Navigation
API > API/Plugins > API/Plugins/DisplayCluster > API/Plugins/DisplayCluster/Blueprints
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintCore
- UBlueprint
- UDisplayClusterBlueprint
References
| Module | DisplayCluster |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Blueprints/DisplayClusterBlueprint.h |
| Include | #include "Blueprints/DisplayClusterBlueprint.h" |
Syntax
UCLASS (BlueprintType, DisplayName="nDisplay Blueprint")
class UDisplayClusterBlueprint : public UBlueprint
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bRunConstructionScriptOnInteractiveChange | Whether or not you want to continuously rerun the construction script while dragging a slider | |
| TObjectPtr< UDisplayClusterConfigurationData > | ConfigData | ||
| FString | ConfigExport | Holds the last saved config export. Added to the AssetRegistry to allow parsing without loading. | |
| FString | Summary | Cache of the summary of this asset. Will be used as asset registry tag and show up in the asset tooltip. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| UDisplayClusterConfigurationData * | GetConfig () |
||
| const FString & | |||
| UDisplayClusterBlueprintGeneratedClass * | |||
| UDisplayClusterConfigurationData * | |||
| void | Configure the config with needed blueprint data for an export. | ||
| void | SetConfigData
(
UDisplayClusterConfigurationData* InConfigData, |
Set the config data on the CDO and update the config file path. | |
| void | SetConfigPath
(
const FString& InPath |
||
| void | |||
| void |
Overridden from UBlueprint
| Type | Name | Description | |
|---|---|---|---|
| UClass * | Gets the class generated when this blueprint is compiled. | ||
| void | GetReparentingRules
(
TSet< const UClass* >& AllowedChildrenOfClasses, |
||
| bool | UBlueprint. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreSave
(
FObjectPreSaveContext SaveContext |
~UBlueprint |