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API > API/Plugins > API/Plugins/DisplayCluster
Extended game engine
| Name | UDisplayClusterGameEngine |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterGameEngine.h |
| Include Path | #include "DisplayClusterGameEngine.h" |
Syntax
UCLASS ()
class UDisplayClusterGameEngine : public UGameEngine
Inheritance Hierarchy
- FExec → UEngine → UGameEngine → UDisplayClusterGameEngine
- UObjectBase → UObjectBaseUtility → UObject → UEngine → UGameEngine → UDisplayClusterGameEngine
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForcedTickIdleMode | bool | Flag used to force nodes to skip frame rendering This is needed when multiplayer connections being established in the cluster, system have to wait for all nodes to be connected before proceeding with rendering otherwise cluster will deadlock itself between GT/RT barriers Enforced automatically into true on BrowseLoadMap for multiplayer connections | DisplayClusterGameEngine.h | |
| bIsRenderingSuspended | bool | Flag used to suspend rendering and avoid Redraw method that leads to barrier lock among multiplayer client nodes, used in MP mode only. | DisplayClusterGameEngine.h | |
| Diagnostics | FDisplayClusterConfigurationDiagnostics | DisplayClusterGameEngine.h | ||
| OperationMode | EDisplayClusterOperationMode | DisplayClusterGameEngine.h | ||
| RunningMode | EDisplayClusterRunningMode | DisplayClusterGameEngine.h | ||
| SyncMap | TMap< FString, TSet< FString > > | DisplayClusterGameEngine.h | ||
| WorldContextObject | TObjectPtr< UObject > | DisplayClusterGameEngine.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EDisplayClusterOperationMode GetOperationMode() |
DisplayClusterGameEngine.h | ||
void ResetForcedIdleMode() |
Resets forced idle mode flag needed for multiplayer connections to tick the engine side to process handshake Used by DisplayClusterNetDriver when all nodes are connected | DisplayClusterGameEngine.h |
Overridden from UEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Init
(
IEngineLoop* InEngineLoop |
DisplayClusterGameEngine.h | ||
virtual bool IsRenderingSuspended() |
This override control either we want to trigger the rendering or not on the frame By modifying variable state in BrowseLoadMap when multiplayer connections are being established to prevent Redraw on the client side | DisplayClusterGameEngine.h | |
virtual bool LoadMap
(
FWorldContext& WorldContext, |
DisplayClusterGameEngine.h | ||
virtual void PreExit() |
DisplayClusterGameEngine.h | ||
virtual void Tick
(
float DeltaSeconds, |
DisplayClusterGameEngine.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EDisplayClusterOperationMode DetectOperationMode() |
DisplayClusterGameEngine.h | ||
bool GetResolvedNodeId
(
const UDisplayClusterConfigurationData* ConfigData, |
DisplayClusterGameEngine.h | ||
virtual bool InitializeInternals() |
DisplayClusterGameEngine.h | ||
void PreExitImpl() |
DisplayClusterGameEngine.h | ||
bool ValidateConfigFile
(
const FString& FilePath |
DisplayClusterGameEngine.h |
Overridden from UEngine
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void UpdateTimeAndHandleMaxTickRate() |
DisplayClusterGameEngine.h |