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API > API/Plugins > API/Plugins/DisplayCluster
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ADisplayClusterRootActor
References
| Module | DisplayCluster |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterRootActor.h |
| Include | #include "DisplayClusterRootActor.h" |
Syntax
UCLASS&40;
HideCategories&61;&40;Replication, Collision, Input, Actor, HLOD, Cooking, Physics, Activation, AssetUserData, ActorTick, Advanced, DataLayers, Events&41;,
Meta&61;&40;DisplayName&61;"nDisplay Root Actor"&41;&41;
class ADisplayClusterRootActor : public AActor
Remarks
VR root. This contains nDisplay VR hierarchy in the game.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bFreezePreviewRender | Freeze preview render. This will impact editor performance. | |
| bool | bMoviePipelineRenderPass | EDITOR RELATED SETTINGS. | |
| bool | bPreviewEnable | Render the scene and display it as a preview on the nDisplay root actor in the editor. | |
| bool | bPreviewEnablePostProcess | Enable PostProcess for preview. | |
| bool | bPreviewICVFXFrustums | Render ICVFX Frustums | |
| TObjectPtr< UDisplayClusterConfigurationData > | CurrentConfigData | If set from the DisplayCluster BP Compiler it will be loaded from the class default subobjects in run-time. | |
| TArray< FDisplayClusterComponentRef > | InnerFrustumPriority | Set the priority for inner frustum rendering if there is any overlap when enabling multiple ICVFX cameras. | |
| float | PreviewICVFXFrustumsFarDistance | Render ICVFX Frustums | |
| int | PreviewMaxTextureDimension | The maximum dimension of any internal texture for preview. | |
| FString | PreviewNodeId | Selectively preview a specific viewport or show all/none. | |
| float | PreviewRenderTargetRatioMult | Adjust resolution scaling for the editor preview. | |
| EDisplayClusterConfigurationRenderMode | RenderMode | Render Mode | |
| int | TickPerFrame | Tick Per Frame | |
| int | ViewportsPerFrame | Max amount of Viewports Per Frame |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ADisplayClusterRootActor
(
const FObjectInitializer& ObjectInitializer |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddPreviewEnableOverride
(
const uint8* Object |
Force preview rendering to be enabled regardless of the user's setting until a matching RemovePreviewEnableOverride call is made. | |
| void | AddReferencedObjects
(
UObject* InThis, |
||
| void | |||
| bool | Creates all hierarchy objects declared in a config file. | ||
| void | |||
| void | |||
| void | |||
| bool | If one or more observers are subscribed to receive post process preview targets. | ||
| void | EnableEditorRender
(
bool bValue |
Enable or disable editor render. | |
| void | EndPlay_Editor
(
const EEndPlayReason::Type EndPlayReason |
||
| IDisplayClusterViewport * | FindPreviewViewport
(
const FString& InViewportId |
||
| bool | FindPrimitivesByName
(
const TArray< FString >& InNames, |
||
| FString | GeneratePreviewComponentName_Editor
(
const FString& NodeId, |
||
| USceneComponent * | Get the view origin most commonly used by viewports in this cluster. | ||
| TComp * | GetComponentByName
(
const FString& ComponentName |
||
| UDisplayClusterConfigurationData * | |||
| FName | |||
| UDisplayClusterCameraComponent * | |||
| UDisplayClusterConfigurationData * | |||
| bool | GetFlushPositionAndNormal
(
const FVector& WorldPosition, |
||
| bool | GetHiddenInGamePrimitives
(
TSet< FPrimitiveComponentId >& OutPrimitives |
Return hidden in game privitives set. | |
| int | GetInnerFrustumPriority
(
const FString& InnerFrustumID |
Return inner frustum priority by InnerFrustum name (from InnerFrustumPriority property) return -1, if not defined | |
| FOnPreviewUpdated & | |||
| FOnPreviewUpdated & | |||
| UDisplayClusterPreviewComponent * | GetPreviewComponent
(
const FString& NodeId, |
||
| EDisplayClusterRenderFrameMode | Returns the preview rendering mode of this DCRA. | ||
| void | GetPreviewRenderTargetableTextures
(
const TArray< FString >& InViewportNames, |
||
| float | |||
| const FDisplayClusterConfigurationRenderFrame & | |||
| EDisplayClusterRenderFrameMode | Returns the current rendering mode of this DCRA (not a value from configuration). | ||
| UDisplayClusterStageGeometryComponent * | |||
| const FDisplayClusterConfigurationICVFX_StageSettings & | |||
| UDisplayClusterSyncTickComponent * | |||
| IDisplayClusterViewportManager * | Get ViewportManager API. | ||
| float | |||
| void | HandleAssetReload
(
const EPackageReloadPhase InPackageReloadPhase, |
Called when the asset has been reloaded in the editor. | |
| bool | ImplRenderPassPreviewClusterNode_Editor
(
const FString& InClusterNodeId |
||
| void | |||
| void | |||
| void | ImplRenderPreviewViewportFrustum_Editor
(
const FMatrix ProjectionMatrix, |
||
| bool | ImplUpdatePreviewConfiguration_Editor
(
const FString& InClusterNodeId |
||
| bool | ImplUpdatePreviewRenderFrame_Editor
(
const FString& InClusterNodeId |
||
| void | InitializeFromConfig
(
UDisplayClusterConfigurationData* ConfigData |
Initialializes the instance with specified config data | |
| void | Initializes the actor on spawn and load. | ||
| bool | Is preview rendering for cluster node in progress. | ||
| bool | IsBlueprint () |
||
| bool | If editor rendering is enabled. | ||
| bool | IsInnerFrustumEnabled
(
const FString& InnerFrustumID |
||
| bool | Gets whether the preview output is displayed onto the stage actor's screen meshes | ||
| bool | Return true, if preview enabled for this actor | ||
| bool | |||
| bool | MakeStageActorFlushToWall
(
const TScriptInterface< IDisplayClusterStageActor >& StageActor, |
||
| void | OnEndObjectMovement
(
UObject& InObject |
Raised when any object is moved within a level. | |
| void | OverrideFromConfig
(
UDisplayClusterConfigurationData* ConfigData |
Cherry picking settings from a specified config data | |
| void | |||
| void | |||
| void | |||
| void | RemovePreviewEnableOverride
(
const uint8* Object |
Stop forcing preview rendering to be enabled for this caller. | |
| void | Perform a rendering of the DCRA preview. | ||
| void | |||
| void | Reset preview rendering for cluster node. | ||
| void | |||
| void | ResetPreviewComponents_Editor
(
bool bInRestoreSceneMaterial |
Preview components free referenced meshes and materials. | |
| void | |||
| bool | SetFreezeOuterViewports
(
bool bEnable |
||
| void | SetIsSelectedInEditor
(
bool bValue |
||
| void | Determine which light card actors are owned by this root actor | ||
| void | SetPreviewEnablePostProcess
(
const bool bNewPreviewEnablePostProcess |
Blueprint setter for the PreviewEnablePostProcess property. | |
| bool | SetReplaceTextureFlagForAllViewports
(
bool bReplace |
||
| bool | When rendering the preview determine which render target should be used for the current frame. | ||
| int32 | SubscribeToPostProcessRenderTarget
(
const uint8* Object |
Enable the use of a post process render target when bPreviewEnablePostProcess is disabled on the actor. | |
| int32 | UnsubscribeFromPostProcessRenderTarget
(
const uint8* Object |
Unsubscribe a registered object from requiring post process render target updates. | |
| void | UpdateConfigDataInstance
(
UDisplayClusterConfigurationData* ConfigDataTemplate, |
Update or create the config data object. | |
| void | |||
| void | |||
| void | UpdateProceduralMeshComponentData
(
const UProceduralMeshComponent* InProceduralMeshComponent |
Update the geometry of the procedural mesh component(s) referenced inside nDisplay |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
AActor. | |
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| bool | Don't show actor preview in the level viewport when DCRA actor is selected, but none of its children are. | ||
| void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | ||
| void | PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | |
| void | Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. | ||
| bool | We need tick in Editor. | ||
| void | Tick
(
float DeltaSeconds |
Function called every frame on this Actor. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| bool | Test the selection state of a UObject | ||
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
This alternate version of PostEditChange is called when properties inside structs are modified. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
Called after the object has been transacted in some way. |
Typedefs
| Name | Description |
|---|---|
| FOnPreviewUpdated |