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API > API/Plugins > API/Plugins/DMXRuntime > API/Plugins/DMXRuntime/Game
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UDMXComponent
References
Module | DMXRuntime |
Header | /Engine/Plugins/VirtualProduction/DMX/DMXEngine/Source/DMXRuntime/Public/Game/DMXComponent.h |
Include | #include "Game/DMXComponent.h" |
Syntax
UCLASS&40;ClassGroup&61;&40;DMX&41;, Meta&61;&40;BlueprintSpawnableComponent&41;,
HideCategories&61;&40;"Variable", "Sockets", "Activation", "Cooking", "ComponentReplication", "Collision", "ComponentTick"&41;&41;
class UDMXComponent : public UActorComponent
Remarks
Component that receives DMX input each Tick from a fixture patch.
Variables
Type | Name | Description | |
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bool | bReceiveDMXFromPatch | If true, the component will receive DMX from the patch |
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FDMXEntityFixturePatchRef | FixturePatchRef | |
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FDMXOnDMXComponentTickSignature | OnDMXComponentTick | Event raised each tick, when the component has a Fixture Patch set and either: |
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FDMXComponentFixturePatchReceivedSignature | OnFixturePatchReceived | Broadcast when the component's fixture patch received DMX |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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UDMXEntityFixturePatch * | Gets the fixture patch used in the component | |
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void | OnFixturePatchReceivedDMX
(
UDMXEntityFixturePatch* FixturePatch, |
Called when the fixture patch received DMX |
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void | SetFixturePatch
(
UDMXEntityFixturePatch* InFixturePatch |
Sets the fixture patch used in the component |
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void | SetReceiveDMXFromPatch
(
bool bReceive |
Sets whether the component receives dmx from the patch. |
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void | Sets up binding for receiving depending on the patch's and the component's properties | |
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void | Enables or disables the component tick depending of it being required for the OnDXMComponentTick function |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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void | BeginPlay () |
Begins Play for the component. |
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void | DestroyComponent
(
bool bPromoteChildren |
Unregister the component, remove it from its outer Actor's Components array and mark for pending kill. |
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void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. |
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void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
Type | Name | Description | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |