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API > API/Plugins > API/Plugins/DisplayCluster
NDisplay: DCViewport context for render in UE View
| Name | FDisplayClusterRenderFrameTargetView |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h |
| Include Path | #include "Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h" |
Syntax
struct FDisplayClusterRenderFrameTargetView
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableRender | bool | Some viewports may skip rendering (for example: overridden) | Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h | |
| bFreezeRendering | bool | In special cases, viewports can reuse an existing RTT image For example: the preview is rendered over several frames, so the already rendered viewports remain "frozen" and can be used during subsequent frames. | Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h | |
| ContextNum | uint32 | Viewport context index for this view. | Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h | |
| Viewport | TSharedPtr< IDisplayClusterViewport, ESPMode::ThreadSafe > | Viewport game-thread data. | Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsViewportContextCanBeRendered() |
Is this viewport context can be rendered. | Render/Viewport/RenderFrame/DisplayClusterRenderFrame.h |