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API > API/Plugins > API/Plugins/DMXPixelMappingRuntime
DMX Pixel Mapping.
Reads pixel colors of a Texture, Material or UMG widget and sends them as DMX.
| Name | UDMXPixelMapping |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/DMX/DMXPixelMapping/Source/DMXPixelMappingRuntime/Public/DMXPixelMapping.h |
| Include Path | #include "DMXPixelMapping.h" |
Syntax
UCLASS (BlueprintType, Blueprintable)
class UDMXPixelMapping :
public UObject ,
public FTickableGameObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → UDMXPixelMapping
- UObjectBase → UObjectBaseUtility → UObject → UDMXPixelMapping
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDMXPixelMapping() |
DMXPixelMapping.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TComponentPredicate | TFunctionRef< void(UDMXPixelMappingBaseComponent *)> | DMXPixelMapping.h | |
| TComponentPredicateType | TFunctionRef< void(Type *)> | DMXPixelMapping.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bEditorScaleChildrenWithParent | bool | If true, editor is set to scale children with parent. | DMXPixelMapping.h |
|
| bGridSnappingEnabled | bool | If true, grid snapping is enabled | DMXPixelMapping.h |
|
| bNewComponentsUsePatchColor | bool | If true, new components use the fixture patch color instead of the default pixel mapping color. | DMXPixelMapping.h |
|
| ComponentLabelFontSize | float | Font size for the component labels in the designer view | DMXPixelMapping.h |
|
| DesignerExposure | float | Exposure of the designer view | DMXPixelMapping.h |
|
| RootComponent | TObjectPtr< UDMXPixelMappingRootComponent > | Holds the reference to root component | DMXPixelMapping.h | |
| SnapGridColor | FLinearColor | The color of the grid snapping grid | DMXPixelMapping.h |
|
| SnapGridColumns | int32 | The number of columns in the grid | DMXPixelMapping.h |
|
| SnapGridRows | int32 | The number of rows in the grid | DMXPixelMapping.h |
|
| ThumbnailImage | TObjectPtr< UTexture > | Holds the Thumbnail image for this asset | DMXPixelMapping.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsPaused | bool | True while the pixel mapping is paused | DMXPixelMapping.h | |
| bIsSendingDMX | bool | True while the pixel mapping is sending DMX on tick | DMXPixelMapping.h | |
| ResetDMXMode | EDMXPixelMappingResetDMXMode | Defines how DMX is reset when playback is stopped | DMXPixelMapping.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CreateOrLoadObjects() |
Checks if nested objects are created, otherwise create them. | DMXPixelMapping.h | |
void DestroyInvalidComponents() |
Destroys invalid components. Useful when fixture type or fixture patch changed | DMXPixelMapping.h | |
UDMXPixelMappingBaseComponent * FindComponent
(
UDMXEntityFixturePatch* FixturePatch |
Returns the first component that corresponds to the patch or null if none present | DMXPixelMapping.h | |
UDMXPixelMappingBaseComponent * FindComponent
(
const FName& Name |
Find the component by name. | DMXPixelMapping.h | |
UDMXPixelMappingOutputComponent * FindComponent
(
TSharedPtr< SWidget > InWidget |
Find the component by widget. | DMXPixelMapping.h | |
TComponentClass * FindComponentOfClass
(
const FName& InName |
Looking for the first component of class by given name | DMXPixelMapping.h | |
void ForEachComponent
(
TComponentPredicate Predicate |
Recursively Iterates through all compnents | DMXPixelMapping.h | |
void ForEachComponentOfClass
(
TComponentPredicateType< TComponentClass > Predicate |
Iterates through components by class with given Predicate callback | DMXPixelMapping.h | |
void GetAllComponentsNamesOfClass
(
TArray< TSharedPtr< FName > >& InComponentNames |
Get array of FName pointers by given class | DMXPixelMapping.h | |
void GetAllComponentsOfClass
(
TArray< TComponentClass* >& OutComponents |
Get all component by given class | DMXPixelMapping.h | |
EDMXPixelMappingResetDMXMode GetResetDMXMode() |
Returns how the DMX channels used by pixel mapping are reset when playing the pixel mapping is stopped | DMXPixelMapping.h | |
UDMXPixelMappingRootComponent * GetRootComponent() |
Get root component of the component tree | DMXPixelMapping.h |
|
bool IsPaused() |
Returns true if the pixel mapping is paused from playing DMX | DMXPixelMapping.h | |
bool IsSendingDMX() |
Returns true if the pixel mapping is playing DMX. Note this returns false while it's paused | DMXPixelMapping.h | |
void PauseSendingDMX() |
Pauses sending DMX | DMXPixelMapping.h | |
void PreloadWithChildren() |
Recurcevly preload all components in tree. | DMXPixelMapping.h | |
void RemoveComponent
(
UDMXPixelMappingBaseComponent* InComponent |
Removes the Component from the hierarchy and all sub Components. | DMXPixelMapping.h | |
void SetResetDMXMode
(
EDMXPixelMappingResetDMXMode InResetDMXMode |
Sets how pixel mapping resets the channels it sends to when Stop Sending DMX is called. | DMXPixelMapping.h | |
void StartSendingDMX() |
Starts to send DMX | DMXPixelMapping.h | |
void StopSendingDMX() |
Stops sending DMX | DMXPixelMapping.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
DMXPixelMapping.h | ||
virtual void Serialize
(
FArchive& Ar |
DMXPixelMapping.h |
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsTickableInEditor() |
DMXPixelMapping.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
DMXPixelMapping.h | ||
virtual ETickableTickType GetTickableTickType() |
DMXPixelMapping.h | ||
virtual bool IsTickable() |
DMXPixelMapping.h | ||
virtual void Tick
(
float DeltaTime |
DMXPixelMapping.h |