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API > API/Plugins > API/Plugins/DisplayCluster
Display Cluster Configuration Asset
Asset containing the full nDisplay cluster setup and settings. Can also contain any blueprint logic like any other actor blueprints.
| Name | UDisplayClusterBlueprint |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Blueprints/DisplayClusterBlueprint.h |
| Include Path | #include "Blueprints/DisplayClusterBlueprint.h" |
Syntax
UCLASS (BlueprintType, DisplayName="nDisplay Blueprint")
class UDisplayClusterBlueprint : public UBlueprint
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintCore → UBlueprint → UDisplayClusterBlueprint
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDisplayClusterBlueprint() |
Blueprints/DisplayClusterBlueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRunConstructionScriptOnInteractiveChange | uint8 | Whether or not you want to continuously rerun the construction script while dragging a slider | Blueprints/DisplayClusterBlueprint.h |
|
| ConfigExport | FString | Holds the last saved config export. Added to the AssetRegistry to allow parsing without loading. | Blueprints/DisplayClusterBlueprint.h | |
| Summary | FString | Cache of the summary of this asset. Will be used as asset registry tag and show up in the asset tooltip. | Blueprints/DisplayClusterBlueprint.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetVersion | int32 | Blueprints/DisplayClusterBlueprint.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDisplayClusterConfigurationData * GetConfig() |
Blueprints/DisplayClusterBlueprint.h | ||
const FString & GetConfigPath() |
Blueprints/DisplayClusterBlueprint.h | ||
UDisplayClusterBlueprintGeneratedClass * GetGeneratedClass() |
Blueprints/DisplayClusterBlueprint.h | ||
UDisplayClusterConfigurationData * GetOrLoadConfig() |
Blueprints/DisplayClusterBlueprint.h | ||
void PrepareConfigForExport() |
Configure the config with needed blueprint data for an export. | Blueprints/DisplayClusterBlueprint.h | |
void SetConfigData
(
UDisplayClusterConfigurationData* InConfigData, |
Set the config data on the CDO and update the config file path. | Blueprints/DisplayClusterBlueprint.h | |
void SetConfigPath
(
const FString& InPath |
Blueprints/DisplayClusterBlueprint.h | ||
void UpdateConfigExportProperty() |
Blueprints/DisplayClusterBlueprint.h | ||
void UpdateSummaryProperty() |
Blueprints/DisplayClusterBlueprint.h |
Overridden from UBlueprint
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UClass * GetBlueprintClass() |
Blueprints/DisplayClusterBlueprint.h | ||
| Blueprints/DisplayClusterBlueprint.h | |||
virtual bool SupportedByDefaultBlueprintFactory() |
UBlueprint. | Blueprints/DisplayClusterBlueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
Blueprints/DisplayClusterBlueprint.h | ||
virtual void PostLoad() |
Blueprints/DisplayClusterBlueprint.h | ||
virtual void PreSave
(
FObjectPreSaveContext SaveContext |
~UBlueprint | Blueprints/DisplayClusterBlueprint.h |