstimate(FVector InRGBScaleFactor, float InPixelIntensity); void SetLightEstimate(float InColorTemperatureKelvin, FLinearColor InAmbientColor); UFUNCTION(BlueprintPure, Category = "AR AugmentedReality|Light Estimation") float GetAmbientIntensityLumens() const; UFUNCTION(BlueprintPure, Category = "AR AugmentedReality|Light Estimation") float GetAmbientColorTemperatureKelvin() const; UFUNCTION(BlueprintPure, Category = "AR AugmentedReality|Light Estimation") FLinearColor GetAmbientColor() const; private: UPROPERTY() float AmbientIntensityLumens; UPROPERTY() float AmbientColorTemperatureKelvin; UPROPERTY() FLinearColor AmbientColor; };