Navigation
API > API/Plugins > API/Plugins/DisplayClusterLightCardEditorSha-
A renderer that projects meshes to screen space using non-linear projection methods
| Name | FDisplayClusterMeshProjectionRenderer |
| Type | class |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterLightCardEditorShaders/Public/DisplayClusterMeshProjectionRenderer.h |
| Include Path | #include "DisplayClusterMeshProjectionRenderer.h" |
Syntax
class FDisplayClusterMeshProjectionRenderer
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FDisplayClusterMeshProjectionRenderer() |
Clean up any references to the renderer. | DisplayClusterMeshProjectionRenderer.h |
Structs
| Name | Remarks |
|---|---|
| FSceneProxyElement | Data struct that contains the scene proxy and the render configuration needed to render the scene's primitive components |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FSelection | TBaseDelegate_OneParam< bool, const AActor * > | Delegate to determine if an actor should be rendered as selected | DisplayClusterMeshProjectionRenderer.h |
| FSimpleElementPass | TBaseDelegate_TwoParams< void, const FSceneView *, FPrimitiveDrawInterface * > | Delegate raised during a render pass allowing simple elements ro be rendered to the viewport after meshes are projected to it | DisplayClusterMeshProjectionRenderer.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorSelectedDelegate | FSelection | DisplayClusterMeshProjectionRenderer.h | ||
| RenderSimpleElementsDelegate | FSimpleElementPass | DisplayClusterMeshProjectionRenderer.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PrimitiveComponents | TArray< TWeakObjectPtr< UPrimitiveComponent > > | The list of primitive components to render | DisplayClusterMeshProjectionRenderer.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddActor
(
AActor* Actor |
Adds an actor's primitive components to the list of primitives to render | DisplayClusterMeshProjectionRenderer.h | |
void AddActor
(
AActor* Actor, |
Adds an actor's primitive components to the list of primitives to render, filtering which primitive components get rendered using the specified callback | DisplayClusterMeshProjectionRenderer.h | |
void ClearScene() |
Clears the list of primitives to render | DisplayClusterMeshProjectionRenderer.h | |
void RemoveActor
(
AActor* Actor |
Removes an actor's primitive components from the list of primitives to render | DisplayClusterMeshProjectionRenderer.h | |
void Render
(
FCanvas* Canvas, |
Renders its list of primitive components to the specified canvas using the desired projection type. | DisplayClusterMeshProjectionRenderer.h | |
void RenderScenes
(
FCanvas* Canvas, |
Renders its list of primitive components to the specified canvas using the desired projection type. | DisplayClusterMeshProjectionRenderer.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FVector ProjectViewPosition
(
const FVector& ViewPosition, |
Projects a position in view coordinates into the projected view space of the specified projection type | DisplayClusterMeshProjectionRenderer.h | |
static FVector UnprojectViewPosition
(
const FVector& ProjectedViewPosition, |
Projects a position in the projected view space of the specified projection type to ordinary view coordinates | DisplayClusterMeshProjectionRenderer.h |