Navigation
API > API/Plugins > API/Plugins/DisplayCluster
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPlayerInput
- UEnhancedPlayerInput
- UDisplayClusterPlayerInput
References
| Module | DisplayCluster |
| Header | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/DisplayClusterPlayerInput.h |
| Include | #include "DisplayClusterPlayerInput.h" |
Syntax
UCLASS&40;Within&61;PlayerController, Config&61;Input, Transient&41;
class UDisplayClusterPlayerInput : public UEnhancedPlayerInput
Remarks
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.
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | DeserializeKeyStateMap
(
const TMap< FString, FString >& InKeyStateMap |
Aux function that deserializes whole input data from a map. | |
| void | ProcessPolicy_ReplicatePrimary
(
const TArray< UInputComponent* >& InputComponentStack, |
Performs sync logic where all input data from the primary node is replicated to all other nodes. | |
| bool | SerializeKeyStateMap
(
TMap< FString, FString >& OutKeyStateMap |
Aux function that serializes whole input data into a map. |
Overridden from UPlayerInput
| Type | Name | Description | |
|---|---|---|---|
| void | ProcessInputStack
(
const TArray< UInputComponent* >& InputComponentStack, |
Process the frame's input events given the current input component stack. |