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Unreal Engine C++ API Reference > Plugins > DisplayCluster > Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- USceneComponent
- UDisplayClusterLabelComponent
References
Module | DisplayCluster |
Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Components/DisplayClusterLabelComponent.h |
Include | #include "Components/DisplayClusterLabelComponent.h" |
Syntax
UCLASS (Transient, Meta=(BlueprintSpawnableComponent, DisplayClusterMultiUserInclude))
class UDisplayClusterLabelComponent : public USceneComponent
Remarks
A label component specific to nDisplay. Displays a widget with a consistent scale facing the root actor view origin. Visible only in scene capture when in the editor or in 3d space on the wall.
The component needs to be transient so its settings aren't saved, but should still transact over multi-user.
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | Verify the widget visibility matches this component's visibility | |
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void | ClearLabelFlags
(
EDisplayClusterLabelFlags InFlags |
Clears all label flags |
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EDisplayClusterLabelFlags | Retrieve label flags | |
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UWidgetComponent * | Returns the widget component | |
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float | Return the widget scale | |
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bool | HasAnyLabelFlags
(
EDisplayClusterLabelFlags InFlags |
Checks for existence of a flag on this label |
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void | SetLabelConfiguration
(
const FDisplayClusterLabelConfiguration& InConfiguration |
Set the configuration for this label updating multiple properties at once |
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void | SetLabelFlags
(
EDisplayClusterLabelFlags InFlags |
Updates flags for this label |
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void | SetRootActor
(
ADisplayClusterRootActor* InActor |
Set the root actor this label should use when determining transform |
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void | SetWidgetScale
(
float NewValue |
Set the widget scale |
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void | Updates the widget component text and transform |
Overridden from UActorComponent
Type | Name | Description | |
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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 |