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API > API/Plugins > API/Plugins/DisplayCluster
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEngine
- UGameEngine
- UDisplayClusterGameEngine
References
| Module | DisplayCluster |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterGameEngine.h |
| Include | #include "DisplayClusterGameEngine.h" |
Syntax
UCLASS ()
class UDisplayClusterGameEngine : public UGameEngine
Remarks
Extended game engine
Functions
| Type | Name | Description | |
|---|---|---|---|
| EDisplayClusterOperationMode | |||
| EDisplayClusterOperationMode | |||
| bool | GetResolvedNodeId
(
const UDisplayClusterConfigurationData* ConfigData, |
||
| bool | |||
| void | PreExitImpl () |
||
| void | 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 | ||
| bool | ValidateConfigFile
(
const FString& FilePath |
Overridden from UEngine
| Type | Name | Description | |
|---|---|---|---|
| void | Init
(
IEngineLoop* InEngineLoop |
Initialize the game engine. | |
| bool | 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 | ||
| bool | LoadMap
(
FWorldContext& WorldContext, |
||
| void | PreExit () |
Called at shutdown, just before the exit purge. | |
| void | Tick
(
float DeltaSeconds, |
Update everything. | |
| void | Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate. |