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API > API/Plugins > API/Plugins/Avalanche
| Name | UAvaGameInstance |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/Avalanche/Source/Avalanche/Public/Framework/AvaGameInstance.h |
| Include Path | #include "Framework/AvaGameInstance.h" |
Syntax
UCLASS (DisplayName="Motion Design Game Instance")
class UAvaGameInstance : public UGameInstance
Inheritance Hierarchy
- FExec → UGameInstance → UAvaGameInstance
- UObjectBase → UObjectBaseUtility → UObject → UGameInstance → UAvaGameInstance
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnAvaGameInstanceEvent | TMulticastDelegate_TwoParams< void, UAvaGameInstance *, FName > | Framework/AvaGameInstance.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| OnEndPlay | FOnAvaGameInstanceEvent | Framework/AvaGameInstance.h | |
| OnRenderTargetReady | FOnAvaGameInstanceEvent | Framework/AvaGameInstance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BeginPlayWorld
(
const FAvaInstancePlaySettings& InWorldPlaySettings |
Framework/AvaGameInstance.h | ||
void CancelWorldRequests() |
Cancel any pending EndPlayWorld or UnloadWorld requests. | Framework/AvaGameInstance.h | |
bool CreateWorld() |
Create the game world | Framework/AvaGameInstance.h | |
| Get the currently playing game viewport client. | Framework/AvaGameInstance.h | ||
UWorld * GetPlayWorld() |
Framework/AvaGameInstance.h | ||
UTextureRenderTarget2D * GetRenderTarget() |
Framework/AvaGameInstance.h | ||
| Get the currently playing scene viewport. | Framework/AvaGameInstance.h | ||
bool IsRenderTargetReady() |
Returns true if the render target has been rendered and is ready to be used for output. | Framework/AvaGameInstance.h | |
bool IsWorldCreated() |
Framework/AvaGameInstance.h | ||
bool IsWorldPlaying() |
Framework/AvaGameInstance.h | ||
void RequestEndPlayWorld
(
bool bForceImmediate |
The end play is normally requested to be done on the next Tick(). | Framework/AvaGameInstance.h | |
void RequestUnloadWorld
(
bool bForceImmediate |
Framework/AvaGameInstance.h | ||
void ResetRenderTargetReady() |
Reset the flag so the OnRenderTargetReady event can be called again on the next render. | Framework/AvaGameInstance.h | |
void UpdateRenderTarget
(
UTextureRenderTarget2D* InRenderTarget |
Framework/AvaGameInstance.h | ||
void UpdateSceneViewportSize
(
const FIntPoint& InViewportSize |
The output channels can be resized during playback, if this happens, the scene viewport needs to be updated to reflect the change. | Framework/AvaGameInstance.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void EndPlayWorld() |
Framework/AvaGameInstance.h | ||
void OnEndFrameTick() |
Framework/AvaGameInstance.h | ||
void OnEnginePreExit() |
Framework/AvaGameInstance.h | ||
void Tick
(
float DeltaSeconds |
Framework/AvaGameInstance.h | ||
void UnloadWorld
(
bool bInShutdown |
Framework/AvaGameInstance.h |
Overridden from UGameInstance
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ULocalPlayer * CreateInitialPlayer
(
FString& OutError |
Framework/AvaGameInstance.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Framework/AvaGameInstance.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAvaGameInstance * Create
(
UObject* InOuter |
Creates a new Motion Design Game instance from the given Motion Design Template Asset. | Framework/AvaGameInstance.h | |
static FOnAvaGameInstanceEvent & GetOnEndPlay() |
Event called on EndPlayWorld(). | Framework/AvaGameInstance.h | |
static FOnAvaGameInstanceEvent & GetOnRenderTargetReady() |
Event called when the render target becomes ready. | Framework/AvaGameInstance.h |