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Unreal Engine C++ API Reference > Plugins > DisplayCluster > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UCameraComponent
- UCineCameraComponent
- UDisplayClusterICVFXCameraComponent
References
Module | DisplayCluster |
Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Components/DisplayClusterICVFXCameraComponent.h |
Include | #include "Components/DisplayClusterICVFXCameraComponent.h" |
Syntax
UCLASS&40;ClassGroup&61;&40;DisplayCluster&41;,
HideCategories&61;&40;AssetUserData, Collision, Cooking, ComponentReplication, Events, Physics, Sockets, Activation, Tags, ComponentTick&41;,
Meta&61;&40;DisplayName&61;"ICVFX Camera"&41;&41;
class UDisplayClusterICVFXCameraComponent : public UCineCameraComponent
Remarks
NDisplay in-camera VFX camera representation
Variables
Type | Name | Description | |
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FDisplayClusterConfigurationICVFX_CameraSettings | CameraSettings | |
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TSoftObjectPtr< ACineCameraActor > | ExternalCameraCachedValue | Saves the value of external camera reference |
Constructors
Type | Name | Description | |
---|---|---|---|
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UDisplayClusterICVFXCameraComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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UCameraComponent * | ||
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const FDisplayClusterConfigurationICVFX_CameraSettings & | ||
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FString | Return unique camera name. | |
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void | GetDesiredView
(
FMinimalViewInfo& DesiredView |
|
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FDisplayClusterViewport_CameraMotionBlur | ||
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bool | Returns true if this camera is active. | |
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void | Details Panel Property Referencers. |
Overridden from UActorComponent
Type | Name | Description | |
---|---|---|---|
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TSharedPtr< SWidget > | If this component is set up to provide a preview window in editor (see GetEditorPreviewInfo), you can use this to customize the preview (to be something other than a world viewport). | |
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bool | GetEditorPreviewInfo
(
float DeltaTime, |
Supplies the editor with a view specific to this component (think a view from a camera components POV, a render, etc.). |
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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 |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |
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void | Handles reading, writing, and reference collecting using FArchive. |