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An object within PlayerController that processes player input.
This one is nDisplay specific implementation. It's responsible for replication of UE native input within a cluster to support simulation determinism. Various input sync policies might be implemented here.
| Name | UDisplayClusterPlayerInput |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterPlayerInput.h |
| Include Path | #include "DisplayClusterPlayerInput.h" |
Syntax
UCLASS (Within=PlayerController, Config=Input, Transient)
class UDisplayClusterPlayerInput : public UEnhancedPlayerInput
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPlayerInput → UEnhancedPlayerInput → UDisplayClusterPlayerInput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDisplayClusterPlayerInput() |
DisplayClusterPlayerInput.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReplicatePrimary | bool | Currently we have this bool only wich provides 2 cases: sync or not sync. | DisplayClusterPlayerInput.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ProcessInputStack
(
const TArray< UInputComponent* >& InputComponentStack, |
Process the frame's input events given the current input component stack. | DisplayClusterPlayerInput.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Aux function that deserializes whole input data from a map | DisplayClusterPlayerInput.h | ||
virtual void ProcessPolicy_ReplicatePrimary
(
const TArray< UInputComponent* >& InputComponentStack, |
Performs sync logic where all input data from the primary node is replicated to all other nodes | DisplayClusterPlayerInput.h | |
| Auxiliary function that serializes whole input data into a byte stream | DisplayClusterPlayerInput.h |