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API > API/Plugins > API/Plugins/DisplayCluster
VR root. This contains nDisplay VR hierarchy in the game.
| Name | ADisplayClusterRootActor |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterRootActor.h |
| Include Path | #include "DisplayClusterRootActor.h" |
Syntax
UCLASS (NotPlaceable,
HideCategories=(Replication, Collision, Input, Actor, HLOD, Cooking, Physics, Activation, AssetUserData, ActorTick, Advanced, DataLayers, Events),
Meta=(DisplayName="nDisplay Root Actor"))
class ADisplayClusterRootActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ADisplayClusterRootActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ADisplayClusterRootActor
(
const FObjectInitializer& ObjectInitializer |
DisplayClusterRootActor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~ADisplayClusterRootActor() |
DisplayClusterRootActor.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnPreviewUpdated | TBaseDelegate_NoParams< void > | DisplayClusterRootActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BasicDisplayDeviceComponent | TObjectPtr< UDisplayClusterDisplayDeviceBaseComponent > | The included display device nDisplay provides by default | DisplayClusterRootActor.h |
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| bEnablePreviewEditableMesh | bool | Enable the use of a preview editable mesh for the preview for this DCRA. | DisplayClusterRootActor.h |
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| bEnablePreviewMesh | bool | Enable the use of a preview mesh for the preview for this DCRA. | DisplayClusterRootActor.h |
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| bEnablePreviewTechvis | bool | Configure the root actor for Techvis rendering with preview components. | DisplayClusterRootActor.h |
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| bFreezePreviewRender | bool | Freeze preview render. This will impact editor performance. | DisplayClusterRootActor.h |
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| bMoviePipelineRenderPass | bool | When the MRQ is rendered, this flag is raised. | DisplayClusterRootActor.h |
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| bPreviewEnable | bool | EDITOR RELATED SETTINGS. | DisplayClusterRootActor.h |
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| bPreviewEnableHoldoutComposite | bool | Render a preview with postprocessing in the scene using the HoldoutComposite plugin. | DisplayClusterRootActor.h |
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| bPreviewEnableOCIO | bool | Enable OCIO on preview. | DisplayClusterRootActor.h |
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| bPreviewEnableOverlayMaterial | bool | Show overlay material on the preview mesh when preview rendering is enabled (UMeshComponent::OverlayMaterial). | DisplayClusterRootActor.h |
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| bPreviewEnablePostProcess | bool | Enable PostProcess for preview. | DisplayClusterRootActor.h |
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| bPreviewEnableTSR | bool | Enable TemporalAA/TSR in preview. | DisplayClusterRootActor.h |
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| bPreviewICVFXFrustums | bool | Render ICVFX Frustums | DisplayClusterRootActor.h |
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| bPreviewInGameEnable | bool | Render this DCRA in game for Standalone/Package builds. | DisplayClusterRootActor.h |
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| bPreviewInGameRenderFrustum | bool | Enables the use of 'bPreviewICVFXFrustums' in the game. | DisplayClusterRootActor.h | |
| bPreviewStageGeometryMesh | bool | Toggles the visibility of the stage's geometry mesh, a smooth, continuous mesh generated and processed from the stage's geometry | DisplayClusterRootActor.h |
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| CurrentConfigData | TObjectPtr< UDisplayClusterConfigurationData > | If set from the DisplayCluster BP Compiler it will be loaded from the class default subobjects in run-time. | DisplayClusterRootActor.h |
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| DefaultDisplayDeviceName | FName | Select the default display device class to use when a viewport doesn't have one assigned | DisplayClusterRootActor.h |
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| InnerFrustumPriority | TArray< FDisplayClusterComponentRef > | Set the priority for inner frustum rendering if there is any overlap when enabling multiple ICVFX cameras. | DisplayClusterRootActor.h |
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| PreviewICVFXFrustumsFarDistance | float | Render ICVFX Frustums | DisplayClusterRootActor.h |
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| PreviewMaxTextureDimension | int | The maximum dimension of any internal texture for preview. | DisplayClusterRootActor.h |
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| PreviewNodeId | FString | Selectively preview a specific viewport or show all/none. | DisplayClusterRootActor.h |
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| PreviewRenderTargetRatioMult | float | Adjust resolution scaling for the editor preview. | DisplayClusterRootActor.h |
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| PreviewSetttingsSource | EDisplayClusterConfigurationRootActorPreviewSettingsSource | Determines where the preview settings will be retrieved from. | DisplayClusterRootActor.h |
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| RenderMode | EDisplayClusterConfigurationRenderMode | Render Mode | DisplayClusterRootActor.h |
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| TickPerFrame | int | Tick Per Frame | DisplayClusterRootActor.h |
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| ViewportsPerFrame | int | Max amount of Viewports Per Frame | DisplayClusterRootActor.h |
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Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AllViewportColorConfigurationRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| bIsInteractiveEditingSubobject | bool | Flag to indicate if the user is currently interacting with a subobject of CurrentConfigData. | DisplayClusterRootActor.h | |
| bIsSelectedInEditor | bool | DisplayClusterRootActor.h | ||
| bRequiresComponentRefresh | bool | Flag to indicate if we need to reregister components. | DisplayClusterRootActor.h | |
| ClusterColorGradingRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ClusterHideListRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ConfigDataName | FName | Name of the CurrentConfigData asset. | DisplayClusterRootActor.h | |
| DefaultViewPoint | TObjectPtr< UDisplayClusterCameraComponent > | Default camera component. | DisplayClusterRootActor.h |
|
| DeprecatedPreviewDelegate | FOnPreviewUpdated | UE_DEPRECATED 5.4. | DisplayClusterRootActor.h | |
| DisplayClusterRootComponent | TObjectPtr< USceneComponent > | The root component for our hierarchy. | DisplayClusterRootActor.h |
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| EnableInnerFrustumChromakeyOverlapRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| EnableInnerFrustumsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| EnableLightcardsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| EnableViewportOCIORef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| FreezeRenderOuterViewportsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| GlobalChromakeyColorRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| GlobalChromakeyMarkersRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| GlobalInnerFrustumUpscalerSettingsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| LastDeltaSecondsValue | float | DisplayClusterRootActor.h | ||
| LightcardAllViewportColorConfigurationRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| LightCardBlendingModeRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| LightCardContentRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| LightcardOCIOModeRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| LightcardPerViewportOCIOProfilesRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| MediaSettingsRef | FDisplayClusterEditorPropertyReference | Media. | DisplayClusterRootActor.h |
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| OperationMode | EDisplayClusterOperationMode | Current operation mode. | DisplayClusterRootActor.h | |
| OuterHideListRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| OuterViewportUpscalerSettingsRef | FDisplayClusterEditorPropertyReference | Details Panel Property Referencers Placed here to ensure layout builders process referencers first | DisplayClusterRootActor.h |
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| PerOuterHideListRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| PerViewportColorGradingRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| PerViewportOCIOProfilesRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ShowInnerFrustumOverlapsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| StageGeometryComponent | TObjectPtr< UDisplayClusterStageGeometryComponent > | Component that stores the stage's geometry map, which is used to make objects flush with the stage's walls and ceilings | DisplayClusterRootActor.h | |
| StageIsosphereComponent | TObjectPtr< UDisplayClusterStageIsosphereComponent > | Component that stores a 3D representation of the stage's geometry map, which can be used to perform ray traces against the processed stage geometry | DisplayClusterRootActor.h | |
| SyncTickComponent | TObjectPtr< UDisplayClusterSyncTickComponent > | Helper sync component. Performs sync procedure during Tick phase. | DisplayClusterRootActor.h | |
| ToolkitPtr | TWeakPtr< IDisplayClusterConfiguratorBlueprintEditor > | DisplayClusterRootActor.h | ||
| ViewportManagerPtr | TSharedPtr< FDisplayClusterViewportManager, ESPMode::ThreadSafe > | DC ViewportManager instance for this DCRA. | DisplayClusterRootActor.h | |
| ViewportOverscanRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ViewportScreenPercentageMultiplierRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ViewportScreenPercentageRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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| ViewportUpscalerSettingsRef | FDisplayClusterEditorPropertyReference | DisplayClusterRootActor.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddPreviewEnableOverride
(
const uint8* Object |
Force preview rendering to be enabled regardless of the user's setting until a matching RemovePreviewEnableOverride call is made. | DisplayClusterRootActor.h | |
void BeginDestroy_Editor() |
DisplayClusterRootActor.h | ||
void Constructor_Editor() |
DisplayClusterRootActor.h | ||
void Destroyed_Editor() |
DisplayClusterRootActor.h | ||
void Destructor_Editor() |
DisplayClusterRootActor.h | ||
bool DoObserversNeedPostProcessRenderTarget() |
If one or more observers are subscribed to receive post process preview targets. | DisplayClusterRootActor.h | |
void EnableEditorRender
(
bool bValue |
EDITOR RELATED SETTINGS. | DisplayClusterRootActor.h | |
void EndPlay_Editor
(
const EEndPlayReason::Type EndPlayReason |
DisplayClusterRootActor.h | ||
IDisplayClusterViewport * FindPreviewViewport
(
const FString& InViewportId |
DisplayClusterRootActor.h | ||
bool FindPrimitivesByName
(
const TArray< FString >& InNames, |
Collect UActorComponent primitives by names. | DisplayClusterRootActor.h | |
| Get the view point most commonly used by viewports in this cluster. | DisplayClusterRootActor.h |
|
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TComp * GetComponentByName
(
const FString& ComponentName |
DisplayClusterRootActor.h | ||
UDisplayClusterConfigurationData * GetConfigData() |
DisplayClusterRootActor.h | ||
UDisplayClusterCameraComponent * GetDefaultCamera() |
DisplayClusterRootActor.h |
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UDisplayClusterConfigurationData * GetDefaultConfigDataFromAsset() |
DisplayClusterRootActor.h | ||
UDisplayClusterDisplayDeviceBaseComponent * GetDefaultDisplayDevice() |
Retrieve the default display device, creating it if it doesn't exist | DisplayClusterRootActor.h |
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bool GetDistanceToStageGeometry
(
const FVector& WorldPosition, |
Gets the distance from a world position to the stage's geometry along the specified direction, if there is an intersection | DisplayClusterRootActor.h |
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bool GetFlushPositionAndNormal
(
const FVector& WorldPosition, |
DisplayClusterRootActor.h |
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bool GetHiddenInGamePrimitives
(
TSet< FPrimitiveComponentId >& OutPrimitives |
Return hidden in game privitives set. | DisplayClusterRootActor.h | |
int GetInnerFrustumPriority
(
const FString& InnerFrustumID |
Return inner frustum priority by InnerFrustum name (from InnerFrustumPriority property) return -1, if not defined | DisplayClusterRootActor.h | |
ULineBatchComponent * GetLineBatchComponent() |
Retrieve the line batch component. | DisplayClusterRootActor.h | |
FOnPreviewUpdated & GetOnPreviewDestroyed() |
DisplayClusterRootActor.h | ||
FOnPreviewUpdated & GetOnPreviewGenerated() |
DisplayClusterRootActor.h | ||
IDisplayClusterViewportManager * GetOrCreateViewportManager() |
Get or Create ViewportManager API. | DisplayClusterRootActor.h | |
| DisplayClusterRootActor.h | |||
EDisplayClusterRenderFrameMode GetPreviewRenderMode() |
Returns the preview rendering mode of this DCRA. | DisplayClusterRootActor.h | |
| DisplayClusterRootActor.h | |||
float GetPreviewRenderTargetRatioMult() |
DisplayClusterRootActor.h | ||
FDisplayClusterViewport_PreviewSettings GetPreviewSettings
(
bool bIgnorePreviewSetttingsSource |
Get current settings for preview rendering. | DisplayClusterRootActor.h | |
const FDisplayClusterConfigurationRenderFrame & GetRenderFrameSettings() |
DisplayClusterRootActor.h | ||
| Returns the current rendering mode of this DCRA (not a value from configuration). | DisplayClusterRootActor.h | ||
UDisplayClusterStageGeometryComponent * GetStageGeometryComponent() |
DisplayClusterRootActor.h |
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const FDisplayClusterConfigurationICVFX_StageSettings & GetStageSettings() |
DisplayClusterRootActor.h | ||
UDisplayClusterSyncTickComponent * GetSyncTickComponent() |
DisplayClusterRootActor.h | ||
IDisplayClusterViewportConfiguration * GetViewportConfiguration() |
Get ViewportConfiguration API. | DisplayClusterRootActor.h | |
IDisplayClusterViewportManager * GetViewportManager() |
Get ViewportManager API. | DisplayClusterRootActor.h | |
float GetWorldDeltaSeconds() |
DisplayClusterRootActor.h | ||
void InitializeFromConfig
(
UDisplayClusterConfigurationData* ConfigData |
Initialializes the instance with specified config data | DisplayClusterRootActor.h | |
bool IsBlueprint() |
DisplayClusterRootActor.h | ||
bool IsEditorRenderEnabled() |
If editor rendering is enabled. | DisplayClusterRootActor.h | |
bool IsInnerFrustumEnabled
(
const FString& InnerFrustumID |
DisplayClusterRootActor.h | ||
bool IsPreviewDrawnToScreens() |
Gets whether the preview output is displayed onto the stage actor's screen meshes | DisplayClusterRootActor.h | |
bool IsPreviewEnabled() |
Return true, if preview enabled for this actor | DisplayClusterRootActor.h | |
bool IsPrimaryRootActor() |
Returns true if this RootActor is used as the primary RootActor in the DC GameManager. | DisplayClusterRootActor.h | |
bool IsPrimaryRootActorForPIE() |
Returns true if this RootActor is primary and should be displayed in PIE mode. | DisplayClusterRootActor.h | |
bool IsRunningDisplayCluster() |
Returns true if this RootActor is running in DC mode. | DisplayClusterRootActor.h | |
bool IsRunningGameOrPIE() |
Returns true if this RootActor is running in game or in PIE mode. | DisplayClusterRootActor.h | |
bool IsRunningPIE() |
Returns true if this RootActor is running in PIE mode. | DisplayClusterRootActor.h | |
bool MakeStageActorFlushToWall
(
const TScriptInterface< IDisplayClusterStageActor >& StageActor, |
DisplayClusterRootActor.h |
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void OverrideFromConfig
(
UDisplayClusterConfigurationData* ConfigData |
Cherry picking settings from a specified config data | DisplayClusterRootActor.h | |
void OverrideRootActorProperties
(
const FDisplayClusterRootActorPropertyOverrides& InPropertyOverrides |
Override properties of this root actor. | DisplayClusterRootActor.h | |
void PostActorCreated_Editor() |
DisplayClusterRootActor.h | ||
void PostLoad_Editor() |
DisplayClusterRootActor.h | ||
void ReleasePreviewComponents() |
DisplayClusterRootActor.h | ||
void RemovePreviewEnableOverride
(
const uint8* Object |
Stop forcing preview rendering to be enabled for this caller. | DisplayClusterRootActor.h | |
void RemoveViewportManager() |
Release the viewport manager instance, if it exists. | DisplayClusterRootActor.h | |
void RenderPreview_Editor() |
Perform a rendering of the DCRA preview. | DisplayClusterRootActor.h | |
void RerunConstructionScripts_Editor() |
DisplayClusterRootActor.h | ||
void ResetInnerFrustumPriority() |
DisplayClusterRootActor.h | ||
void ResetPreviewComponents_Editor
(
bool bInRestoreSceneMaterial |
Preview components free referenced meshes and materials | DisplayClusterRootActor.h | |
bool SetFreezeOuterViewports
(
bool bEnable |
DisplayClusterRootActor.h |
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void SetIsSelectedInEditor
(
bool bValue |
DisplayClusterRootActor.h | ||
void SetPreviewEnableHoldoutComposite
(
const bool bNewPreviewEnableHoldoutComposite |
Blueprint setter for the PreviewEnableHoldoutComposite property. | DisplayClusterRootActor.h |
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void SetPreviewEnablePostProcess
(
const bool bNewPreviewEnablePostProcess |
Blueprint setter for the PreviewEnablePostProcess property. | DisplayClusterRootActor.h |
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bool SetReplaceTextureFlagForAllViewports
(
bool bReplace |
DisplayClusterRootActor.h |
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bool ShouldThisFrameOutputPreviewToPostProcessRenderTarget() |
When rendering the preview determine which render target should be used for the current frame. | DisplayClusterRootActor.h | |
int32 SubscribeToPostProcessRenderTarget
(
const uint8* Object |
Enable the use of a post process render target when bPreviewEnablePostProcess is disabled on the actor. | DisplayClusterRootActor.h | |
void TickPreviewRenderer() |
The Tick() function that calls the preview renderer for this root actor. | DisplayClusterRootActor.h | |
int32 UnsubscribeFromPostProcessRenderTarget
(
const uint8* Object |
Unsubscribe a registered object from requiring post process render target updates. | DisplayClusterRootActor.h | |
void UpdateConfigDataInstance
(
UDisplayClusterConfigurationData* ConfigDataTemplate, |
Update or create the config data object. | DisplayClusterRootActor.h | |
void UpdateInnerFrustumPriority() |
DisplayClusterRootActor.h | ||
void UpdatePreviewComponents() |
DisplayClusterRootActor.h | ||
void UpdateProceduralMeshComponentData
(
const UProceduralMeshComponent* InProceduralMeshComponent |
Update the geometry of the procedural mesh component(s) referenced inside nDisplay | DisplayClusterRootActor.h |
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Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsDefaultPreviewEnabled() |
Don't show actor preview in the level viewport when DCRA actor is selected, but none of its children are. | DisplayClusterRootActor.h | |
virtual bool ShouldTickIfViewportsOnly() |
We need tick in Editor. | DisplayClusterRootActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsSelectedInEditor() |
DisplayClusterRootActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool BuildHierarchy() |
Creates all hierarchy objects declared in a config file. | DisplayClusterRootActor.h | |
virtual FName GetInternalDisplayDeviceName() |
The name the internal default display device uses. | DisplayClusterRootActor.h | |
void HandleAssetReload
(
const EPackageReloadPhase InPackageReloadPhase, |
Called when the asset has been reloaded in the editor. | DisplayClusterRootActor.h | |
void InitializeRootActor() |
Initializes the actor on spawn and load. | DisplayClusterRootActor.h | |
void OnEndObjectMovement
(
UObject& InObject |
Raised when any object is moved within a level. | DisplayClusterRootActor.h | |
void SetLightCardOwnership() |
Determine which light card actors are owned by this root actor | DisplayClusterRootActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
AActor. | DisplayClusterRootActor.h | |
virtual void Destroyed() |
DisplayClusterRootActor.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
DisplayClusterRootActor.h | ||
virtual void PostActorCreated() |
DisplayClusterRootActor.h | ||
virtual void PostEditMove
(
bool bFinished |
DisplayClusterRootActor.h | ||
virtual void RerunConstructionScripts() |
DisplayClusterRootActor.h | ||
virtual void Tick
(
float DeltaSeconds |
DisplayClusterRootActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
DisplayClusterRootActor.h | ||
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChainEvent |
DisplayClusterRootActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DisplayClusterRootActor.h | ||
virtual void PostLoad() |
DisplayClusterRootActor.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
DisplayClusterRootActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
DisplayClusterRootActor.h | ||
static FName GetCurrentConfigDataMemberName() |
DisplayClusterRootActor.h |